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.

Advertisements

Daily Punch 6-24-19 Beast of the Field Ranger Archetype for DnD 5e

You’ve run so long among the beasts of the field, you have learned how to really run among them. You now know how to become the beast of the field and use that to stalk your prey!

Beast of the Field

At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your ranger level determines the beasts you can transform into, as shown in Table: Beast Shapes. At 3rd level, for example, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn’t have a flying or swimming speed.

Table: Beast Shapes
Level Max. CR Limitations Example
3rd 1/2 No flying or swimming speed ape
7th 1 No flying speed dire wolf
11th 3 winter wolf
15th 5 you can now become magical beasts air elemental

You can stay in a beast shape for a number of hours equal to half your ranger level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as hunters mark, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Human Cunning

At 7th level, you also add your proficiency bonus as a bonus to the AC of the creature you have changed into in addition to its normal AC bonuses.  You can still add the AC bonus of any armor you are wearing to your AC as well.

Beast body, Human Tactics

At 11th level, you add your proficiency to your attack and damage rolls for the shape you are in in addition to the normal attack and damage bonuses the shape has.

Master of the Field

At 15th level, you gain the ability to become a beast, magical beast, or elemental of up to CR 5.

Daily Punch 6-6-19 Mental Targeting feat for DnD 5e

More mind madness at throat punch games!

 

Mental Targeting

If by your understanding of the flow of combat, your knowledge of your foes anatomy, or via unbalancing words, you strike more with your mind that your muscle.  You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Choose Intelligence, Wisdom, or Charisma.  Your that ability modifier instead of Strength or Dexterity for weapon attacks.

 

 

Thoughts?

Daily Punch 6-5-19 Mental Armor feat for DnD 5e

Thinking of writing a mental powers book.  Let’s build out on that idea.

 

Mental Armor

You might have been born with it or you trained for it, but your mind is is your greatest asset.  You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Choose Intelligence, Wisdom, or Charisma.  Reduce psychic damage by an amount equal to that statistic bonus.  You may apply any resistance you have first to the damage.

 

Thoughts?

Daily Punch 5-28-19 Mental Block spell for DnD 5e

More mindfulness in DnD!

 

 

Mental Block

6th-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 day

You mentally hide the instructions of an action from another creature’s mind.  When you cast this spell, choose an action from the action list and a creature in range.  It must succeed on a Wisdom saving throw or forget the action for the spell duration.  For the duration of the spell, when a creature attempts the action if must attempt an Intelligence saving throw to do the action or the creature stands dumbfounded as it struggles to remember how to do the action taking no action.  If another action would use the action such as an ability that uses multiple attacks and the mental block targets the attack action, the creature would need to make an Intelligence save to do the action but not multiple times in one turn.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.