D&D 5E Homebrew: Monk Subclass: Way of Body

Monks are way too nimble and dextrous for my liking. I want to body my opponents! I want to suplex a train!

This lets you suplex a Tarrasque. Close enough.

But in all seriousness. I dig the idea of the monk sculpting their body into the ultimate weapon. This focuses on that concept while making a Strength monk build viable.

Grappling Fist:

You excel in grappling. When you have a creature in a grapple you can expend one weapons attack to follow-up with these various techniques. Grappling Fist does not work on creatures larger than you.

If you fail a contested grapple check after attempting a Grappling Fist technique the creature is freed from your grapple.

Slam: Prerequisite: Grapple

You attempt to lift and slam a creature dealing damage and knocking them prone. Make a Contested Grapple check on a success the creature takes damage equal to two Martial Arts die+ your Strength modifier and is knocked prone.

Pin: Prerequisite: Grapple, Prone.

You take a prone creature and attempt to damage and restrain them. Make a contested grapple check, on a success the creature takes damage equal to one martial arts die + your Strength modifier and both you and the target are restrained.

Submission: Prerequsite: Grapple, Prone, Restrained.

You take a prone and restrained creature and attempt to damage them. Make a contested grapple check, on a success the creature takes damage equal to three martial arts die + your Strength modifier.

Guarding Strikes:

Starting at 6th level, you strike back at attacks meant for you. Whenever you take the dodge action you gain the following effects.

Vs. Melee Attacks:
Your AC gains a bonus equal to your strength modifier. If the attack misses you spend a Ki Point to use Flurry of Blows.

Vs. Ranged Attacks:
You automatically use Improved Deflect Missles vs. each attack.

Improved Deflect Missles:

You punch or kick the projectile headed your way:

  • The damage reduction is now modifed by strength instead of dexterity
  • If you reduce the damage to zero the projectile is automatically deflected back at the user.
  • This deals bonus damage equal to the excess damage reduction past zero. (So if you were a level 6 monk with a +4 strength and rolled a 10 the attack would be reduced by 20 points of damage. If the projectile would deal 10 damage the reflected projectile would deal a bonus +10 damage.)

Honed Body:

Starting at 11th level you can reflexively brace your body for an oncomming attack significantly lowering the damage you’ll face.

You can spend 3 Ki Points and your reaction upon taking damage to grant yourself resistance to all damage types besides Psychic until the start of your turn. This effect does apply to the triggering attack.

“Orc Martial Artist” by Dion Harris

Unbreakable Body:

Starting at 17th level, you can enter a state where Ki constantly flows out of your body granting you immense power. Through using a Bonus action and expending 3 Ki Points you can enter the Unbreakable Body state. Granting the various effects.

  • You expend 3 Ki Points at the start of your turn.
  • Your martial arts die increases to a D12.
  • If you miss an opponent with a melee unarmed attack they take damage equal to your Strength Modifier.
  • You gain advantage on Strength Athletics checks.
  • You can use Honed Body without expending Ki Points.

UNLIMITED POWER!:

Starting at 20th level your body has become one with Ki enhancing your strength to super human levels:

  • Your Strength score increases by 6 and so does its maximum.(26 Max)
  • You can grapple and use Grappling Fist on creatures of any size.

Anyways that’s it, lemme know what you think in the comments or @TLCStageHazard.

If you’re interested in other D&D 5E Homebrews here’s one about an earth specialized Sorcerer.

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D&D 5E Homebrew: Level 20 Druid Features

The Paladin’s have a unique feature where their level 20 class feature is based on their class archetype. (sub-class) These are far and beyond my favorite as it makes it so you could have two paladins in your party and yet they would feel completely different from one another. So I’ve always liked to think about what archetype based level 20 class features I would make for each class. So I’d like to share my homebrew for the guardian of nature,  the Druid. I’m going to have one for each of the subclasses except Moon since Archdruid is already a perfect fit.

Circle of the Land:

Archdruid being the Level 20th ability always bothered me. The Moon Circle gets significantly more out of unlimited beast shapes. So it only seems right that I correct that here tonight.

One With The Land:

At 20th level, when you are located in an environment similar to the land where you became a druid you can cast a 9th level spell without expending a spell slot. Adding an additional 1 hour to the casting time.

You can use this again after finishing a long rest.


I like the idea of the Land itself granting the Druid power, almost like Goku’s spirit bomb. Like the land itself is rewarding the Druid for their devotion and protection.

This feature focuses on the land specifically unlike many of the other features. The Druid will have to understand their landscape to make the most out of this feature.

Circle of Dreams:

Decided to continue and add 20th Level Features for the new Subclasses in “Xanathar’s Guide to Everything.” First off here’s the Circle of Dreams a subclass that focuses on using the good parts of the Feywild to heal and support their allies.

Dreaming Chronomancy:

At 20th level, when you take a short rest you maniputed and warp the flow of time around you. You can all other creatures within 120ft gain the benefits of a long rest during the duration of a short rest.


One of my favorite aspects of the Feywild is how time there is convoluted. So it made sense to me that a Druid of this strength might be able to utilize that power. Being able to turn all Short rests into Long Rests is an insanely strong ability, and one deserving of a 20th Level skill.

I wasn’t specific about how much time was saved as I’d like the ability to be compatible with variant rules on Rest Time.

Circle of the Shepard:

Arch-Summoner:

At 20th level, whenever you cast a spell that summons/conjures a creature, it is not considered a concentration spell for you. If there is a downside to losing concentration on the spell the downside is ignored. The creature remains loyal to you.

However you can still only have one instance of that particular spell active at one point.


I dig this ability because it it cements this subclasses’ role as the summoner. Since the spells are no longer concentration spells it means you can have multiple summons of different types up at once.

This is potentially dangerous as it could clog up initiative but with the right DM /player relationship it can work out.


Alright that’s it. Lemme know what you think in the comments or @TLCStageHazard. If you’re interested in other homebrews here’s one that turns The Legend of Zelda’s Link into a 5e Ranger.

