Daily Punch 10-2-19 College of the Crossroads bardic college for DnD 5e

How about some more fun for DnD 5e?


College of the Crossroads

You might have been the best there was or you might not have been able to pluck a string, but boy after the man or woman in black met you and tuned your fiddle at midnight at the crossroads, you became a titan of stringed instriment.  You made a deal or maybe you won a contest, but either way, you have powers most didn’t think possible all at the low cost of having to watch your back for the rest of your days lest someone come collect

College of the Crossroads Features
Bard Level Feature
3rd Bonus Proficiencies, Fiddle of Gold
6th Dark Songs
14th Hounds of Hell

Bonus Proficiencies

When you join the College of the Crossroads at 3rd level, you double your proficiency for any stringed instrument you use.  You also gain proficiency in arcana and religion if you were not proficient in those or you gain proficiency in another skill for each one with which you were already proficient.

Fiddle of Gold

Also at 3rd level, you learned to summon an instrument you got from the man in black.  The instrument is a golden stringed instrument that always is immaculate, has perfect pitch and counts as a +1 magic club for any melee attacks you make with it.  It can be used as a focus for any spells you cast giving you a +1 bonus to your DC and to any spell attacks you make with it.  At level 11, these bonuses becomes a +2, and at level 17 these bonuses becomes a +3.  You can dismiss the resummon the instrument as often as you want as a bonus action.

Dark Songs

Starting at 6th level, you’ve learned more from your former master.  You gain access to warlock spells when you gain new spells or the chance to replace a spell, but you may not know more than four warlock spells.  These spells count against your normal number of spells.

Hounds of Hell

At 14th level, the devil begins to claim his due, but you’ve becomes a silver tongued fiend in your own right having mastered the first monsters sent to collect you.  Once per day, you may as an action summon three hell hounds.  These creatures obey your commands, but you must use a bonus action each turn to direct them or they act according to their own interests.  If they die or are dismissed as an action, you can resummon them again after a long rest.






Ring Side Report-Keeping it Classy: The Bard

Product– Keeping it Classy: The Bard

System-DnD 5e

ProducerKim Frandsen 

Price– $5 here https://www.dmsguild.com/product/281863/Keeping-It-Classy-The-Bard?affiliate_id=658618 

TL; DR-Another Solid Entry in the Series.  98%


Basics-CAN YOU HEAR ME!  Keeping it Classy: bards is another book in the keeping it classy series this time focusing on bards.  This book has items, bard colleges, a new race, and backgrounds all focusing on the musical characters in the party.

Mechanics or Crunch-What’s here is great!  I like the new mechanics, and they all feel balanced with everything else.  I like the items and the backgrounds as they fit as well. I’ve never been a fan of new races because it’s strange to just have a group of creatures that have always been here just appear out of nowhere, but the new race feels balanced as well.  What I want more of is feats. This book and the bard need some more feats, so this feels like a bit of a missed opportunity. Aside from missing feats, I love the stuff that’s here. 4.75/5

Theme or Fluff-This again feels right.  That’s what I want in a book for a class.  The stuff here feels appropriate for the class and the various settings that the bard plays in.  That means its done well. 5/5


Execution–  PDF?  Check!  Hyperlinked?  CHECK! Great layout and ease of readability?  CHECK! This is how I want products made. It’s got some original art, but the art that is there does exactly what it was supposed to do- break up the text and intrigue me.  The layout is nice. The font reads easily, and the overall presentation is top notch. 5/5


Summary-This is a 6 dollar book that provides a solid punch of material.  You get great mechanics that build the class in a new direction by playing with some different resources.  You get some new backgrounds, and you get solid items. I always want more,and here I feel a few feats would help round out the product.  But, aside from that, the book has an amazing execution, and all the new toys feel like they belong in the fantasy world of DnD. This is a rock solid book most bards should at least check out!  98%

Daily Punch 7-26-19 Child of Merlin sorcerer bloodline for DnD 5e

We already have fiend blooded sorcerers how about one with some true power?

Child of Merlin

Many tales tell of a powerful magic user who offered wisdom to kings and guided bloodlines for centuries.  Few remember that this person was a child of the most powerful devil.  Merlin was a powerful man, but his diabolical heritage passes threw his bloodline to all his children and his lust for power and women meant that he has children across the multiverse.  You are one of those children whose spark has awoken and now you manifest all the awesome powers that master magician with devil blood can bear!

Guide of kings

At 1st level, Merlin’s ability to guide others emerges in your.  You gain the bardic inspiration ability of a bard of your level.  You can use this a number of times per day equal to your Charisma modifier.

Wild Man of the Woods and Hells

Starting at 6th level, Merlin’s shape changing abilities manifest in you.  You gain the wild shape ability of a druid of your level.  As an added bonus, you can choose to change your shape into an animal or a fiend following the same CR restrictions as a a druid of your level.

Master Communicator and Shapeshifter

At 14th level, you gain the ability to change your shape as you see fit to match any occasion. You can cast polymorph on your self twice per day.  Furthermore, you gain the permanent effect of the tongues spell to talk with all creatures who understand language.

