Daily Punch 9-9-19 Undead Spike wondrous item for DnD 5e

How about an item three ways?  Here is the DnD 5e way.

 

 

Undead Spike

Wondrous item, very rare

This heavy cold iron spike contains some of the oldest necromancy in existence. As an action, you may make a melee weapon attack with with you are proficient with the spike against an undead creature that is adjacent to a surface, either vertical or horizontal.  On a hit against an undead creature, the target must make a DC 19 Constitution save.  On a failure, the creature is impaled against the surface.  The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control.  A creature may willingly removed the spike ending the effect against the original target.  On a successful save, the creature just takes 1d6 magic piercing damage with no other effect.

 

 

Thoughts?

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Daily Punch 9-3-19 Dark Cunning gnome feat for DnD 5e

Bouncing back and forth between 5th Ed and Pathfinder 2nd Ed.  Here is some love for Devils and gnomes in 5th Ed.

 

Dark Cunning

Prerequisite:Gnome

You’ve learned from the best of the best when it comes to being mentally slippery. You gain the following benefits:

  • You have advantage on all Intelligence, Wisdom, and Charisma saves.
  • Increase either your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

 

 

Thoughts?

Daily Punch 8-14-19 Herne’s Apprentice Ranger Archetype for DnD 5e

More devil killers for DnD 5e!  Now for the Ranger!

Herne’s Apprentice

Herne hunts his pray long before you were born, and he will do it long after you die.  You grew to love the hunt, and wanted to follow the great hunter.  Along the way you swore allegiance to the man and his masters, one of these masters was the devil himself.  Now, you will use Herne’s training to hunt this master to end the bonds that tie you to that monster!

Initiation

At 3rd level, you initiate yourself as Herne himself did as a sacrifice for to yourself on a tree.  You’re type changes to undead.  You gain damage reduction to cold and necrotic damage.  You also no longer need to eat or breath.

Horned Hunter

At 7th level, you grow antlers like your hunter.  You gain a magic piercing attack that does 1d8+1 magic piercing damage with which you are proficient.  In addition, you gain the wild shape as a druid of your level but you may only change into horned creatures.

Horrors of the Hunter

At 11th level, you begin to frighten even your enemies.  At the start of each round, you can choose to frighten anyone of your choice.  Each creature of your  choice that is within 50 feet of you and aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute.  The DC is equal to 8 + your Charisma modifier + your proficiency. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.  Even creatures that are normally immune to fear effects only receive advantage on the saving throw.

Chain and Horn

At 15th level, you gain Herne’s most treasured items.  Gain the following below.

  • Chain: You gain a magic chain the wraps round your enemies.  As a bonus action each round, you can attack an enemy with this melee weapon up to 30 feet away.  The attack deals 1d6+2 magic bludgeoning damage with with you are proficient.  If an enemy is hit, you can drag the enemy up to you.
  • Horn of the Hunter: Once per day, you may use an animal horn as an action.  This summons 6 dire wolves.  These wolves obey you as if summoned via conjure animals.  You regain the use of this ability after a long rest.

 

 

Thoughts?

Daily Punch 7-31-19 Child of Tiamat feat for DnD 5e

More devils and DnD!  Now for Dragonborn!

 

Child of Tiamat

Prerequisite: Dragonborn

Tiamat works with vile creatures, and your sir had some of those traits rub off. You gain the following benefits:

  • Choose a second type of dragon.
  • Your breath weapon now deals both energy types and you gain resistance to a second energy type.  For a creature to have damage resistance to your breath attack, it must resist both energy types.

 

Thoughts?

Daily Punch 7-8-19 Order of Hell’s Gates Paladin Sacred Oath for DnD 5e

Well DnD is going to fight some Devils, so lets make some characters that can do just that!  I always think paladins first, so here we go.

 

Oath of Hell’s Gates

The Oath of Hell’s Gates is an order dedicated to keeping the fiends of hell where they belong-on the prison that is hell by forming the literal Gate that holds them in.  Champions of this order form a bulwark to save any and all who fall afoul of devils by creating the walls that hold the horrors back.

Many who swear this oath are devoted to good gods regardless of law or chaos law focusing on the good they can do and the lives they can save.  Order is important to these champions but order at the cost of rightness is the way of the devils.  Seeing as they see themselves at the walls holding hell back they incorporate images of flaming gates  into their helmets or coats of arms.

Tenets of Devotion

Unlike other orders, these nights hold only two things sacred-help the helpless and stop the fiend.  All other goals are secondary allowing for a large amount of variability among their ranks as paladins of trickster gods mix with true knights of law and order.  All are bound by the cause of helping and defending, so disagreements among them, while often, are short lived.

Oath Spells

You gain oath spells at the paladin levels listed.

Table: Oath of Hell’s Gate Spells
Level Spells
3rd protection from evil and good, sanctuary
5th protection from poison, aid
9th remove curse, protection from energy
13th banishment, guardian of faith
17th dispel evil and good, hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Divine Shield: As a bonus action, you can imbue one shield with divine power.  This shield now floats freely near you and can move up to  up to 30 feet away.  This shield becomes a +1 magic shield if not already magical.  Each turn as a free action, you can choose one target within range and the shield will move to that target providing its bonus to AC as well as the same bonus to Dexterity saves to that target.  At level 7, your shield becomes a +2 magic shield, and at level 15 your shield becomes a +3 magic shield.

You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.  While this is in effect, you are still considered to be wielding the shield for all abilities and effects requiring you to be wielding a shield.

Exorcise. As an action, you present your holy symbol and speak a prayer censuring fiends, using your Channel Divinity. Each fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.  This includes are targets that are currently possessing another creature in range.  Manifesting this power in this way causes the possessing creature to leave, but the possessed creature is freed from the possession.

An exorcised creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of Protection

Starting at 7th level, you and friendly creatures within 10 feet of you gain the AC and Dexterity saving throws granted by your Divine Shield channel divinity power.

At 18th level, the range of this aura increases to 30 feet.

Shield the Weak

Beginning at 15th level, as a free action you can voluntarily take all damage a target under your Aura of Protection or Divine Shield would take.  You may not reduce this damage in any way if you choose to take this damage.

Wall for the Gods

At 20th level, as a bonus action, you manifest the true will of heaven to protect your people.  You become a sunburst of divine energy for as long as you can muster it.  All allies and yourself under the effect of your Aura of Protection become immune to damage, have advantage on all attacks, saves, and checks while enemies in the aura have disadvantage on all attacks, saves, and checks.  At the start of each turn, you take 30 radiant damage that can not be reduced, redirected, or prevented due to you manifesting pure divine energy in your mortal frame.  You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.