Cover Image by Takeda11.

D&D 5E: Link, Hero of the Goddess

For as long as I’ve been playing games I’ve been playing the Legend of Zelda series. A Swords-n-Sorcery and Fairy Tale style of Action-Rpg developed by Nintendo.  Sounds pretty similar to my favorite recent pastime, Dungeons and Dragons. And that got me thinking about what class and background our beloved protagonist Link would be and well..

I got a bit carried away..

If you’d like to download an editable version of it for yourself click here.

Choices:

There were a lot of tough choices I had to make since there are many different ways Link has been interpreted throughout the years and many ways to interpret those Links mechanically.

Race:

I went in thinking Link is a Wood-Elf, obviously. But as I read more about the Hylian race I realized that they have many similarities to the High Elves of D&D. They also get the free cantrip and I chose True Strike and interpreted that as the “Z-targeting” mechanic of the 3d Zelda games.

Class:

Now this can be interpreted in many different ways. I wanted 5E Link to represent all of his interpretations, meaning I wanted him to be able to fight close range, long-range, and cast magicks.

At first I thought Eldritch Knight and I was working with that for a bit but I switched to Ranger because I thought it fit Link’s origins and skill set a bit better. Not to mention they get a few spells that increase their Bow ability.

It heavily depends on what Link you’re looking at. I could see:

  • Twilight Princess’s Blue Eyed Beast being a Champion, being seemingly the Link with the most martial prowess.
  • Windwaker’s Hero of the Winds being a Battle Master, with how much focus they put on his sword skill.
  • Or Skyward Sword’s Hero of Legend being a Paladin of Devotion, with how peious the his hometown seems to be.

And you can just say that all his magicks just come from the many Legendary items he has with him.

Background:

Outlander definitely. Almost every interpretation has him starting from very rustic beginnings usually in a forest.

You could argue acolyte for the Hero of Legend. Or perhaps Guild Artisan(Blacksmith) for the few times he’s the son of a blacksmith.

Alignment:

I could see Neutral or Chaotic Good fitting our young hero as he does seem to go behind the back of the Law to get the job done sometimes but most of the time he does seem to follow the law… mostly.

 

Treasures:

“Racing for Rupees” – Callegos

The most important part of The Legend of Zelda is Link’s arsenal. Each game in the franchise features an impressive array of items for Link to defeat monsters and solve puzzles. I made sure to take extra care with this section. This section is also useful if anyone ever wants to run a Hyrulian setting game.

Master Sword, The Blade of Evil’s Bane:

“The Master Sword”
  • Longsword, Legendary(requires Attunement)
  •  +3 to ATK and DMG
  •  When the wielder is at maximum hp the sword awakens, sending a wave of energy forward with each attack up to 30ft. The wielder makes regular attacks rolls and if it hits it deals 1d8+STR as radiant damage.
  • When attacking a being of evil alignment your attacks with this weapon and energy wave become more potent. You deal an additional 1d8 radiant damage per hit and ignore all resistances.

Hero’s Bow:

  • Shortbow, Legendary(requires attunement by a spellcaster)
  • +3 to ATK and DMG
  • As a bonus action the wielder can choose to expend spells slots to  enchant the next arrow fired with a fire, ice or light enchantment, dealing fire, cold and radiant damage respectively. The arrow deals 2d6 damage per spell slot.

Fairy Necklace:

  • Wonderous Item, Legendary(requires attunement)
  • This item holds up the three charges. The charges recharge when the wielder captures a fairy using the necklace.
  • When the wearer falls to zero hp this necklace expends a charge healing the wearer for 2d10+Con.
“The Hylian Shield”

Hylian Shield:

  • Shield, Legendary
  • +3 Bonus AC
  • As a reaction the wielder can choose to add this shield’s AC bonus to Dex saves.

Hookshot

  • Wondrous Item, Very Rare
  • The user can spend a bonus action to shoot a projectile 30 ft and almost instantly move to that location.

Magic Hammer:

  • Maul, Very Rare
  • +2 to ATK and DMG
  • This is considered a Siege weapon, dealing double damage to constructs.

Gale Boomerang:

  • Wondrous Item, Very Rare
  • The user can spend a bonus action and make a ranged weapon attack at a creature for one of two effects:
    • The target must make a constitution saving throw(DC: 16) or be stunned.
    • You throw the boomerang around the target and create a small tornado pulling the target 5 feet towards your location. The creature must make a Strength saving through or be pulled an additional 20ft towards you as the boomerang returns to you.

Pegasus Shoes:

  • Boots, Rare
  • The wearer can as a free action move double their movement in a straight line. If they collide into an object/creature the wearer is flung 5ft back and both the wearer and object take 1d6 bludgeoning damage.

Power Bracelets:

  • Wondrous Item, Rare
  • Your Strength is 19 while you wear these bracelets. They have no effect on you if your Strength is already 19 or higher.
“Bomb”

Bomb Bag:

  • Wondrous Item, Rare
  • A magical bag that allows the storing of a total of 20 bombs.
  • Allows the holder to ready and throw the bomb with a single action.

Bombs:

  • Equipment, Uncommon
  • You can spend an action to pull out and light the bomb.
  • The bomb will explode in 2 rounds from the point of ignition unless if collides into an object or creature. Then it will explode instantly.
  • Creatures within a 10 foot radius of the bomb will have to make a dexterity saving throw (DC: 14) or take 6d6 fire damage on a failed save and half as much on a successful one.
  • This is considered a Siege weapon, dealing double damage to constructs.

