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D&D 5E My List of Weeded Powers for 5e Designers (warning long)

ren1999

First Post
As in several previous posts, I have been working on a powers list in which each power is unique and desirable.

This is a list I have been working on for submission as spells, prayers, feats and skills for 5th edition. This is what the list currently looks like. I'm still play-testing them all and uniform formatting the details.

Weapon Proficiency (Weapon Name)
/martial feat/class lvl 1/Each Weapon Proficiency counts as a separate learned power. Add +1 to attack with this weapon you are proficient with. Add an additional +1 to this attack roll at 11th and 21st level.

Feint Attack

/martial feat/class lvl 2/at-will/cha vs will/The fighter tries to outwit, fake out and throw off the balance of the foe.

Disarm Weapon

/martial feat/class lvl 3/encounter/Roll the higher of your strength versus the foe's strength or your dexterity versus the foe's dexterity. On a hit, the foe must waste the next turn using a standard action to ready the foe's weapon again.

Off-Hand Weapon

/martial feat/class lvl 4/minor at-will/You can use a smaller 1d6 or lower damaging off-hand weapon in a secondary attack during your turn. You can use a small shield or cape with this off-hand weapon but not a heavy shield.

Windmill Attack

/martial feat/class lvl 5/encounter/You can attack one foe twice or 2 adjacent foes once with the primary weapon in addition to any off-hand weapon attack. Attack 3 adjacent foes at 11th, and 4 adjacent foes at 21st lvl.

Fumble Foe

/martial feat/class lvl 6/encounter/wis vs int/You cause a foe to hurt himself or be hurt by a fumbling ally. Roll the foe's damage dice instead of yours for the foe's damage.

Armor Proficiency (Armor Name)

/martial feat/class lvl 1/Each Armor Proficiency counts as a separate learned power. You reduce the dexterity and speed penalty of this armor by -1. -2 at 11th, -3 at 21st lvl

Parry Defense

/martial feat/class lvl 2/trigger encounter/You use your weapon to knock away your foe's attacks. You must say you are parrying the melee attack in order for the foe to get a situation modifier penalty of -1. -2 at 11th, -3 at 21st lvl

Dodge Defense

/martial feat/class lvl 3/trigger encounter/If you are hit, you shift 1 square and the foe must reroll the attack.

Close Quarters

/martial feat/class lvl 4/minor encounter/You get in close to your foe and stay close unbalancing all attacks against you while exposing your foe's weaknesses. The foe suffers a -1 combat modifier when attacking you as well as grants you a +1 combat modifier when you attack. -2 and +2 at 11th level, -3 and +3 at 21st lvl

Keep Distance

/martial feat power/class lvl 5/minor encounter/You shift away from your foe just out of striking range. The foe suffers a -2 combat modifier when attacking you. -3 at 11th level, -4 at 21st level

Cape Shield

/martial feat/class lvl 6/You use your cape to shield yourself from incoming attacks. You are unable to use this power with a shield. Your cape alots you a +1 bonus to your armor class. +2 at 11th level, +3 at 21st level

Finesse Attack

/martial feat/class lvl 6/at-will/You attack your foe's chinks in the armor to find exposed flesh. You use your dex vs ac instead of str versus ac during your melee attack.

Shield Smash

/martial/class lvl 2/minor encounter/str vs ac/After your standard attack, you push your foe back 1 square doing 1d4+str mod bludgeoning damage.

Pommel Pound

/martial feat/class lvl 3/minor encounter/str vs ac/After your standard attack, you attempt to pound your foe's head in doing 1d4+str mod bludgeoning damage. If you do 8-10 points damage, the foe is dazed and loses a round of action. If you do 11+ points of damage, the foe becomes unconscious and helpless, subject to an automatic hit and maximum damage.

Punch Foe

/martial feat/class lvl 1/minor encounter/str vs ac/After your standard attack, you punch your foe doing 1d4+str mod bludgeoning damage. Your foe becomes weakened and attacks at -1./The foe rolls con vs DC10+your str mod to end the weakened condition.

Kick Foe

martial feat power requires class level 2 or higher minor encounter action After your standard attack, you kick your foe doing 1d4+your strength modifier bludgeoning damage. Roll strength versus armor class. Your foe is slowed and moves at speed 2. Speed is reduced to 1 at 11th and your foe becomes immobile at 21st level.

