I’ve been under the weather, so let’s get some stuff out now that I haven’t passed out in the last bit. Back to DnD with some anti devil or some pro devil shenanigans!
Dark One’s Touch
You’re more human than human with a bit of fiend in your family. You gain resistance to either acid or fire damage. Once you choose, you can not change this choice.
I like barbarians who go with their hands. True, back to basics, run by instinct fighters. Let’s make that happen!
Path of the Brawler
Only the weak use weapons. When the anger takes you, you drop the metal you are holding and fight with fist and fury. You feel every crunch and pop of your foes bones and revel in the carnage you cause as the light leaves their eyes.
Fists of Fury
Starting when you choose this path a 3rd level, your unarmed attacks deal 1d6 damage.
When you enter a rage, treat your unarmed attack’s damage as equal to a monk of your level.
Spirits Fear Your Hate
Beginning at 6th level, for the duration of the rage your unarmed attacks count as magic and silver and you can use a bonus action each round to make an additional unarmed attack each round.
Up Close Violence
Beginning at 10th level, you master the art of crushing unarmed force. While raging, any unarmed attack you make can instead be a grapple attempt.
Any creature you have grappled automatically takes damage equal to a single unarmed attack from you at the start of its turns while you are raging.
Strangler of Great Beasts
Starting at 14th level, you can grapple up to two creatures at once and have no size restrictions nor penalties to grapple a creature while you are raging. While you have a minimum of one limb free, you make all unarmed attacks as normal.
This come hot on the heels of the last spell. Lot’s of these spells specify one type of element, but why would a sorcerer play by those rules?
When you cast a spell that has an elemental damage type of acid, cold, fire, or lightning, you can spend 2 sorcery points to change the damage to another elemental damage type of acid, cold, fire, or lightning. All other parts of the spell remain the same, but continual damage is changed to the new damage type if you so choose.
Been on a kick lately hitting all the majors with each spell I make, so we have to do DnD 5e!
Fist of Flame
Casting Time: 1 bonus action
Components: V, S, M (piece of coal)
Duration: Concentration, up to 1 hour
You wreath the targets hands and feet in fire. Unarmed melee attacks from the target do an additional 1d6 fire damage on a successful hit. The fire provides light up to 30 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every two slot levels above 1st.
How about some love for DnD 5e?
Arms of the Goddess
Casting Time: 1 action
Components: V, S
Duration: 1 minute
A pair of transparent arms of force appear behind you. This pair of arms can hold weapons or cast spells for you. As a bonus action each round, you can cast a cantrip with the arms or make an attack.
How about a weak channel everyone can use?
Casting Time: 1 action
Range: 30 feet
All creatures within 30 feet of you regain hit points equal to 1d3 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d3 for each slot level above 1st