Spells:

I crafted a few(completely busted) custom spells to go along with Link:

“Din’s Pearl”

Din’s Fire:
2nd-level evocation

  • Casting Time: 1 Action
  • Range: 15 Foot Cube(self)
  • V,S,M(Din’s Pearl)
  • Duration: Instantaneous
  • Effect: Fire erupts from within you. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage. On a successful save, the creature takes half as much damage. The fire ignites any flammable objects in the area that aren’t being worn or carried.
“Nayru’s Pearl”

Nayru’s Love:
3rd-level evocation

  • Casting Time: 1 Action
  • Range: Self
  • V,S,M,(Nayru’s Pearl)
  • Duration: Concentration, 1 minute
  • Effect: Energy representing Nayru’s love wraps all around yourself protecting you from harm. While the spell is in effect you take half damage from all sources.
“Farore’s Wind”

Farore’s Wind:
4th-level

  • Casting Time: 1 Action
  • Range: 10 ft
  • V,S,M,(Farore’s Wind)
  • Duration: 8 hours
  • Effect: When you cast this spell you leave a mark upon the ground. Using an action within the spells duration can have you immediately returned to that location.This point must be in the same plane of existance. If you enter another plane of existence the spell immediately ends.

 

Give me feedback either on this page or @TLCStageHazard.

If you’d like to see more of my homebrews click here.

 

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D&D 5E: Inquisitor, Anti-Mage, Paladin Subclass

One of the things that always bothered me about many D&D worlds was how rampant magic tends to run. Heroes tend to go from novice to master magician in only a few years time. Magic is extremely powerful. Where is the fear? Where is their check? Enter the Inquisitor.

Inquisitors are based on the real world equivalent by the same name. The men of the Church who would go around and destroy things they considered unholy whether they be text or people themselves.

Magic in many worlds are sort of viewed as an equivalent to science. So the Inquisitor coming to destroy arcane documents fits well thematically.

Inquisitors can play a interesting role in many worlds:

  • Maybe a party member is an inquisitor and they have to deal with a fellow party member who is a caster of the arcane. Will they let their fear of the arcane prevent them from doing the greater good?
  • Maybe a major antagonist is an Inquisitor. They could potentially spread anti-arcane propoganda across the entire world. Making your mages feel unsafe wherever they go. Your players could argue with the Inquisitor stating the hiprocracy of the Inquisitor cast spells of their own.
  • Inquisitors could make an interesting opponent for a heavy mage group as they might need to resort to other means to win a confrontation. Maybe the fighter switches to a more defensive role attempting to keep the Inquisitor away from his spellcasting allies.

I hope this class really sells that idea and allows for a true check of the arcane. Leave critique here in the comments or @TLCStageHazard.

If you’re interested in other D&D 5E Homebrews, here’s one about a more Pious Bard.

Oath of the Inquisitor:

High Ranking Inquisitor | Art by: Wes Schnieder

Oath Spells:

Paladin Level: Spells:
3rd Detect Magic, Identify
5th Silence, See Invisibility
9th Counterspell, Dispel Magic
13th Fire Shield, Locate Creature
17th Circle of Power, Dispel Evil and Good

Channel Divinity:

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Martial Counterspell: When a target casts a spell within your melee attack range you can spend your Channel Divinity and reaction to immediately interrupt the their casting (wasting their spell slot and action) and take an attack of opportunity.

Focus Rupture: As an action, you can make a special attack with an attack bonus equal to your Intelligence or Charisma modifier(choose one). If the attack lands any spell the target was concentrating on is immediately ended.

Inquisitor reflecting on the night’s events. | Art by : Kim Junghun

Aura of Null:

Beginning at 7th level you and allies within 10 feet gain a bonus to saving throws vs spells equal to your Charisma or Intelligence modifier.(Choose one) This effect does stack with Aura of Protection.

Eternal Watchman:

Beginning at 15th level, whenever you use your Divine Sense feature you also gain the effects of the Detect Magic spell. This does not use up a spell slot.

Arcane Eradicator:

At 20th level, as an action, you can emmit an aura of anti-magic. You gain the following effects for 1 minute.

  • You emmit an aura of silence in a 30ft radius centered on yourself. This is effectively the Silence spell but it cannot be dispelled.
  • You can use your Channel Divinity effects any number of times.
  • When you cast the Dispel Magic spell it is considered to be cast at an 8th level.

TLC D&D 5E Homebrew: Throws, Suplexes and Slams

When playing D&D I generally find myself playing the martial classes. I find it an interesting challenge to flavor my mechanically- very simple attacks. I recently came across that you can replace any of your weapon attacks with a grapple or shove action. And while useful feel like there’s alot of times you might as well just hit them with your weapon. I just wanna throw people around sometimes y’know.

And “shove” just doesn’t have the same kinda weight that “suplex” has. So I was inspired to create several homebrew techniques for us more brutish types.

THROWS, SUPLEXES, AND SLAMS:

To start off, we can’t just have everyone slamming the crap out of each other so we will have to gate some of the techniques behind some sort of walls.

Throws:

Throws are a special technique where you physically force a creature to the ground. Most throws must be initated whilst the target creature is in a grappled state. Basic Throws are usable by everyone and advanced throws must be learned through feats and or class features.

There are two types of Throw checks: Athletic and Acrobatic.

Both checks work mechanically equivalent to a grapple check but they describe what skill is modifies the check for the user. In other words, the Athletics skill modifies Athletic Throws and the Acrobatics skill modifies Acrobatic Throws. The target still gets to choose between the two when defending.

There is currently only one Acrobatic throw but I thought I’d leave it open for future iterations.

Basic Throws:

Suplex: Athletic

After grappling a creature you can spend another weapon attack and attempt a suplex. You and the target make another grapple check and if the target fails you lift and slam them dealing 1d8+STR MOD bludgeoning, knocking the target prone, and repositioning them 5 ft behind you.

This ends the grapple.

Slam: Athletic

After grappling a creature you can spend another weapon attack and attempt a suplex. You and the target make another grapple check and if the target fails you take out their legs and slam them dealing 1d8+STR MOD bludgeoning, knocking the target prone.

This ends the grapple.

Advanced Throws:

Dwarven Suplex: Athletic

After grappling a creature you can spend an additional weapon attack to attempt this technique. You and your target make a throw check. If your target fails you grapple your opponent from behind and throw them behind you. Dealing 2d8+STR MOD bludgeoning, knocking the target prone, and repositioning them 5ft behind you.

