What would a diabolical halfling have? How about he devil’s own luck!
Devil’s Own Luck
Prerequisite: halfling
You’ve got the devils own luck. Your lucky ability now functions if you roll a 1, 2, or 3.
Thoughts?
What would a diabolical halfling have? How about he devil’s own luck!
Prerequisite: halfling
You’ve got the devils own luck. Your lucky ability now functions if you roll a 1, 2, or 3.
Thoughts?
More devils and DnD! Now for Dragonborn!
Prerequisite: Dragonborn
Tiamat works with vile creatures, and your sir had some of those traits rub off. You gain the following benefits:
Thoughts?
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.
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.
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.
You gain oath spells at the paladin levels listed.
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 |
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.
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.
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.
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.
Ring, rare, very rare, legendary (requires attunement)
This twisted vine ring provides you with extra life each day. You gain a 25(rare), 50(very rare), or 75 (legendary) temporary hit-points at dawn each day.
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!
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.
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:
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.
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.
At 15th level, you gain the ability to become a beast, magical beast, or elemental of up to CR 5.
Some love for the fighter today with a new fighting style.
You gain an extra reaction each round.
More mind madness at throat punch games!
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:
Thoughts?
Thinking of writing a mental powers book. Let’s build out on that idea.
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:
Thoughts?
More mindfulness in DnD!
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.
More psychic spells for DnD!
Aneurysm
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Choose a creature of at least Intelligence 4 that you can see within range. The target must succeed on a Charisma saving throw or be stunned for 1 round and take 1d6 psychic damage. As an action on each of your turns, you can reattempt the spell to reinflict the stun and damage on a target that failed its last Charisma saving throw.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional target for each slot level above 1st.
Thoughts?