Grab Foe

martial feat power requires class level 3 or higher standard at-will action You attempt to grab, net, or entangle your foe restraining movement. dex vs dex The foe attacks at -4 and defends at -4. Re-roll this power every round to maintain the restraint. The foe attacks and defends at -5 at 11th level, and -6 at 21st level.

Trip Foe

martial feat power requires class level 4 or higher standard at-will action You attempt to trip or body slam your foe prone. roll dex vs dex The prone foe defends against melee attacks at -4 and reflex attacks at +4. The foe spends 1 standard action standing up.

Blind Foe

martial feat power requires class level 5 or higher standard at-will action You attempt to blind your foe with a cut above the eye, or powder in the face. roll dex vs dex The foe attacks at -5 and defends at -5. The Foe's fortitude saving throw versus a Difficulty Class of 10+your dexterity modifier ends the blindness condition.

Foot Work

martial feat power requires class level 1 or higher minor move action You move 1 square after a successful attack. +1 square at 11th and 21st level

Fleet Speed

martial feat power requires class level 2 or higher minor move action You increase your speed by +1. +1 square at 11th and 21st level

Shift Foe

martial feat power requires class level 3 or higher minor encounter action After a successful attack, you shift your foe 1 square. +1 square at 11th and 21st level

Toughness Training

martial feat power requires class level 1 or higher Add +2 to either your strength or constitution. +1 at 11th and 21st level

Lightning Reflexes

martial feat power requires class level 2 or higher Add +2 to either your dexterity or intelligence. +1 at 11th and 21st level

Iron Will

martial feat power requires class level 3 or higher Add +2 to either your wisdom or charisma. +1 at 11th and 21st level

Improved Initiative

martial feat power requires class level 4 or higher You increase your initiative by +2. +1 initiative at 11th and 21st level

Precise Shot

martial feat power requires class level 1 or higher You shoot your target at +2. +1 to ranged attacks at 11th and 21st level Quick Draw martial feat power requires class level 2 or higher You can ready a weapon as a free action. You can switch between ranged to melee ready attacks each round.

Rapid Reload

martial feat power requires class level 3 or higher You shoot your target twice or shoot 2 different targets during your turn.

Skills

Sleight of Hand - rogue Stealth Evade - rogue Disable Device - rogue (Open Lock) Disguise Self - rogue Escape Artist - rogue (Pick Pocket) Sneak Attack - rogue Nature Survival - ranger Knowledge Plants - druid, ranger Knowledge Animals - druid, ranger Track Quarry - ranger Handle Animal - ranger Forage Food - ranger Build Shelter - ranger Pass No Trace - druid, ranger Knowledge Dungeoneering - ranger and any class Power Punch - monk Perform Music - bard Spot Listen (wis) Climb Surface Swim Distance Ride Horse Sail Ship Use Rope (int) Slow Fall (dex) Aid Ally Bandage Ally Appraise Item (int) Craft Poison (int) - rogue Craft Traps (int) ranger, rogue Craft Potion (int) Craft Wood (int) Craft Stone (int) - Knowledge Engineering Craft Metal (int) Craft Leather (int) Craft Scroll (int) Knowledge Arcana (int) - Concentration, Spellcraft, Detect Magic, Enchant Item Detect Magic/utility spell power/wizard feature/You gain +5 skill skill ranks when detecting, reading and erasing magic. Knowledge Monsters (int) Knowledge Religion (wis) Knowledge Language (int) Knowledge CourtBehavior Knowledge History - by Adventure Campaign Bluff Others (cha) Extend Diplomacy (cha) Intimidate Others (cha)

Spells and Prayers

Force Shield
/abjuration/class lvl 1/constant duration/You constantly materialze a suit of force around yourself that gives you ac,dex+4./ac,dex+5 at 11th and +6 at 21st lvl

Endure Element
/abjuration/class lvl 2/trigger encounter/You forsee yourself or an ally taking force, fire, lightning or cold damage. You reduce the damage by your intelligence modifier.