This ends the grapple.

Hurricane Throw: Acrobatic

As an weapon attack, you and a creature within 5 feet must make an Throw check. If you target fails you grapple their head with your legs, twisting downward using the momentum to send them slamming into the ground. Dealing 2d4+STR MOD bludgeoning, knocking the target prone.

Aurora Suplex: Athletic

After grappling a creature you can spend an additional weapon attack to attempt this technique. You and your target make a grapple check. If your target fails you grapple your opponent from the front, lift and slam them over you whilst keeping them pinned to the ground. Dealing 1d8+STR MOD bludgeoning, knocking the target prone, and repositioning them 5ft behind you.

You and the target are then considered restrained until the grapple ends.

Powerful Bomb: Athletic

After grappling a creature you can spend an additional weapon attack to attempt this technique. You and your target make a throw check. If the creature fails you raise them into the air and using your strength to slam them down on the ground. Dealing 2d8+STR MOD bludgeoning and knocking the target prone.

This ends the grapple.

Lariat: Athletic

After running 10 feet you can spend a weapon attack to attempt this technique. You and the target creature must make a throw check. If the creature fails slam into them knocking them prone and dealing 1d8+STR MOD bludgeoning.

Acquiring Throws:

Access to Throws will be determined based of of your Class.

Throw Chart:

 Barbarian:  Basic and Advanced
 Bard:  None. Valor Bards acquire Basic
 Cleric:  Basic. War Clerics acquire  Advanced.
 Druid:  Basic
 Fighter:  Basic and Advanced
 Monk:  Basic and Advanced
 Paladin:  Basic and Advanced
 Ranger:  Basic
 Rogue:  Basic
 Sorcerer:  None
 Warlock:  Basic
 Wizard:  None, Bladesingers acquire Basic.

In addition I’ve updated the Grappler Feat:

Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
  • You gain access to the next level of throws. In other words:
    • If you don’t have any throws you gain basic throws.
    • If you have basic throws you learn advanced throws
    • If you have advanced throws, you gain a +2 to throw checks.

Alright thanks for reading. If you’d like to see more of my homebrews for D&D 5E click here.

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TLC D&D 5E Homebrew: Samurai Class(Second Draft)

I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed. This time we take on the popular Samurai Class.

D&D SAMURAI:

I grew up watching a lot of Eastern Asian movies and martial arts masterpieces. Ever since then I’ve been obsessed with Samurai and their devotion to their honor and duty. So naturally when I started creating my own characters many of those values made their way into my creation’s personalities. Reading the Dungeon Master’s Guide(DMG) one day I noticed they had variants on the weapons of D&D. Substituting the European influences for Eastern European versions. And that got me thinkin’, “Yo, I could make a Samurai.” My goal is for the Samurai to really emphasize the whole weapon master aspect of the fighter class whilst keeping the theme intact. To make this happen I had to simplify some concepts(specifically using Kendo for all weapons. Eesh..) but I think it came out rather clean. It ends up being a hybrid between Fighter and monk

I’ll try my best to explain the reasoning behind these changes. Edits will be done in this red text. If you’d like to read the original draft without all the edits click here.

Samurai: (Second Draft)

Samurai Class Table

Level  Prof.  Base Ki   Features
1st  +2  — Fighting Style, Martial Arts
2nd  +2  — Stances(First Stances)
3rd  +2     1 Way of the Samurai, Ki
4th  +2    2 Ability Score Improvement
5th  +3    2 Extra Attack
6th  +3    3 Transition Strike, Stances(Third Stance)
7th  +3    3 Way of the Samurai Feature
8th  +3    4 Ability Score Improvement
9th  +4    4 Stance Mastery, Stances(Fourth Stance)
10th  +4    5 Way of the Samurai Feature
11th  +4    5 Extra Attack(2)
12th  +4    6 Ability Score Improvement
13th  +5    6 Action Surge,(one use) Stances(Final Stance)
14th  +5    7 Ability Score Improvement
15th  +5    7 Way of the Samurai Feature
16th  +5    8 Ability Score Improvement
17th  +6    8 Stance Mastery(second stance), Action Surge(two uses)
18th  +6    9 Way of the Samurai Feature
19th  +6    9 Ability Score Improvement
20th  +6   10 Extra Attack (3)

Class Features:

Hit Points:

Hit Dice: 1d8 per samurai level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8(or 5) + your Constitution modifier per fighter level after 1st

Proficiencies:

Armor: Light and Medium Armor
Weapons: Simple weapons, martial weapons
Tools: none

Saving Throws: Dexterity, Wisdom

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment
  • (a) Breastplate or (b) leather, Daikyu(longbow), and 20 arrows
  • two martial weapons
  • (a) Yari(Spear), or two Kama(sickles)
  • (a) an explorer’s pack or (b) a scholar’s pack
Fighting Style:

Archery:
+2 to attack rolls with ranged weapon

Defense:
While you are wearing armor, you gain a +1 bonus to AC.

Dueling:
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.

Great Weapon Fighting:
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Two-Weapon Fighting:
When you engage in two-weapon fighting you can add your ability modifier to the damage of the second attack.

Martial Arts:

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and martial weapons.

You gain the following benefits while you are unarmed or wielding a single one-handed only weapon.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike.
  • When you use the Attack action with an unarmed strike or a one-handed weapon, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Stances:

As a Samurai you are prepared for any combat situation. As you grow you will master stances to help you in more specific situations.

There are universal effects to stances:

  • While you’re in a stance you move at half speed.
  • You cannot receive the bonuses with ranged weapons.
  • You have advantage on opportunity attacks.
  • You add your Wisdom Modifier to your Attack Bonus on opportunity attacks. 

/*I made this change to better incentivize a samurai having a high wisdom score. Advantage can come from many places and since stacking advantage has no benefit in Vanilla 5E it can be a bit of a bummer sometimes. Also a warrior using wisdom as a means to better read your opponent seems perfectly reasonable if my understanding of the stat is correct.

