Daily Punch 12-5-17 Enduring Spell metamagic for DnD 5e

Here’s a metamagic I’ve been kicking around for a bit.

Enduring Spell

When you cast a spell, you can spend a number of sorcery points equal to the spell’s level to have that spell repeat itself on one target affected by the spell at the start of the target’s next turn. (1 sorcery point if the spell is a cantrip). The target is allowed all saved and checks to avoid the spell as the spell allows.

Thoughts?

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Daily Punch 2-16-15 Lich Bloodline Sorcerer

If you get power from you life blood as a 5e sorcerer, could you get power from you unlife blood?  Let’s find out

 

Lich Bloodline Sorcerer

Be it a magic ritual gone wrong or simply the touch of the grave, you have gained magic power at the escalating cost of losing your life essence.  Maybe you are searching for a cure.  Maybe you enjoy the power the comes and don’t mind the cost of your soul.

 

Between Life and Death

At first level, you’ve started to gain the pallor of the dead.  You gain resistance to all non-magical weapon attacks from creatures with a CR of 1/2 your level or below as well as necrotic resistance.  Gain the Chill Touch cantrip, but this spell now has a range of touch.

 

Command Minions

Starting at 6th level, you gain the bonus spell animate dead at the highest spell level you can cast.  Add your charisma modifier to the any undead you animated attack rolls and ability checks.

 

Phylactery Construction

Starting at 14th, you’ve learned enough about what your about to become to truly master some aspects of it.  You can construct a Phylactery at no cost for your first one.  If you die, you appear next to it in 1d4 days at full hit points with no negative effects or any other effects you were under when you died.  You may not be resurrected via any other methods now.  If your first phylactery is destroyed, you may spend 1000 gp to rebuild it.

 

True Lich

Starting at 18 level, your apotheosis to the undead is complete.  You are now a complete lich.  You no longer sleep, eat, drink, or breath.  Gain a +3 bonus to your armor class for natural armor as you become withered flesh and bone.  You gain resistance to cold and lightning damage as well as resistance to all non magical weapon damage.  You can not be charmed, exhausted, frightened, paralyzed, or poisoned.

Daily Punch 2-12-15 Conservative Spellmaster feat for DnD 5e

Let’s continue the feats for DnD 5e with another for the Sorcerer.

 

Conservative Spellmaster

Prerequisite: Sorcerer, metamagic feature

You are a master of casting spells using a limited amount of power. Gain the following benefits:

  • Reduce the spell point cost of metamagic powers by 1 to a minimum of 1.
  • Gain an extra pool of five spell points.  If you would reduce the cost of a metamagic application to zero spell points, use one of these extra spell points.  These extra spell points return when you take a long rest.

 

 

Daily Punch 1-1-15 Lich Bloodline Sorcerer for Pathfinder

Why be a ghoul, when you can be a lich?

Lich Bloodline

Someone in your parentage was not alive.  Moreso, they were the animated corpse of a powerfull wizard or cleric.  Now, that power courses through you.

Class Skill: Knowledge(Religion).

Bonus Spells

inflict light wounds (3rd), Spectral Hand (5th), Animate Dead, Lesser  (7th), Animate Dead(9th), Fleshworm Infestation  (11th), Create Undead (13th), control undead (15th), Create Greater Undead (17th), Canopic Conversion (19th).

Bonus Feats

Combat Casting, Skill Focus (Knowledge [religion]), Spell Focus (necromancy),Sorcerous Bloodstrike, Toughness, Weapon Finesse,Uncanny Concentration, Undead Master.

Bloodline Arcana

Whenever you cast a spell that does necrotic damage, you are healed of 1/4 the hit point damage dealt.

Bloodline Powers

Necrotic Lance(Su)-Starting at 1st level, you can shoot a beam of pure necrotic energy at your targets as a ranged touch attack to a target in 30 feet.  This beam does 1d6+ 1 point of negative energy damage per two class levels you have.  You can do this a number of time per day equal to 3 + your charisma modifier.

Skeletal Appearance(Ex)-Starting at 3rd level, you gain DR-5/bludgeoning and resist 5 cold, electricity, and negative energy damage.  At level 9 this becomes DR-10/bludgeoning and magic and resist 10 cold, electricity, negative energy damage.  At level 15, you gain DR-15/bludgeoning magic and resist 15 cold, electricity, and negative energy damage

Fear Aura(Ex)-Starting at 9th level, you gain a fear aura, All creatures with hit dice of less then half your hit dice must make a Will save (DC 10+ your charisma mod + 1/2 your hit dice) or be shaken for a number of rounds equal to your hit dice.  A creature that makes this save is not affected by your fear aura for 24 hours.

Paralyzing Touch(Ex)-Staring at 15th level, you now paralyze the living who touch you.  Any creature that willingly touches you must make a Fortitude save (DC 10+ your charisma mod + 1/2 your hit dice), or be paralyzed for a a number of rounds equal to your hit dice.  At the end of each round, the creature may make Fortitude save to end the condition.  This may be triggered by an attack on you or by you making a melee touch attack.

Lich Apotheosis(Su)-At level 20, you become a lich.  Create a phylactery as per the lich rules.  If you die, you may return to this phylactery if needed and you regenerate in 1d10 days.  In addition, you constitution score becomes 0, and your Fortitude save and bonus hit points per lever are now calculated based on your charisma modifier.  Your resistances from skeletal appearance now are 20/bludgeoning magic and immunity to cold,  electricity, sleep, negative energy , and non-lethal damage

 

Thoughts?

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.

Daily Punch 11-10-14 Netherese Shade Sorcerer

I’ve been reading a bunch of old Forgotten Realm’s stuff, and I think its time for the stuff of nightmares to take their place on the world stage.

Netherese Shade Sorcerer

You are the stuff of legend.  You are born from shadow.  Somewhere in your family line, someone was a Shade-a creature of pure darkness who stalked a world of negative energy.  You can now channel that, and it’s slowly consuming you.

 

Shade Resilience

You begin to get hints of your family history.  At first level you gain resistance on all necrotic energy damage and stealth becomes a trained skill for you.  If you are already strained in stealth, double your proficiency bonus with that skill instead.

 

Shadows Increase

At 6th level, when you cast a spell that does necrotic energy, you my add your charisma modifier to that damage.  You may spend 1 sorcery point to cast Inflict Wounds.

 

Shadow Adaption

You are beginning to learn to be a shadow.  At level 14 by spending 1 sorcery point, you may travel from any area of shadow to another area of shadow as a move.  These areas of shadow must not be more then three times your movement speed apart.

 

Shade Apotheosis

At level 18, you have stopped being mortal and moved beyond.  You are now a shade.  Your race changes to shade.  You now have advantage on stealth checks made in shadow and are now immune to necrotic energy.  In addition, you may now spend 5 sorcery points to cast teleport to teleport as if teleporting to a portal to any area of shadow you know about.

 

 

Thoughts?