Daily Punch 2-13-17 Excommunicate negative feat for DnD 5e

I have a modest proposal.  DnD 5e is feat poor.  I’d like to propose that DnD 5e is feat poor.  To help with this, i’d like to propose the idea of Negative Feats.  These feats hurt a character is some way, but allow the character to take an additional feat or gain two abilities points at first level.  This has the potential to spin out of control quickly, but if carefully managed, players will be able to take power bonuses at first level at the bonus of character background building and expense of in game penalty.  Here is the first one I propose.

 

Excommunicate

You have left your church.  This decisions may have been yours alone, mutual, or your may have been forced to leave the church.  But, in any case, that church and its associated gods no longer look upon you with favor.  Non-player characters now treat your with as much spurn as they can muster in the situation.  In civil situations, you will be ostracized as much as possible.  In combat situations, clerics of the church will not and can not heal you.  If provoked, members of the church will attack.  Chose an alignment (LN, N, LG, G, or CG).  Members of that alignment can not heal you, gods of those alignments disdain you, and you can not receive any healing or positive benefits from spells or other abilities from clerics or gods of those alignments.  Damaging spells from those alignments will still work against you however.  Even spells that would provide a mixed benefit such as a damaging spell that increase your AC or damage that allows you to activate an ability only provide the negative aspect of the spell and do not activate any of your abilities.

 

 

Thoughts?

 

Daily Punch 1-24-17 Sign Magic for DnD 5e

If you can’t speak, how about still being able to cast spell…

 

Sign magic

You can’t hear and you might not be able to speak, but that doesn’t mean you can master the magic in and around you.  Gain the following:

  • Increase your spell casting ability by 1, to a maximum of 20.
  • When you cast a spell with verbal components, you may instead treat those as somatic components as you speak the magic words with your body and hands instead of your voice. A spell may never lose both the somatic and verbal components however.

Thoughts?

 

Daily Punch 1-23-17 Tongue Twister feat for DnD 5e

How about a quick feat for DnD 5e..

 

Tongue Twister

You’ve mastered speech, word, thought, and movement in your magic.  Gain the following:

  • Increase your spell casting ability by 1, to a maximum of 20.
  • When you cast a spell with somatic components, you may instead treat those as verbal components as you twist your tongue in ways to make the movements for your spells.  A spell may never lose both the somatic and verbal components however.

 

 

Thoughts?

 

Daily Punch 1-18-17 Time Sphere spell for DnD 5e

How about another spell in the time school.

 

Time Sphere

4th-level enchantment

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of tar)
Duration: Concentration, up to 1 minute

You throw a ball of concentrated time at an point in range.  All creatures within 30 feet of the point are affected by the spell.  You may choose to slow or speed time in the area.  If you slow time and a creature starts its turn in a spell or enters the affected area, it must make a Wisdom saving throw.  If it fails, the creature instantly loses all its actions, bonus actions, free actions, and ability to move.  If you speed time, any creature in the area gains an additional action for the turn.  That action can be used only to take the Attack (one weapon attack only), Dash, cast a cantrip, Disengage, Hide, or Use an Object action.

 

 

Thoughts?

Daily Punch 1-17-17 Time Crawls spell for DnD 5e

I want some chronomancy in DnD.  Let’s make that happen!

 

Time Crawls

1st-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sundial)
Duration: Concentration, up to 1 minute

Choose up to three creatures that you can see within range. Those creatures lose their ability to move on their turn unless they spends an action.  At the end of each of a target’s turn, the target can attempt a Wisdom saving throw to regain the ability to move without spending an action. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 1st level or higher, you can target one additional creature for each slot level above 2nd.

 

Daily Punch 1-9-17 Magic Dissipation spell for DnD 5e

It’s been a bit, so let’s get back to the fun!
Magic Dissipation

2nd-level abjuration

Casting Time: bonus action
Range: 30 feet
Components: V, S
Duration: End of turn

When you cast this spell, you purposefully reduce the destruction you unleashed from your next spell.  Select a target in range.  Until the end of your current turn, that target is not effected by any spell you cast.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase the number of targets by one for each slot level above 3rd.

Daily Punch 12-13-16 Lighting Storm spell for DnD 5e

How about a spell for DnD 5e?

 

Lightning Storm

5th-level evocation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous

You create a 20-foot-radius sphere of crackling energy centered on yourself.  You are safe from the effects of the spell, but all other creatures in the area must make a Dexterity saving throw.  The creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Daily Punch 12-7-16 Lightning Touch spell for DnD 5e

I’ve been working my way up the spell list for each element.  Let’s keep going with another lightning spell!

Lightning Touch

4th-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of fulgurite)
Duration: instantaneously

When you finish the incantation for this spell, your hands instantly begin to crackle with electricity.  As part of this spell you may make melee spell attacks against up to 4 targets.  On a hit, the target takes 8d6 lightning damage and is stunned for one round.  On a failure, the target takes no damage and is not stunned.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the lightning damage increases by 1d6 for each slot level above 4th.

Daily Punch 12-6-16 Percussive Maintenance feat for DnD 5e

How about we transfer the same idea of “hit it again!” to a different system?

 

Percussive Maintenance

You might not be the smartest, but you do hit hard and that sometimes make the machines work. You gain the following benefits:

  • When you use a machine you are unfamiliar with you may use your Strength modifier and you are considered proficient with the machine when attempting to activate the machine.
  • You can use magic items you are not attuned with by simply hitting them harder.  If the item uses one of your ability modifiers, it uses Strength.  If the use of the item requires a charge, you use an additional charge for each use.  You apply your proficiency bonus to any spell or effect save DC, but you are not considered proficient with the item.  As an example, you would use your Strength modifier and your proficiency bonus to determine a save DC, but you would not gain proficiency with a new armor or a weapon.

 

Thoughts?

Daily Punch 11-22-16 Minor Chain Lightning spell for DnD 5e

Let’s keep going with more lightning spell!
Minor Chain Lightning

2nd-level evocation

Casting Time: 1 action

Range: 50 feet

Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)

Duration: Instantaneous

You conjure a jolt of electricity  that shoots toward a target of your choice that you can see within range. Two bolts then leap from that target to separate targets, each of which must be engaged with the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 3th level or higher, one additional bolt leaps from the first target to another target for each slot level above 2th.