It’s a completely positive change in my opinion. *\

It costs an action or a bonus action to activate a stance. Leaving a stance is a free action. You start by picking two stances to learn and gain additional stances at levels 6, 9, and 13.

Chudan:
The most basic stance: You stand with you weapon out in front of you ready to react.
+2 AC

Gedan:
Point your weapon towards the ground baiting your opponent into thinking your guard is down.
+1AC + 1 ATK

Jodan:
The aggressive stance. You hold your weapon over your head and strike down hard. Leave yourself open.
+1 ATK, +2 DAM, -1 AC

Hassou:
You hold your weapon straight upwards. Able to react your opponents movements and still strike hard.
+1 AC +2 DAM

Waki:
Hide the weapon behind you to confuse you opponent on your weapons length. Harder to react to an aggressive opponent.
+2 ATK, -1 AC

Way of the Samurai:

At 3rd level you are experienced enough to choose your own path in life. You can choose between the Way of the Warrior, and the Way of the Ronin. Your choice grants you feature at 3rd level and again at 7th, 10th, 15th and 18th levels.

Ki:

Starting at 3rd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your wisdom score and monk level determines the number of points you have.

You add your Wisdom Modifier to the number of in the “Ki Points” collumn to determine your Ki point total. For example if you have a 16(+3) in wisdom, you would have 8 Ki Points to spend at 10th level. Ki points recover after a short or long rest.

You can spend these points to fuel your various techniques.

Ki Save DC = 8+ your proficiency bonus + your Wisdom modifier

Flurry of Blows:

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense:

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind:

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn.

/* I ended up adding Ki to the Samurai class because I wasn’t satisfied with how I gated Transition Strike behind Wisdom before. It didn’t really make sense at all, I was just trying to have Wisdom benefit the Samurai in a meaningful way. And now, by having wisdom result in more Ki points it makes it more satisfying for those who want to play the role of the “Wise Warrior.”

It also allows me to grant the class some pretty powerful abilities and gate them behind a resource.
*/

Extra Attack:

At 5th level, you can attack twice instead of once when you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level and to four when you reach 20th level.

Transition Strike:

At 6th level, when you are in a Stance you can choose to… forgo one of your attacks use a Transition Strike. Transition Strikes are effectively the same as a normal attack but it switches you from one stance into another. You can do this once per turn and up to a total number of uses equal to your Wisdom Modifier.(minimum of 1)  You regain expended uses upon finishing a short or long rest.

… expend some Ki and transform your first attack into a Transition Strike. Transition Strike effectively works like a normal attack but you deftly transition into another stance afterwards effecting the rest of your attacks that turn. Transition Strike benefits from the stance you are transitioning to. (For example if you transition from Waki to Chudan you would lose your +2 to Attack)  

It costs 2 Ki points to perform a Transition Strike and can only alter your first attack meaning it can only be used once a turn.

Transition Strike’s effect varies based on the stance you are transitioning TO

Chudan:
Disarming Attack: When you transition into Chudan and hit a creature it must make a strength saving throw. On a failed save, it drops an object you choose. The object lands at its feet.

Gedan:
Goading Attack: When you transition into Gedan and hit a creature it must make a wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Jodan:
Menacing Attack: When you use Transition Strike into Jodan and hit a large or smaller creature, the creature must make a wisdom saving throw vs or be frightened of you until the end of your next turn.

Hassou:
Knock Down: When you use Transition Strike into Hassou and hit a large or smaller creature, the creature must make a Strength saving throw vs or be knocked prone.

Waki:
Feinting Attack: When you Transition Strike into Waki and hit a creature your next attack against that same creature has advantage.

Stance Mastery:

When you reach 9th level, you’ve grown accustomed to one of your stances and now are able to get a bit extra while using it. You are able to pick another stance to master at level 17.

Chudan:
Parry: While in this stance, if another creature damages you with a melee attack, you can use your reaction to reduce the damage by 1d6+DEX+WIS.

Gedan:
Riposte: While in this stance, if a creature misses you with a melee attack, you can use your reaction to make a melee attack against the creature.

Jodan:
Momentum: When you land a critical hit while in Jodan you get to make a Transition Strike as a bonus action for 0 Ki.

Hassou:
Harry: When you land an attack of opportunity the target’s speed is immediately set to 0 until the end of their current turn.

Waki:
Iaido: While you are in this stance, you can add your Wisdom modifier(minimum of 1) to your attack and damage rolls if you had used the “Ready” action.

if you use the Ready action to store an Attack action the attack will automatically crit if the attack lands.

Action Surge:

At 13th level, you can push yourself beyond your normal limits for a moment. On your turn, you can spend 3 Ki points to make one additional action on top of your regular action and a possible bonus action. This also makes it so you are able to use an additional Transition Attack within the same turn.

Path of the Samurai:

The ultimate goal of samurai is to live a life full of honor and glory. Though their goals are the same some take different paths.

“Samurai” by GBrush
Way of the Warrior:

Scholarly Warrior:
Starting when you choose this path at 3rd level, you gain proficiency in History and Calligrapher’s Tools. If you already have proficiency you gain double proficiency in these skills.

You also gain proficiency in Intelligence saving throws.

Second Wind
At 7th level, you can use a bonus action use a bonus action to regain hit points equal to 1d8+ your samurai level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Intense Focus:
At 7th level, your ability to focus on multiple objectives increases improving your ability to react. You can now use up to two reactions per turn. In order to access the second reaction you must spend 1 Ki point.

/* Part of me is worried to give such a powerful ability at this low of a level in case there’s some multiclass abuse potential here. But I doubt most games rarely get to the level were I suspect this could be a problem and if so..

Have fun.*\

Warrior’s Discipline
At 10th level, you get to choose an extra option from the Stance Mastery class feature.

Dedication:
At 15th level, your willpower and focus increase to higher levels. You gain the following benefits:
– You can’t be surprised while you are conscious
– You can add your wisdom modifier to your Initiative.
– You have advantage vs being frightened.

Indomitable:
At 18th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll. You can use this feature twice between long rests.

