Daily Punch 6-24-19 Beast of the Field Ranger Archetype for DnD 5e

You’ve run so long among the beasts of the field, you have learned how to really run among them. You now know how to become the beast of the field and use that to stalk your prey!

Beast of the Field

At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your ranger level determines the beasts you can transform into, as shown in Table: Beast Shapes. At 3rd level, for example, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn’t have a flying or swimming speed.

Table: Beast Shapes
Level Max. CR Limitations Example
3rd 1/2 No flying or swimming speed ape
7th 1 No flying speed dire wolf
11th 3 winter wolf
15th 5 you can now become magical beasts air elemental

You can stay in a beast shape for a number of hours equal to half your ranger level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as hunters mark, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Human Cunning

At 7th level, you also add your proficiency bonus as a bonus to the AC of the creature you have changed into in addition to its normal AC bonuses.  You can still add the AC bonus of any armor you are wearing to your AC as well.

Beast body, Human Tactics

At 11th level, you add your proficiency to your attack and damage rolls for the shape you are in in addition to the normal attack and damage bonuses the shape has.

Master of the Field

At 15th level, you gain the ability to become a beast, magical beast, or elemental of up to CR 5.

Daily Punch 6-6-19 Mental Targeting feat for DnD 5e

More mind madness at throat punch games!

 

Mental Targeting

If by your understanding of the flow of combat, your knowledge of your foes anatomy, or via unbalancing words, you strike more with your mind that your muscle.  You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Choose Intelligence, Wisdom, or Charisma.  Your that ability modifier instead of Strength or Dexterity for weapon attacks.

 

 

Thoughts?

Daily Punch 6-5-19 Mental Armor feat for DnD 5e

Thinking of writing a mental powers book.  Let’s build out on that idea.

 

Mental Armor

You might have been born with it or you trained for it, but your mind is is your greatest asset.  You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Choose Intelligence, Wisdom, or Charisma.  Reduce psychic damage by an amount equal to that statistic bonus.  You may apply any resistance you have first to the damage.

 

Thoughts?

Daily Punch 5-30-19 Force of Imagination spell for DnD 5e

Time for some power!

 

Force of Imagination

8th-level enchantment

Casting Time: 1 action
Range: special
Components: V, S
Duration: special

When you cast this spell, choose any spell you want of level 5 or lower.  You cast that spell using up to a spell slot of level 5.  The target or targets of the spell must attempt a Charisma saving throw.  Those that fail re subjected to the spell as normal and must make all saving throws and checks as if the chosen spell was cast on them.  The spell targets areas or individuals as normal for the spell, but does not physically occur only affecting those that fail the original save.

 

 

Thoughts?

Daily Punch 5-29-19 Mental Fortitude spell for DnD 5e

How about some real mind over matter?

 

Mental Fortitude

7th-level enchantment

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 8 hours

You use your mental force to overcome all your physical failures.  Choose one mental statistic (Wisdom, Intelligence, or Charisma).  For all your saves, checks, attacks, and determined DCs, use the chosen statistic in place of all normal statistics used.

 

 

 

Thoughts?

Daily Punch 5-28-19 Mental Block spell for DnD 5e

More mindfulness in DnD!

 

 

Mental Block

6th-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 day

You mentally hide the instructions of an action from another creature’s mind.  When you cast this spell, choose an action from the action list and a creature in range.  It must succeed on a Wisdom saving throw or forget the action for the spell duration.  For the duration of the spell, when a creature attempts the action if must attempt an Intelligence saving throw to do the action or the creature stands dumbfounded as it struggles to remember how to do the action taking no action.  If another action would use the action such as an ability that uses multiple attacks and the mental block targets the attack action, the creature would need to make an Intelligence save to do the action but not multiple times in one turn.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.

Daily Punch 5-27-19 Mind Over Matter spell for DnD 5e

More mental madness for DnD 5e

Mind Over Matter

5th-level abjuration

Casting Time: bonus action
Range: Touch
Components: V, S
Duration: instantaneous

Through the power of sheer will, the target believes it is healed gaining 4d8 temporary hit points.

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

 

 

Thoughts?