Your Patriarchs Powers and Weaknesses

Beginning at 18th level, you gain the faults of your patriarch, but also gain a larger portion of his powers.  You gain disadvantage on all saves vs any effect that causes the Charmed condition, cause psychic damage, or control your mind, but you also gain advantage on all other saving throws.  You gain resistance to all other damage, but gain vulnerability vs all bludgeoning damage.  For these effects and damages, apply worse penalty if multiple effects or damage types are mixed together.




Daily Punch 7-24-19 Verrine’s Chosen Warlock Patron for DnD 5e

We’re fighting devils in a bit, so let’s find a devil who would steal from other devils…

Verrine’s Chosen

You’ve found a master who will grant you powers that you never knew possible.  Heal yourself,  have boundless energy, and control those around you all are part of the deal you made when you joined Verrine.  Now you go across the land and gain power through impatiences.

Expanded Spell List

Verrine lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Table: Fiend Expanded Spells
Spell Level Spells
1st cure wounds ,  command
2nd aid, enhance ability
3rd revivify, haste
4th confusion, compulsion
5th dominate person, geas

Renegades’s Blessing

Starting at 1st level, others hold no power over you.  You gain advantage on saves and checks against any effect that would charm your or control your mind.  If you already have advantage on these saves or checks, you gain immunity from those effects.

Verrine’s Dark Blessing

Starting at 6th level, your patron bestows a portion of his power unto you allowing your wounds to heal at amazing speed. You regains  Hit Points equal to your Charisma modifier at the start of its turn. If you take radiant damage or damage from a silvered weapon, this trait doesn’t function at the start of your next turn. You begin to die only if you starts your turn with 0 Hit Points and doesn’t Regenerate.

Blessing of Impatience

Starting at 10th level, you gain the speed of your dark master.  You may choose to gain the effect of the haste spell, but your extra action can be used to cast cantrip spell, melee attacks, dash, or disengage.  You must concentrate to use this ability as normal.  You regain this ability after a short or long rest.


Starting at 14th level, your masters teaches you the true power of possession. Once per day, you gain the ability to choose a creature in range and force it to make a Wisdom saving throw.  On a failure, you disappear possess the creature as per dominate monster, except the duration 8 hours.  When the spell ends you reappear at a point within 60 feet of the target of your choosing. Once you use this feature, you can’t use it again until you finish a long rest.



Daily Punch 7-22-19 Elven Mind feat for DnD 5e

How about some love for Elves who fight devils?


Elven Mind

Prerequisite: Elf

Elves are the longest lived of the normal races and have the longest memories regarding the fiends. You gain the following benefits:

  • You have immunity against effects  or spells that dominate the mind or cause the charmed condition from fiends.
  • Increase your Wisdom, Charisma, or Intelligence by 1, to a maximum of 20.

Daily Punch 7-12-19 Daemonologist Wizard arcane tradition for DnD 5e

Ok, let’s get back to fighting devils. How about a wizard that fights them by binding them?

School of Daemonologists

You view a hammer as a tool. You can build a church with one or you can kill with the same hammer. Demons and devils are just tools for you to use. Left unchecked they thirst for inocent blood and souls, but when properly controlled, you can build astounding things. They are your tools, and you are their wielder. Devils, demons, and the random daemon all fall under your toolbox, so you use them as you see fit.

Bound Servent

Beginning when you select this school at 2nd level, you gain a familiar fiend, as per the find familiar spell, except the familiar must be a fiend and can be up to CR 1. As an action on your turn, you can directly command the fiend to take an action of your choice. When you take a move action, your fiend takes a move as part of that action.

Bonus Spells

Beginning at 2nd level, you gain the following spells into your spell book:Protection from Evil and Good, Hold Person, Banishment, and Dispel Evil and Good. Your wizard level must be an equal level to a cleric who is able to cast these spells for you to cast these spells, but your training has granted you access to these spells when you are ready.

Powerful Weapon

Starting at 6th level, your bound servent can now be commanded by a bonus action and can be up to CR 2.

Daemonic Studies

Beginning at 10th level, you’ve studied enough fiend names that now you can recall them as part of your spells. Any spell that specifies a creature type can now be applied to fiends.

Diabolic Spellbook

Starting at 14th level, you pour power into your bound creature. It can now be a creature up to CR 4 and metamorphs into a CR 4 fiend of your choice. Furthermore, your find familiar spell now painfully carves your spellbook into the flesh of the fiend. You no longer need to carry your spellbook and can simply read the creature to prepare spells each day.

Daily Punch 7-10-19 Masochist feat for DnD 5e

I just started watching Kono Suba, and Darkness is one of the most interesting characters in this crazy anime. It reminded the Book of Vile Darkness. Let’s build on these idea.


You’ve been beaten down a lot by life, and its something you’ve grown to be thrilled by. When you take damage equal to your level, you gain advantage on your next attack roll on your next turn.