Daily Punch 11-27-14 Double Time Feat for DnD 5e

You might be sleeply from some turkey, but your fighter can’t be!  He/she needs to move double time!

 

Double Time

Gain the following benefits:

  • Increase your strength, dexterity, or constitution by 1 to a maximum of 20
  • When spending superiority dice as a fighter, you may spend two in place of one.

 

Thoughts?

Daily Punch 11-12-14 Discipline Training Feat for DnD 5e

I love spellcasting monks, but I think they don’t get enough options.  How about giving them a few more.

 

Discipline Training

You have spend most of your life in the temple training body and mind.  Gain the following:

  • Gain +1 to wisdom to a maximum of 20.
  • Gain two more disciplines from those currently available to you.  These may be changed as per the normal rules when gaining new disciplines.

Thoughts?

Daily Punch 11-11-14 Monk of the Heavens Monastic Tradition for DnD 5e

I love monks, and I love clerics.  Let’s see if I can mix these two together into one great class.

 

Monk of the Heavens Monastic Tradition

Monks of the Heavens spend much of their time in practice and prayer.  They are chosen to execute the will of the gods as they strike out from their lone monasteries to hopefully make the world a better place.

You know the touch of silence and one other divine discipline of your choice.  You gain additional disciplines at 6th, 11th, and 17th level.  When you learn a new discipline, you may replace any others you know as you see fit.

Casting Cleric Spells.  Most divine disciplines allow you to cast spells.  These spells are cast as per the Casting Elemental Spells rules on page 80 of the Players handbook.

Divine Disciplines

Touch of Silence.  You may touch a dying ally or enemy and either stabilize or kill that enemy as a bonus action.  If you kill, that creature must make a constitution saving throw or die immediately.

Touch of the Healer. You may cast cure wounds.  You may spend one additional ki point to cast this again and target another creature.  You must still follow the maximum number of ki points allowed per level however.

Touch of the Damned.  You may spend two ki points to cast inflict wounds.

Sights Unseen. You may spend 1 ki point to cast Detect Magic.

Songs of the Heavens. You may spend 1 ki point to cast Bless.

Discords of Hell. You may spend 1 ki point to cast Bane.

Authority of the Teacher. You may spend 1 ki point to cast Command.

Guard of Heaven.  You may spend 1 ki point to cast Shield of Faith.

Heaven’s Training (6th Level Required).  You may spend 2 ki oint to cast Enhance Ability.

Guard from on High(6th Level Required). You may spend 2 ki point to cast Spiritual Weapon.

Master’s Quite(6th Level Required).  You may spend 2 ki point to cast Silence.

True Strength in Self(11th Level Required). You may spend 3 ki point to cast Dispel Magic.

Guide the Soul(11th Level Required). You may spend 3 ki point to cast Revivify.

Speed of Steps(11th Level Required). You may spend 3 ki point to cast Water Walk.

Protect the Faithful(11th Level Required). You may spend 3 ki point to cast Spirit Guardians.

Avatar of the Master(17th Level Required). You may spend 5 ki point to cast Guardian of Faith.

Master’s Castigation(17th Level Required). You may spend 5 ki point to cast Banishment.

 

Thoughts?

Daily Punch 11-10-14 Netherese Shade Sorcerer

I’ve been reading a bunch of old Forgotten Realm’s stuff, and I think its time for the stuff of nightmares to take their place on the world stage.

Netherese Shade Sorcerer

You are the stuff of legend.  You are born from shadow.  Somewhere in your family line, someone was a Shade-a creature of pure darkness who stalked a world of negative energy.  You can now channel that, and it’s slowly consuming you.

 

Shade Resilience

You begin to get hints of your family history.  At first level you gain resistance on all necrotic energy damage and stealth becomes a trained skill for you.  If you are already strained in stealth, double your proficiency bonus with that skill instead.

 

Shadows Increase

At 6th level, when you cast a spell that does necrotic energy, you my add your charisma modifier to that damage.  You may spend 1 sorcery point to cast Inflict Wounds.

 

Shadow Adaption

You are beginning to learn to be a shadow.  At level 14 by spending 1 sorcery point, you may travel from any area of shadow to another area of shadow as a move.  These areas of shadow must not be more then three times your movement speed apart.

 

Shade Apotheosis

At level 18, you have stopped being mortal and moved beyond.  You are now a shade.  Your race changes to shade.  You now have advantage on stealth checks made in shadow and are now immune to necrotic energy.  In addition, you may now spend 5 sorcery points to cast teleport to teleport as if teleporting to a portal to any area of shadow you know about.

 

 

Thoughts?

Daily Punch 11-6-14 Hard to Kill feat for DnD Next

I have some barbarians with some massive constitutions out there who will fail three death saving throws while the asthmatic wizard pops up like toast whenever he gets hit because he’s insanely lucky with a d20.  Let’s help those barbarians out there…

 

Hard to Kill

You’ve survived things that lesser people would never walk away from.  You gain the following benefits:

  • You must fail four death saving throws before you die from your injuries.
  • You may add your constitution bonus to your death saving throws.  If you hit 20 or above, you regain 1HP and regain consciousness as normal.

 

Thoughts?

11-4-14 Monkey Grip feat for DnD 5e

I’ve been listening to some audiobooks lately, and I want to help those fighters who wield the too big weapons enter the fray!

 

Monkey Grip

Prerequisite: Strength 18

Benefit: Gain the following:

  • Gain +1 to strength to a maximum of 20
  • You may wield a two-handed weapon one handed and gain the benefit of the two-handed grip for qualities like versatile and general use of the weapon.  If you wield two two-handed weapons, the off-hand attack normally does not add your strength or dexterity to damage.

 

Thoughts?

Daily Punch 11-3-14 Rend Muscle Fighting Style for DnD 5e

How about hurting your opponents so they can’t hurt you in a Fighting Style?

 

Rend Muscle

When you make an attack, you can cause your opponent to have to make a Constitution Saving Throw equal to 8+proficiency+strength or dexterity modifier (whatever you used for the attack).  If the target fails, they gain a -1 penalty to their attack rolls.  These penalties are cumulative, but may never be larger then your proficiency bonus.  As an example, at level two the maximum penalty you can inflict to attack for a target is a -2 as your proficiency bonus is a +2.

 

 

Thoughts?

Daily Punch 10-21-14 Dragon Warrior Fighter Archetype for DnD 5e

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:

 

Dragon Warrior

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.

 

Spellcasting

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.

 

Dragon Ancestry

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.

 

Elemental strike

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.

 

Draconic Metamorphosis

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.

 

Draconic Breath

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.

Dragon Wings

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?