Daily Punch 12-18-14 Angelic Path for DnD 5e

Maybe you did so much wrong you get a chance to try again.  You’ve been bound into service of a higher power, like it or not….

 

Angelic Path

You were give another chance.  This chance may not have been by choice, but you made the choice of your own free will…kind of.  You are now bound to a higher authority who rules you with an iron rod.  Step out of line again, and the creature currently trying to kill you will be the least of your problems!

 

Expending Spell List

The Angel 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.

1st        bless, shield of faith

2nd      aid, lesser restoration

3rd       daylight, protection from energy

4th       death ward, guardian of faith

5th        hallow, greater restoration

 

Font of Healing

Starting at level one, gain the lay on hands class feature from the paladin.  But your patron wants you to learn humility, so you may never use these to heal yourself.

 

Voice of the Master

Starting at 6th level, when you make a persuasion check to improve your relationship with an NPC and truthfully mean your intention with no malice, you gain advantage on the check.  However, you are racked with pain if you scream at or lie to others, so your first intimidate or deception check with any NPC is made with disadvantage.  After using this ability, you can not use it again until you finish a short or long rest, but your penalty to intimidate and deception is always active .

 

Celestial Blessing

Starting at 10th level, you gain resistance to radiant damage and immunity to being charmed or frightened.

 

One’s Own Wickedness

Starting at level 14, as an action you can target a creature you can see for divine retribution.  The target must make a Charisma saving throw with the DC equal to your Warlock spell save DC.  If it fails, it evaporates in a pillar of light and it teleported to foot of your master where it sins are examined.  Each round, at the start of its turns, it takes damage depending on its alignment.  Good creatures take 2d6 radiant damage, neutral creatures take 3d8 radiant damage, and evil creatures take 4d10 radiant damage.  At the end of the creatures turn it may plead to be released and sent back a with a Charisma saving throw equal to your Warlock spell save DC.  The creature can also voluntarily take a geas from your master cast as a 9th level spell with no saving throw to be teleported back at the end of its turn.

After using this ability, you can not use this again until you finish a short or long rest.

Daily Punch 12-16-14 Blood Sorcerer Sorcerous Origin for DnD 5e

How about a completely different way to cast spells as a Sorcerer in 5e?

Blood Sorcerer

Magic is in your blood….., and in blood in general.  Life is power, and you know how to extract power from your own life.

Power in the blood

You no longer have  a Sorcery Points pool, but you add any point you would gain as hit points.  You also no longer have a limit to the number of spells you can cast per day.  When you cast a spell of any level, lose double the spell level in hit points.  You can cast spells as long you still have positive, non-zero hit points, but you must take the damage.  Cantrips cause one hit-point loss.

Spilled blood, released power

Starting at 6th level, when you are dealt damage as a reaction you can use that hit point loss to cast one spell as a reaction.  The spell level must be less then or equal to double the lost hit point total.  You do not take damage for casting this spell.  You can not use this ability again until you take a short or long rest.

Shared Power

Starting at 14th, another can donate a small vial of blood to you.  Another creature can take any amount of damage and donate that damage to you as hit points you can use to cast spells.  A creature can take up to 30 point of damage.  You can use these points of damage as you would normally use hit point for Power in the Blood.  This donation of blood is usable until that creature takes a long rest.

Stolen Power

Starting at 18 level, you can now use the suffering of your targets to energize your spells.  As a swift action on your turn, when you cause damage to a creature using one of your spells, you can capture up to double your level in hit points of damage from that creature.  You can use these points of damage as you would normally use hit point for Power in the Blood. You must use these points within an hour.  Or, the power leaves them, and they are lost.  You can not use this power until you take another long rest.