Ring of Life
Ring, rare, very rare, legendary (requires attunement)
This twisted vine ring provides you with extra life each day. You gain a 25(rare), 50(very rare), or 75 (legendary) temporary hit-points at dawn each day.
Ring, rare, very rare, legendary (requires attunement)
This twisted vine ring provides you with extra life each day. You gain a 25(rare), 50(very rare), or 75 (legendary) temporary hit-points at dawn each day.
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!
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.
| 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:
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.
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.
At 15th level, you gain the ability to become a beast, magical beast, or elemental of up to CR 5.
Some love for the fighter today with a new fighting style.
You gain an extra reaction each round.
How about some quick ones this week.
Armor (hide), rare
Thoughts
More mind madness at throat punch games!
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:
Thoughts?
Thinking of writing a mental powers book. Let’s build out on that idea.
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:
Thoughts?
Time for some power!
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?
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?
More mindfulness in DnD!
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.
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?