How about some love for the beast master in DnD 5e?
Beast Speed
Your beast has learned subtle commands that make your a deadly pair in combat.
Benefit: Once per turn, you gain an extra action that can only be used to command your beast.
Thoughts?
How about some love for the beast master in DnD 5e?
Beast Speed
Your beast has learned subtle commands that make your a deadly pair in combat.
Benefit: Once per turn, you gain an extra action that can only be used to command your beast.
Thoughts?
I’ve been thinking about the Eldrich Knight archetype, and I thought there should be one for the charisma based casters out there. Here’s my contribution:
Somewhere in your family line was a dragon. It might be something open to all. It might be a secret passed down through the generations. Or, it might be unknown to anyone. But, for some reason, it shows in your. You’re starting to look a lot like someone you may never have met, as well as, being able to tap into power that most people in your family and most mortals can only dream of.
At 3rd Level, you gain the ability to cast spells as a Sorcerer. Use the Spellcasting rules of the Eldrich Knight (PHB 75), except you cast using your charisma modifier instead of intelligence.
At 3rd level, you must choose a draconic ancestor using the types presented on page 102 of the Players Hand Book. Once choose, you may not change this type. Based on the type of dragon chosen, you gain resistance to the type of damage associated with that dragon.
Beginning at 7th level, when you your action to cast a spell that does the damage of the type associated with your Dragon Ancestry, you can an extra action to make a weapon attack.
At 10th level you begin to change to look like your draconic progenitor. Your body gains scales and possibly small horns as your fore-father/fore-mother. This makes most conventional armor all but useless, but your natural armor gives your AC equal to 16+dexterity.
At 15th level, you gain the ability to perform a breath attack as a dragonborn (PHB 34). The DC for this save is not based on your constitution, but based on your charisma.
At 18th level, your metamorphosis completes as you gain a pair of dragon wings. These are permanent wings that grant you a flight speed equal to your normal movement speed.
Thoughts?
Want to up your spell casting ability as a monk in DnD 5e. Maybe there is a feat for that….
Mental Monk
You have mastered yourself and the forces of the universe and gained the following benefits:
Thoughts?
How about a feat for DnD Next?
Blurring Speed
You move so fast, your opponents can only feel you hit them.
Benefit: Gain the following benefits:
Thoughts?
How about a different class feature for the monk?
Snake Speed
Immediately after you are hit with an attack and the attacker is in reach, you may spend one ki point make an unarmed attacks as a reaction. If you spend two ki points, you may make the attack before the attacker hits you with an attack as a reaction. If the attacker is still able to make the attacks after these attack, the attack occurs as normal. Any effects, powers, feats, or abilities that require or use Flurry of Blows allow apply to this ability instead unless specifically stated different. This ability is taken instead of Flurry of Blows.
Thoughts?
First off, I love the Dungeons and Dragons Adventure League. I’ve run a crap load of games and loved every minute of it. I think I’m at least a decent GM who knows a ton of Forgotten Realms lore. But, I need some help. Here are I few things I think would make the Adventure League better:
1) Small change to the format of the adventures I know its space, but I would really love it you could give me an itemized list of the major stuff in the room/location at the top of each location right after the name and place on the map. Like this:
Genera Features:
Mossy Cave full of gold
Traps:
None
Monsters:
1-Party one- 6 Kobolds
1 Wizard
2-Party two- Giant Dragon of death
Items:
Awesome sword of Awesomeness
All the gold ever
Why? Well I read my adventures before every game, but when you’re going through the adventures and you have limited time like the 3.5 hours at GenCon, it’s hard to remember all the stuff that’s in a place or you have to take time and skim read the entire passage. All the adventures WotC has put out including the Hoard of the Dragon Queen have all the important information buried in the text. I hate having to reread a half page of text and explain to my players everything in the room that I just read and make it interesting. Again, this isn’t hard, but a small change will really help me make sure I hit all the high notes in every adventures.
2) NPC mentors My players are getting high enough to get mentors. It might be time to consider providing NPCs who can mentor the players either through letters or items. I don’t think these should be anywhere near as cool as real, honest to Amaunator PC mentors, but if my players don’t have one, then they won’t know how awesome one can be. And, most likely won’t mentor other PCs in the future.
3) Starting above 1st level Let’s start something really controversial! I’d like the option to start above 1st level. I’d like generic PCs to give players at 1st, 5th, 10th, and 15th level with items and such that they could/world have gotten had they played the previous adventures but not the awesome renowned points. The first level five and up adventures are going to roll out soon, and new players are going to come to the store and be turned away as the two groups I have at my store won’t be able to keep a level one wizard alive during a CR eight encounter. Giving me pregens for several levels will really help. Pathfinder does that, and it’s amazingly helpful!
4)World Guide Even more controversy! Everybody I know wants a world guide. What the heck is up with the Realms? Who’s still a god? Who isn’t? Who’s pretending? What the hell is a Phlan? Right now, we have the old 3.5/4e stuff. But, there was a whole Sundering book series that people didn’t read that told them about the new 5e realms. But, none of those books really talked about Phlan. Heck the Sword Coast got a book, but only tangentially. My players don’t really know the state of things. Things are up to 110 years out of date, so imagine using a 110 year old map to understand European politics today! Don’t give me hints. Right now my players need firm answers to what the heck is going on. And I think most GMs do too.
Those are my ideas. I love the game, but give me the proper tools and layouts and I can make my games even better!
How about some real defense for DnD Next?
Tower shield
Cost: 50gp
+4 AC
40lbs
This shield is as tall as your average ork. You gain a -1 penalty to all attacks while using a tower shield due to its bulk. However, when you talk a full defense action, all enemies that are on that are attacking ahead of you may not target you as you benefit from full cover. Enemies that attack from the sides only gain disadvantage.
Thoughts?
I have a rogue who want to hit hard and hit mean with none of this finesse crap. Let’s make that happen.
Strength Sneak Attack
Some favor the shadows to strike daringly at their enemies. You do not. You are a brazen criminal who steps in front of your enemies and hits them as hard as you can.. You may use any weapon to perform a sneak attack, but you do not gain sneak attack when you attack while hidden. You may still perform a sneak attack when an ally is engaged with the target of your attack. Your sneak attack dice pool increase as normal. This replaces the normal sneak attack abilities.
Thoughts?
Another feat for DnD 5e? One for rogues? Sure!
Cold Killer
Benefit: Your sneak attack dice change from d6 to a d8.
Thoughts?
How about something that is specific for the Adventure league
Renown
You’ve figured out how to move among your group. You might not be the smartest, fastest, or the wisest, but you are the best connected!
Benefit: Gain the following benefits:
Thoughts?