NEW SPELL: The Lamp of Inverse Light

Ever since the beginning of time, man has yearned to destroy the sun. With this spell, a magic-user can do the next best thing.

The lamp of inverse light conjures a mote of exotic matter that emits a light-neutralizing anti-radiance: a perfect, impenetrable darkness in a 30-foot radius centered on the caster. The spell lasts for a number of rounds equal to the caster’s level or until cancelled by the caster.

Miscast (1d12):

1 – The darkness-emitting matter is too unstable to exist more than an instant before energetically decaying. As it annihilates, it emits radition in a 30-foot radius that (Roll 1d4): 1 – leeches the color out of everything, 2 – prematurely ages everything by a number of years equal to the level of the caster, 3 – turns soft tissues completely transparent but doesn’t affect bones or non-living matter, 4 – fuses and animates shadows into a hostile, semi-corporeal entity with hit dice equal to the caster’s level.

2 – The spell appears to work as normal, but when it ends, everything within the area of effect is gone, vanished from the the face of the earth.

3 – The spell appears to work as normal, but the darkness is emanating from a dimensional rift connected to a shadowy demi-plane. The rift allows for two-way traffic between the two planes for the duration of the spell and closes when the spell expires. 

4 – The caster’s eyes turn into black orbs as their sense of sight inverts. For the duration of the spell, the caster can see normally in total darkness, but is completely blind in daylight (or its equivalent).

5 – The darkness rapidly strobes on and off – it’s super annoying. Everyone in the area of effect suffers disadvantage on any activity that requires sight and magic-users must succeed a saving throw versus magic to cast a spell within the area of effect.

6 – The exotic matter isn’t contained properly; it won’t dissipate at the end of the spell. Everything it touches is converted into more darkness-emitting matter. If left unchecked, it’ll eventually consume the entire planet.

7+ – Consult the common miscast table

THE WEAPON MASTER

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A martial archetype for D&D 5E

Weapon Master’s Edge: At 3rd level, a weapon master learns to extract the most utility from their weapons. Only one edge can be active, so if a particular weapon has more than one descriptor, the player most declare which is being used before initiating an action with the weapon.

  • Jarring Impact: When a weapon master hits a target with a bludgeoning weapon, the target has disadvantage on its next attack roll.
  • Penetrating Lunge:  A weapon master gains advantage on an attack made with a piercing weapon after moving at least 10 feet before the attack.
  • Twist the Blade: When a weapon master rolls a 1 for damage with an attack made with a slashing weapon, they can use a bonus action to re-roll the damage.
  • Flick of the Wrist: After any other action, a weapon master can use a bonus action to draw and make an attack (melee or thrown) with a light weapon.
  • Momentous Swing: When wielding a heavy weapon, a weapon master can elect to deal half damage in order to push the target back five feet.
  • Cut and Run: After making an attack with a finesse weapon, a weapon master can use a bonus action to move up to half their speed without provoking an opportunity attack.
  • Sweeping Blow: When a weapon master wields a versatileweapon with two hands and makes an attack, they can make a second attack (with disadvantage) against another target that is adjacent to both the weapon master and the first target.
  • Pole Reposition: After making an attack with a reach weapon, a weapon master can move either themself or the target 5 feet as a bonus action. This movement does not provoke opportunity attacks.

Rapid Rearmament: At 7th level, a weapon master can stow one weapon and draw another as part of an attack action.

Dual Edged: At 10th level, a weapon master can apply the effects of two edges a weapon many possess based on its descriptors.

Defensive Edge: At 15th level, a weapon master gains resistance to the same type of damage (bludgeoning, piercing, or slashing) as the weapon they are currently wielding. If a weapon is capable of dealing more than one type of damage, the player must declare which type to gain resistance against.

Master at Arms: An enemy has disadvantage on all attack rolls against a weapon master when using the same type of weapon as the weapon master is wielding. (For example, an orc soldier would have disadvantage on an attack with a scimitar if the weapon master being attacked is also wielding a scimitar.) Also, on a critical hit made with a weapon, a weapon master deals additional damage equal their proficiency bonus.

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FLAME DOMAIN (5E)

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1st Level: Divine Spark
At 1st level, a cleric of the flame domain can conjure a flame in the palm of their hand as a bonus action. The flame sheds as much light as a torch. The cleric can hurl the flame as a ranged attack that deals 1d4 fire damage with a range of 60 feet.

2nd Level: Candle in the Dark
At 2nd level, a cleric of the flame domain can expend a use of Channel Divinity to grant advantage on saving throws against fear effects to a number of allies within 30 feet that they can see equal to their cleric level.

6th Level: Inner Fire
At 6th level, a flame cleric’s skin becomes warm to the touch, as if they had a fever. They are unaffected by nonmagical extreme cold and heat, resistant to cold damage, and immune to fire damage.

8th Level: Immolation
At 8th level, whenever the cleric casts a spell that deals damage, they can change the damage type to fire. Creatures that are normally resistant to fire take full damage from these spells and creatures that are normally immune to fire take half damage.

17th Level: Blaze of Glory
At 17th level, the cleric can expend a use of Channel Divinity to transform into a being of pure flame. While in this state, the cleric is incorporeal and hovers a foot above the ground (and thus immune to difficult terrain). All creatures within 10 feet of the cleric suffer 1d10 fire damage per round. The cleric likewise deals 1d10 damage with a melee touch attack. At the end of every round the cleric remains in this state, they must make a death saving throw. If the cleric fails three death saving throws, they explode, dealing fire damage equal to their total hit dice. A cleric that dies in this fashion cannot be resurrected.

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