I had a dream about walking on the ceiling. Maybe I should stop watching bad 80’s music videos before bed…. But, this spell came out of that!
1st level Transmutation
Casting Time: 1 action
Range: one target in 60 ft., must way less then 1 ton at normal gravity
Components: V, S, M (a piece of lead and a glass of air)
Duration:concentration, up to 1 hour
You alter the attraction of another or an object to the ground. You can either make a creature more attracted to the ground or less. This choice is chosen at the time of casting and can not be changed. If you make the creature or object more attracted to the ground, it moves at 1/2 speed, weights twice as much, makes all jump, acrobatics, and swim checks with disadvantage, but makes all climb checks and checks to avoid being moved without wanting to with advantage (it climbs at the normal half its regular speed). If you make the creature less attracted to the ground, it moves at 1 1/2 is land speed, weight half as much it usually does, makes all jump, acrobatics, and swim checks with advantage, but makes all climb and checks to avoid being moved with disadvantage.
Casting at higher level: For every level cast above one add one ton to the maximum weight of the target, and add one target to the spell.
Ok, how about one more DnD 5e feat to round out the week? This one for the Warlock
Chosen of the Master
You are the masters favorite. Either because it expects more from you or you have prevent yourself before. Just don’t slip up. Gain the following benefits:
- Increase your charisma by 1 to a maximum of 20
- Gain one extra spell slot if you are a warlock.
I’m working my way through all the classes, and now I think the paladin needs some extra. How about a feat to help with lay on hands?
You have been touched by your god, and that flows through you to others. Double the total amount of hit points you can restore each day by Lay On Hands.
Thoughts? Should that be triple? What do you think is appropriate for a paladin?
Let’s keep these class feats going with the Cleric!
You are a conduit to your god and rewarded by that connection. Gain the following benefits:
- Increase your wisdom by 1 to a maximum of 20.
- Gain one extra use of Channel Divinity after each rest.
I’ve been making feats for each other class, let’s keep this going now for bards!
You are a natural speaker, and you can motivate your fellows well. Gain the following benefits:
- Increase your song of rest by one step. A d6 becomes a d8. When your dice would increase past d12, you dice become 2d8.
- Increase your bardic inspiration by one step. Follow the above rules for increasing your dice.
How about a way to give sorcerers bit more of an edge? Here is a feat for that…
The power is strong in you. Gain the following benefits:
- Increase your Charisma by 1 to a maximum of 20
- Increase your Sorcery Points by 1 for every four character levels.
How about helping the Superiority fighters a bit?
You’ve spent a lot of time training. Increase your Fighter superiority dice to the next size. When you dice would normaly become a d12, they instead become 2d8.
I liked the feats that gave you a splash of another class’ powers in Dungeons and Dragons 4th Edition. There are powers for the caster classes (wizard, cleric, et al). How about some for our martial friends? How about the fighter?
You might not be an impressive warrior, but you have learned a thing or two. Gain the following benefits:
- Increase your strength or dexterity by 1 to a maximum of 20.
- Gain one fighter style (PHB page 72).
Let’s post one more adept power for Shadowrun 5e.
Magic to Muscle
Cost: 0.75 per level (max 1/2 ranks in skill rounded down)
Some times it’s training, some times its luck, and some times…. it’s a bit more. You may buy as many levels of this power are you want. However, you may only apply as many levels as equal to half your ranks in a skill to that skill (rounded down). For every level you have applied to a skill, you gain an extra die to skill rolls with that skill.
Been reading some Shadowrun. How about some love for the adepts?
Cost: 0.5 PP
You’re magic give you power. It might not be focused, but you get enough power to get by in just about any situation. When you roll your default dice for a roll you are not trained in, you do not take the -1 die penalty to the roll.