Dynamic Guardian:
At 18th level, when taking an attack of opportunity you can spend 1 ki point to use a full Attack action versus the target.

/* I decided to make the Warrior Samurai focus on attacks of opportunity(AOO) to sell the theme of them being guardians. By increasing the potency of their AOOs they are better able to protect the squishier members of their team or more  thematically their lord.*\

“Ronin” by JasonEngle
Way of the Ronin:

Wayward Wanderer:
Starting when you choose this path at 3rd level, you gain proficiency in Perception Medicine and Survival, If you already have proficiency you gain double proficiency in these skills.

Also, Your speed increases by 10ft.

/*I switched perception to medicine because double proficiency perception is hilarously busted and there’s a good chance someone would multi-class as rogue to never get hit by a trap again. Honestly don’t know how I didn’t catch that the first time.

Also being able to patch yourself up is definitely a useful skill if you’re on the run.

As for the speed I wanted to sell that this path was lighter on his feet than the other. They need it since they’re always on the run.*\

Unorthodox Style:
At 7th level, you learn how to think on your feet and get creative while fighting making you harder to predict. You gain proficiency with improvised weapons and your Martial Arts Die increases to a d6.

Light on your Feet:
At 10th level, opportunity attacks against you have disadvantage.

You can also use Transition Strike for 1 Ki point instead of 2.

Free as the Wind:
At 15th level, your free spirit is reflected in your fighting style, you gain additional uses of Transition Strike equal to you wisdom modifier. (minimum of 1)

you gain access to Uncanny Dodge and Evasion.

Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion: When you are subjected to an effect that requires you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Lightning Strikes:
At 18th level, you become comfortable with the stress action surge leaves on your body granting you extra perks while using it:

  • Action Surge costs 2 ki points instead of 3
  • When you use Action Surge’s action to use the Attack action you can make one additional weapon attack as a free action.

 

Cover Image by Lubliner

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TLC D&D World: Ashur Raam, Hectic Land of Invention

Our campaign will be centered in the continent of Menkara. Primarily a desert land, the people of this land are hardy and resilient. I wanted to tell a different story than one you’ve seen others play through. I’ve seen many games visit a arabic inspired land before but rarely do they stay there for long and I’ve yet to see a land with heavy african influences. Menkara has a fusion of both and a bit of Mediterranean flavor thrown in for good measure. Today’s look into the land of Menkara will flesh out the science focus nation of Ashur Raam.

Ashur Raam(Ash-er-raam): Rock Gnome Homeland:

Ancheim from Silicon Studio’s “Bravely Default”

Overview:

Self-proclaimed Land of Invention Ashur Raam is the cultural and political capital of Menkara. All magics are allowed. All science is moral. Whatever is needed to gain more information is seen as just. The Palace’s Great Clock looms over the desert city representing the need to push ever forward.

Culture:

The harsh lands of Menkara nearly claimed all of the gnomish clans. To survive the gnomes of this land had to use their wits. They created systems to transport the water from the Grand Oasis long distances. This allowed them to expand and grow into a powerhouse. Because of this knowledge is considered king. Promoting a culture of self-growth and prosperity, this land grew strong through rejecting all sense of limits and restrictions.

For these reasons there’s actually a large Tiefling population located in the country. Their appearance matters not. Gnomes know what its like to be judged by their appearance. They are free to exist as long as they serve the country’s progress. This is true of all people.

Ashur Raam is the only land in all of Menkara with major populations besides those indigenous to the land.


“Dunes and the Milky Way” by Greg McCown

Religions and Organizations:

The majority of gnomes follow Celestian, God of Stars and Wanderers. The stars represent the dreams and goals of the people and the realm of the gods. The gnomes of Ashur Raam wish to reach there someday.
Despite following Celestian’s teaching there aren’t many who would consider themselves religious. Most of the people believe Celestian was once a mortal who achieved god-hood through his pursuit of knowledge and magical prowess. They believe they can achieve such feats eventually.
– The Cosmic Eye are a group of Wizards who follow this philosophy. Many members of the government are also associated with the organization.
– The Astral Cathedral houses many clerics devoted to the same types of research as the Cosmic Eye. Many believe them to be the same organization but they disagree on a fundamental level. The Cosmic Eye wish to carve their own path into greatness whilst the Astral Cathedral wish to retrace Celestians’ footsteps.

Government: Meritocracy:

“Gnomish Articifer” by Vablo
Representative of the cities belief system, the most intelligent members of the city are chosen to rule. The most intelligent is named the Orator and is given the most power. The Orator hold this role indefinitely, unless the council deems them unworthy. The current Orator is Big Hat Ghassan.

Major Races:

Rock Gnomes, Gold Dwarves, Humans, Sun Elves, Tieflings.

Major Classes:

Wizards, Eldritch Knights, Arcana and Knowledge Clerics.
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TLC’S D&D 5E Homebrew: The Elements: Ice

I’m a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.

So I’d like to share a few of my ideas:

THE ELEMENTS:

Magic is a very important part of Dungeons and Dragons whether your world is filled with magic or has barely any at all. While I love your standard wizard with mastery of many elements and styles of spells I’ve always enjoyed the fantasy of the spell-caster with limited scope but insane prowess over a single element. And while there does exist the ability to buff a character’s power over a single element some elements get much better treatment than others. We’re lookin’ at you fire.

This is the first in a series where I will be creating additional spells for each element. Except fire. Enjoy and tell me what you think @STGHazard

ICE MAGICKS:

ice_mage_by_adlovett-d4zjf2r
“Ice Mage” by adlovett

Last time we talked about water and how it represents life and love. Well, ice represents the exact opposite. Ice thematically fits together with the winter season representing death within the cycle of life. A cyromancer could represent this idea in a few ways. Perhaps they think death a necessary part of life. They focus on the -cycle- aspect of the whole thing. Feeling that before change can occur old ideas or corruption must first be destroyed. Images of ice melting off a plant invoke this idea.

