Can’t rip and tear if you don’t grab first!
You can’t get closer than right on top of them. Gain the following benefits:
- Increase your Strength or Constitution by 1 to a maximum of 20.
- When you have a free hand, you can make a grapple attempt as a bonus action.
Almost done with Ancient Gods 2. Solid game bit now I want fighters flying round the battle field!
Hook and Pull
Continue reading “Daily Punch 3-22-21 Hook and Pull fighting style for DnD 5e”
Had this happen this weekend, and I think it belongs here.
You’ve learned to aim true and save your friends in the clutch. When you make an attack that targets an area, you may prevent one target in the area from being affected by the attack.
Had a blast at Winter Fantasy this weekend. Had a fighter full of hero points surrounded by enemies who walked away. Let’s fix this problem!
You use your moment to do what needs to be done. You can spend a hero point to gain an additional reaction or bonus action. You may not spend a hero point on any rolls associated with that reaction or bonus action.
Thinking about being able to keep hitting that same person over and over. Let’s help a warlock!
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, the next use of eldritch blast against the same target gains a +1 bonus to the attack. This bonus keeps continuing until the bonus to hit equals 1/2 your proficiency bonus.
Playing Hollow Knight lately, and the bugs I hate the most are the ones with bolts that home in on me. Let’s make that happen!
Prerequisite(s): eldritch bolt cantrip
When you miss an attack with eldritch bold, you can use your reaction to reroll the attack taking the second result.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Playing way too many video games lately, but saw a fun spell that I think a character might want as a belt.
Belt of Shocking Grasp
Wondrous item, rare (requires attunement)
This simple dark leather belt is inlayed with tracery of silver. While wearing this belt, if you are grabbed or swallowed by a creature, that creature must immediately make a DC 17 Constitution saving throw. On a failure, the creature take 3d8 lightning damage and must end the grab. On a success, the creature takes half damage and does not need to end the grab. If the creature is unable to release you in the case you were swallowed whole, then the creature must make a save at the beginning of each of its turns until it saves ending the damage each turn.
I’ve been on an acid kick lately. How about a new version of fireball mixed with acid arrow?
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a ball of slug slime)
With a flick of the wrist you throw a blob of acid toward a target within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 acid damage, and all each creature in a 20-foot-radius sphere centered on the first target must make a Dexterity saving throw. A target takes 4d6 acid damage on a failed save. All targets damaged by this spell are covered in acid and must make a Dexterity saving throw at the start of their turns or take 4d6 acid damage each round until they succeed on a saving throw at the start of their turns to removed the acid and end the effect or remove the acid as an action. If the initial ranged spell attack misses, there are no additional effects.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
I don’t see the feat to gain a bonus to saving throws in DnD 5e. I want those back, but is this too far?
You are just made to not die. Gain a +1 bonus to all saving throws.
Time to keep rolling with this spell into DnD 5e
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
You alter the subtle balances the keep the creature moving causing chaos in essence of the target. Choose a creature in range to makes a Constitution saving throw. On a failure the creature takes 1d6 acid damage. At the start of the creatures next turn, it must succeed at another Constitution saving throw or take the same damage again.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thoughts? Does the second saving throw prevent the damage from being too high for a cantrip?