Monday, September 25, 2017

Winter Domain (*work in progress)

Bonus Cantrip
When you choose this domain at 1st level, you gain the Frostbite (PotA) cantrip.

Child of Winter
Also at 1st level, you gain resistance to cold damage.  Additionally, you can tolerate temperatures as low as -50 degrees Fahrenheit without additional protection.  If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahernheit.

Channel Divinity:  Nip in the Air
Starting at 2nd level, you can use your Channel Divinity to radiate the numbing chill of winter, dealing cold damage to your foes and hindering their movements.
As an action, you present your holy symbol, and each hostile creature within 30 feet of you must make a Constitution saving throw.  On a failed save, a creature takes cold damage equal to 2d10 + your cleric level and its speed is reduced by 10 feet until the start of your next turn. On a successful save, the creature takes half damage, but suffers no other effect.

Winter Domain Spells
Cleric Level Spells
1st - Armor of Agathys, Ice Knife (PotA)
3rd - Slow, Snilloc's Snowball Swarm (PotA)
5th - Feign Death, Sleet Storm
7th - Blight, Ice Storm
9th - Antilife Shell, Cone of Cold

Frosty
???/snow-covered enemies (debuff)/snow coating of self (buff)/conjure snowman (utility)

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Frigid Body
Each hostile creature within 10 feet of you cannot take reactions.

Tempest Domain (HOMEBREW)



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Level 1 - (Tempest domain) Bonus Proficiencies - gain proficiency with martial weapons and heavy armor.
Level 1 - (Tempest domain) Bonus Cantrip - Shocking Grasp cantrip.
Level 1 - (Tempest domain) Wrath of the Storm.
Level 1 - Tempest Domain Spells
Cleric Level Spells
1st - Fog Cloud, Thunderwave
3rd - Gust of Wind, Shatter
5th - Call Lightning, Sleet Storm, Thunder Step (Xanathar's)
7th - Conjure Minor Elementals (Air-based or Water-based only), Control Water, Ice Storm, Storm Sphere (Xanathar's)
9th - Destructive Wave, Insect Plague, Maelstrom (Xanathar's)
Level 2 - (Cleric) Channel Divinity:  Turn Undead.
Level 2 - (Tempest domain) Channel Divinity: Destructive Wrath - deal maximum damage to lightning or thunder damage.
Level 4 - (Cleric) Ability score improvement (WIS 18, +4).
Level 5 - 2 dice of damage for cantrips
Level 5 - (Cleric) Destroy Undead - Turn Undead destroys undead of CR 1/2 or lower.
Level 6 - (Tempest Domain) Thunderbolt Strike - when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Level 6 - (Cleric) Channel Divinity - 2x between rests.
Level 8 - (Cleric) Ability score improvement (WIS 20, +5).
Level 8 - (Tempest domain) Divine Strike.
Level 8 - (Tempest domain) Potent Spellcasting.
Level 8 - (Cleric) Destroy Undead - Turn Undead destroys undead of CR 1 or lower.
Level 10 - (Cleric) Divine Intervention.
Level 11 - 3 dice of damage for cantrips
Level 11 - (Cleric) Destroy Undead - Turn Undead destroys undead of CR 2 or lower.
Level 12 - (Cleric) Ability score improvement.
Level 14 - (Cleric) Destroy Undead - Turn Undead destroys undead of CR 3 or lower.
Level 16 - (Cleric) Ability score improvement.
Level 17 (Tempest domain) Stormborn - At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Level 17 - 4 dice of damage for cantrips
Level 14 - (Cleric) Destroy Undead - Turn Undead destroys undead of CR 4 or lower.
Level 18 - (Cleric) Channel Divinity - 3x between rests.
Level 19 - (Cleric) Ability score improvement.
Level 20 - (Cleric) Divine Intervention - succeeds automatically.

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Sunday, August 27, 2017

Beast Speech (Druid)

Beast Speech (see Circle of the Shepherd) should be a 3rd level class feature for all druids.  It reads as follows:

Beast Speech
At 2nd 3rd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.

This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character.

Monday, February 13, 2017

Hexblade / Pact of the Blade / Pact Weapon as Arcane Focus

In light of the Unearthed Arcana Hexblade,  I believe that, for a Hexblade with Pact of the Blade, the pact weapon should also function as an arcane focus.

Saturday, February 11, 2017

Carrion Crawler should have Light Sensitivity

Light Sensitivity would offer a natural explanation for carrion crawlers not living above ground.

Thursday, January 5, 2017

Ghast Priest of Orcus

As worshipers of Orcus, orcs have an affinity for demons and undeath.  Perhaps, because of their cannibalistic practices, Orcus has blessed orcs with the ability to ritualistically transform their infirmed and aged into ghouls and ghasts, the latter commonly occupying the role of priest of Orcus.  Because of this special relationship, orc ghouls and ghasts do not attack orcs as they would other creatures.

GHAST PRIEST OF ORCUS
Medium undead, chaotic evil
Armor Class 13 14 (ring mail)
Hit Points 36 (8d8) 45 (6d8 + 18)
Speed 30ft.
STR 16 (+3)
DEX 17 (+3) 10 (+0)
CON 10 (+0) 16 (+3)
INT 11 (+0) 10 (+0)
WIS 10 (+0) 13 (+1)
CHA 8 (-1) 12 (+1)
Damage Resistances necrotic
Damage Immunities poison
Skills Intimidation +3, Religion +1
Senses darkvision 60ft., passive Perception 10
Languages Common, Abyssal
Challenge 2 (450 XP)

SpellcastingThe ghast is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The ghast has the following cleric spells prepared:

Cantrips (at-will): chill touch, guidance (c), thaumaturgy
1st level (4 slots): bane (c), command
2nd level (2 slots): augury, blindness/deafness

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) s lashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.