The Cold can also represent the harshness of nature being the most hazardous thing man could weather. And those who brave its harshness, considered legendary. Even the dragon representing cold is the most simple, barbaric and savage. Perhaps your cyromancer is hardened druid with a high constitution who survived the worst your world has to offer. Maybe they come from a land where their coming-of-age ritual involves surviving a set of particularly hazardous mountain peaks.

Also, ice spells are cool as hell. So lets get started.

“The Witcher 3: The Wild Hunt – White Frost” by Ver1sa

Frigid Grip:

2nd Level Evocation:
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous

A cold frost envelopes your hands as you attempt to grasp a creature within range. Make a melee spell attack against a target, on hit the target takes 2d8 cold damage and they must make a Constitution saving throw or their speed will be halved for one turn. If you are grappling the creature they take an additional 2d8 cold damage.

At Higher Levels: +1d8 damage per spell level

Icy Parry:

2nd Level Conjuration:
Classes: Wizard, Druid, Sorcerer
Casting Time: 1 Reaction
Range: Self
Duration: Instantaneous

You create a thick sheet of ice in front of you in hopes of parrying a melee attack heading towards you. You increase your AC by 3 before you know if the attack hits or not. If the attack misses the attacker takes 3d8 cold damage as the shield explodes sending icy shards toward their direction. If the attack hits you nothing happens.

“Ice Spears” by BenWootten

Logan’s Javelins of Ice

3rd Level Conjuration
Classes: Wizard, Druid, Sorcerer
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, 1 Minute

You summon 3 javelins made of ice and throw them at a target within range making a separate ranged spell attack for each. On hit the target takes 1d8 piercing damage + 1d4 cold damage. Whilst this spell is active you can spend your bonus action to summon 1 additional spear and throw it.

At Higher Levels: +1 additional spear created initially.

Shiver:

4th Level Conjuration
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: 30 ft
Duration: Instantaneous

You remove the heat from a target in range dealing heavy damage and crippling the target. The target must make a constitution saving throw. On a failed save the target takes 6d8 cold damage, and they receive several conditions that lasts for 1 minute:
– Speed is halved
– -2 penalty to AC and Dexterity saving throws
– disadvantage on attack rolls
– take an additional 1d8 cold damage

The target may attempt an additional saving throw at the end of each of their turns. On a successful save the target takes half damage.

Absolute Zero:

9th Level Evocation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: 100 ft
Duration: Instantaneous

You remove all of the heat from a 100 foot sphere within range. Targets within range must make a Constitution saving throw. On a failed save the targets take 20d8 cold damage, or half as much on a successful save. The terrain within range becomes difficult terrain for 1d4 weeks. And all targets’s speed are halved for one turn. If a creature is dropped to 0 HP they are killed outright as they are frozen completely solid.

“White Dragon” by BenWootten
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TLC’s D&D 5E Homebrew: The Elements: Water

I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.

So I’d like to share a few of my ideas:

THE ELEMENTS:

Magic is a very important part of Dungeons and Dragons whether your world is filled with magic or has barely any at all. While I love your standard wizard with mastery of many elements and styles of spells I’ve always enjoyed the fantasy of the spellcaster with limited scope but insane prowess over a single element. And while there does exist the ability to buff a character’s power over a single element some elements get much better treatment than others. We’re lookin’ at you fire.

This is the first in a series where I will be creating additional spells for each element. Except fire. Enjoy and tell me what you think @STGHazard

Water:

“Water Bender” by Takumy

There are many who would consider Ice and Water to fall under the same category in terms of element. While technically similar, Ice and Water represent entirely different things. Water is the source of all life here on Earth and or your fantasy world. (probably) So a character with an affinity towards water might reflect that element in their character. Perhaps they are a maternal figure to the party, always ready to listen, heal, and protect. Perhaps they come from a desert region and their ability to create and manipulate water is considered a gift from the gods and they’re practically worshiped. You could even flip the tropes on their head and play a killer using water to forcefully drown your victims.

Either way there aren’t enough spells to fully support that fantasy. So lets get started!

I’ll also be creating a few healing spells using water magicks to help those druids who enjoyed playing a support role in earlier editions. I’m choosing to allow clerics and paladin to learn some of them too in case you wanna have a character who’s faith revolves around the concept of water bringing life. Fits well with a Life Domain Cleric or Oath of Ancients Paladin.

Torrent:

1st level conjuration
Classes:
Wizard, Druid
Casting Time:
1 Action
Range: 30ft
Duration: Instantaneous

You emit a large flow of water from your hands slamming into enemies and pushing them back 10 feet and forcing them to make a strength saving throw. If the target fails the save they are pushed back an additional 20 feet. If the targets collides into a structure they take 2d10 bludgeoning damage.
At Higher Levels:+5 feet push back and +1d10 damage per level

Aquatic Blessing:

1st level conjuration
Classes:
 Druid, Cleric, Paladin
Casting Time:
1 Action
Range: 30ft
Duration: Concentration, 1 min

You cover a willing creature in soothing waters, healing their wounds over time. While this effect is on a target they have resistance to fire damage and each time the target starts their turn they heal 1 hit point.
At Higher Levels: +1 HP per turn for additional spell level

“Water Shuriken” by Seiryuuden
Water Whip:

2nd level conjuration
Classes:
Wizard, Druid
Casting Time:
1 Action
Range: 30ft
Duration: Instantaneous

You create a whip made of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within range must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage and you can either knock it prone of pull it up to 25 feet closer to you, On a successful save the creature takes half damage and isn’t pulled or knocked prone.
At Higher Levels: +1d10 damage for each level.
(No credit for this one. the PHB had a perfectly good water spell already in the book.)

Milo’s Aquatic Spear:

3rd level conjuration
Classes:
Wizard, Druid
Casting Time:
1 Action
Range: 30ft
Duration: Instantaneous

You condense some water in front you and shoot it foward with extremely high pressure and velocity. You must make a ranged spell attack, on hit the target takes 5d10 piercing damage. This spell ignores piercing resistances.
At Higher Levels: +1d10 damage per spell additional level.

