Be it soup or beer, food as weapons has been in the media lately. That give me an idea..
Dangerous Food
2nd-level transmutation
Casting Time: 1 action Range: Touch Components: V, S, M (a piece of fruit) Duration: eight hours
Five juicy pieces of fruit appear in your hand and are infused with magic for the duration. A creature can use its action to eat one peace of fruit. Eating a berry restores 1d4 hit point.
Alternatively, a piece of fruit can be used as a weapon. You can make a melee or ranged attack up to 30 feet as an action. You are considered proficient when you attack with the fruit. If it hits, the target takes 1d6 magic bludgeoning damage and all enemies engaged with the target make a Dexterity save or take 1d6 magic bludgeoning damage as well.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, increase the number of fruit pieces by 1 for each slot level above 2nd.
Prerequisite(s): great weapon fighting fighter style
The best defense is to hit even harder. You gain the following benefit:
Increase your Constitution or Strength by one, to a maximum of 20.
When an roll a 1, 2, or 3 on the damage die for a two handed weapon, reroll that die. If any reroll granted by this or your fighting style is a 1, that die counts as a 2.
Basics– ONCE MORE INTO THE BREACH! Continuing the Oracle of War storyline (or maybe starting it), the players are asked to go on a rescue mission into the Mournlands. Will they find the missing salvage crew, survive the warforged separatists, and understand what’s up with the crazy talking box?
Mechanics or Crunch– This adventure is a bit higher level for the players. It’s written for tier one, but one wrong step or even a few bad rolls can tank this quickly. The adventure forces stealth, which for a party of pure beatsticks isn’t as much fun as they hope. Overall, it’s doable and not too far outside of expectations, but I think toning down the challenge as written would help with this. 4.5/5
Theme or Fluff-This is a really fun adventure setting the tone for the Oracle of War story as the players finally get into the main event. It’s actually a dungeon crawl. Which is always nice to see, but it’s set in a town. So why don’t they go around? That’s the one part that kind of puts a damper on the situation. Otherwise, it’s a good intro to the meat, story, and setting of this campaign. 4.75/5
Execution– PDF? Yep! Hyperlinked? no… I really like what’s in this with two versions of the adventure for the pretty version and the simple printer version as well as the newspaper that you can hand out. I still like hyperlinks as it will help me hop around between parts of the adventure! But amazing art, font, and layout make this a dream to read. Aside from my love of hyperlinks, this is a really well done adventure. 4.8/5Summary– I love Eberron. I love playing in the Mournlands. I also love a good dungeon crawl. This is all three. The missteps are minor and if you look at your group and see a bad mix for some parts, then as a GM a few changes will help. Also, you may have to add pieces to keep your players from skipping the adventure. “Voice in the Machine” is a solid start to the real campaign of Oracle of War. 93%
How about a feat inspired by the last for for DnD 5e? How much Carbon 2185 should go into DnD 5e?
Emergency Cleric Training Training
Prerequisite: non Cleric Class
You have trained with clerics and mastered quick blessing that you can use to keep your friend in the fight. Gain the following:
Increase your Intelligence or Wisdom by 1, to a maximum of 20.
Once per day, you can cast healing world or cure wounds at the highest spell level a cleric of your level could cast. You regain this ability after a long rest.
Casting Time: reaction Range: 50 feet Components: V, S Duration: next action
You curse one creature making an ability check. If the target fails a Wisdom saving throw, the target must roll a d2 and subtract the number rolled to the ability check.