Undersea Pressure:

4th level transmutation
Classes:
 Druid, Wizard
Casting Time:
1 Action
Range: 30ft
Duration: Concentration, 1 min

You increase the water pressure around a target that is completely submurged in water. The target must make a strength saving throw. On a failed save the target takes 2d10 bludgeoning damage, their swim speed is halved, and they take an additional 1d10 bludgeoning damage at the start of each of their turns. At the end of their turn they can make another attempt at the save. On a successful save the target takes half damage and the spell ends.
At Higher Levels: +1 HP per turn for additional spell level

“Water Elemental” By Ryky
Spring of Life:

5th level conjuration(ritual)
Classes:
 Druid, Cleric, Paladin
Casting Time:
1 Action
Range: 30ft(Self)
Duration: 1 Hour

You cover the area in a 15ft radius centered around you in  a magical oasis of life giving water. At the start of their turn creatures within spring heal for 1d8+ your spellcasting modifier.
At Higher Levels: +1d8 healing per level

One With The Waves:

6th level transmutation
Classes:
 Druid, Wizard
Casting Time:
1 Action
Range: 30ft
Duration: Concentration, 10 min

Your body becomes one with the element of water, you gain the various benefits:
– The water surrounding your body grants you resistance to fire and bludgeoning damage.
– You gain a swimming speed of 60ft and the ability to breath underwater.
– You can cast all spells involving water at 5th level or lower as a bonus action using the water forming all over you body as fuel.

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TLC’s D&D 5e Homebrew: The Elements: Earth and Acid

I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.

So I’d like to share a few of my ideas:

THE ELEMENTS: Earth and Acid

Magic is a very important part of Dungeons and Dragons whether your world is filled with magic or has barely any at all. While I love your standard wizard with mastery of many elements and styles of spells I’ve always enjoyed the fantasy of the spellcaster with limited scope but insane prowess over a single element. And while there does exist the ability to buff a character’s power over a single element some elements get much better treatment than others. We’re lookin’ at you fire.

This is the first in a series where I will be creating additional spells for each element. Except fire. Enjoy and tell me what you think @STGHazard

Acid:

“Acid Rain” by Josh Calloway
Caustic Grip:

1st level conjuration
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous

A thick acid covers your palms dealing damage to a creature you try to touch. Make a melee spell attack against the target. On hit the target takes 4d4 acid damage and and additional 2d4 at the start of their next turn.

At Higher Levels: +1d4 acid damage per additional spell level to the initial damage.

Acidic Erosion:

3rd level conjuration
Classes:
Wizard, Druid, Sorcerer, Warlock
Casting Time:
1 Action
Range: 30ft
Duration: Instantaneous

You throw a thick caustic liquid at a creature sticking to their armour lowering its effectiveness and dealing minor damage. The creature must make a dexterity saving throw or have their AC lowered by 2 and take 1d4 acid damage and an additional 1d4 acid damage at the end of their turn. This effect last for 1 minute or until the target passes the dex save at the end of their turn.
At Higher Levels: -1AC per additional spell level

Acid Rain

5th level Conjuration
Classes:
Wizard, Druid, Sorcerer, Warlock
Casting Time:
1 Action
Range: 120ft
Duration: Concentration, 1 Minute
A green cloud appears, centered on a point you can see pours acid in a 20ft radius dealing damage and destroying the environment underneath it. Targets that start their turn within the radius must make a dexterity saving throw. The creatures take 6d4 damage on a failed save, or half as much damage on a successful one. You can spend an action to move the cloud 20ft.

At Higher Levels: +1d8 every turn per additional spell level

Avatar of Acid:

6th Level Transmutation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time:
1 Action
Range: Self
Duration: Concentration, 10 minute
Your body becomes a host for the acidic. A thick green liquid drips from all over your form. You gain these various properties:
– You gain immunity to acid damage
– You any time you are struck by a melee attack the attacker takes 3d4 acid damage.
– Your unarmed strikes and touch spells deal an additional 2d4 acid damage.
– If you grapple an opponent they take 2d4 acid damage each turn they start grappled.

When this spell ends you take 2d4 acid from the last bits of acid left over inside you.

Earth:

“Golem used Rock Slide!” by LindseyWArt
Boulder Bash:

2nd level Transmutation
Classes:
Wizard, Druid, Sorcerer, Warlock
Casting Time:
1 Action
Range: 60 feet
Duration: Instantaneous
Take an existing or create a boulder from the ground and hurl it at a target. Make a ranged spell attack, if it hits the target takes 2d12 bludgeoning damage and must make a strength saving throw. If the target fails they are knocked prone.

There must be earth around you to use as ammunition.
At Higher Levels: Size of boulder increases. +1d12 damage per spell level

Gaia’s Blessing:

3rd level Transmutation
Classes:
Wizard, Druid, Sorcerer, Warlock
Casting Time:
1 Action
Range: Self
Duration: Instantaneous
You focus and the ability to tremor-sense in a range of 60ft.

Fissure:

4th level Transmutation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time:
1 Action
Range: Self(100-foot line)
Duration: Instantaneous
The ground erupts in a straight line toward the direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 4d12 bludgeoning damage and is knocked prone on a failed save, or half as much damage on a successful one.

This spell has no effect on targets 10 ft or higher off the ground.
At Higher Levels: +1d12 damage per spell level

Condensed Shot:

5th level Transmutation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time:
 2 actions
Range: 60 feet
Duration: Concentration, 6 seconds.
You take a large piece of earth and hold it in front of you for your first turn. For your second turn you condense the earth into a small point and throw it at an opponent dealing heavy damage. Make a ranged spell attack, if it hits the target takes 7d12 piercing damage. On a miss, the targets takes 2d12 bludgeoning damage from the nearby debris kicked up from the stone.

If your concentration is broken during the first turn the spells ends with no effect. You need earth nearby to use as ammunition.
At Higher Levels: +1d12 damage per spell level.

Next week, the elements of Ice and Water.

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