Dispel Magic
/abjuration/class lvl 3/trigger encounter/You forsee a successful spell or prayer cast on yourself or an ally during combat. You negate the spell or prayer./int vs int

Deflect Magic

/abjuration/class lvl 4/trigger encounter/You forsee a successful spell or prayer cast on yourself or an ally during combat. You send the spell or prayer back on the caster./int vs int

Dagger Wall
/abjuration/class lvl 5/trigger encounter/All melee attackers risk 1[w]+int mod+1d4 force damage when attacking you. The wall lasts until you negate the spell but you can not attack while the wall is up./int vs dex

Fire Wall
/abjuration/class lvl 5/trigger encounter/All melee attackers risk 1d6+int mod ongoing fire damage. The wall lasts until you negate the spell but you can not attack while the wall is up./int vs dex/save vs ongoing damage is DC10+your int mod versus 1d20+foe's con mod

Electrified Wall

/abjuration/class lvl 5/trigger encounter/All melee attackers risk 1d8+int mod lightning damage + stunned no actions 1 round. The wall lasts until you negate the spell but you can not attack while the wall is up./int vs dex

Ice Wall
/abjuration/class lvl 5/trigger encounter/All melee attackers risk 1d10+int mod cold damage. The wall lasts until you negate the spell but you can not attack while the wall is up./int vs dex

Protective Ward

/abjuration/class lvl 6/triggered encounter/All foes tampering with the warded object risk one learned abjuration effect you chose to add to the object. You also add a magical lock with a DC equal to 10+your class lvl. Protective Ward can be combined with the Secret Chest utility.

Feather Fall

/conjuration/class lvl 1/move triggered/ranged line-of-sight/You and 1 ally slow your fall to a harmless speed./+1 ally at 11th and 21st lvl

Spider Climb

/conjuration/class lvl 2/move/ranged touch/You and 1 ally can climb vertical and ceiling surfaces at a speed of 2 squares per round with no climb penalties. If the spell fails Feather Fall is triggered./+1 ally at 11th and 21st lvl

Force Jump
/conjuration/class lvl 3/move/ranged touch/You and 1 ally can jump 4 squares and do an additional 1d4 rush damage with a melee weapon if attacking. If this spell fails Feather Fall is triggered. You can also increase the range of any spell, prayer or attack by 4 squares for the self or 1 ally./+1d4 rush damage, ranged +1 square at 11th and 21st lvl

Force Levitate

/conjuration/class lvl 4/move/ranged touch/You and 1 ally can levitate up or down 4 squares. If this spell fails Feather Fall is triggered./ranged +1 square at 11th and 21st lvl Levitate 1 enemy 1 square up. Fall damage is 1d10 per square./encounter/ranged 6/12 squares/+1 foe, +1 square, +1d10 fall damage at 11th and 21st lvl

Force Fly

/conjuration/class lvl 5/move/encounter duration/You can fly with a speed of 6 squares per round and are immune to melee attacks. In addition, you have freedom of movement and suffer no penalty when in water./speed+1 at 11th and 21st level

Blink Shift

/conjuration/class lvl 6/move encounter/You forsee getting heavy damage. The foe must reroll an attack on you as you enter any empty square on the map.

Pass Wall

/conjuration/class lvl 7/move encounter/You and 1 ally can walk through 4 impassible squares on the map./+1 square, +1 ally at 11th and 21st lvl As a standard encounter attack/targets 1 foe/int vs int/You conjure the foe into a wall. The foe's limbs become imprisoned. The foe is helpless and subject to an automatic maximum damage hit./str vs your int allows the victim to break free/

Teleport Portal
/conjuration/class lvl 8/move encounter/You and 1 ally teleport to any previous location of the game session./+1 ally at 11th and 21st lvl As an attack, roll int vs int to prevent a foe from teleporting.

Stop Time

/conjuration/class lvl 9/move encounter/1 round duration/You stop time for all but yourself. All foes have slowed speed 2 ac-2, dex-2, attack-2 when attacking you. You move at twice your speed and double your attacks

Force Invisibility

/conjuration/class lvl 10/move encounter/You become invisible and totally concealed. Foes attack you at combat modifier -5, while losing their dexterity modifier to armor class when you attack.

Mage Hand (Whirlwind)

/spell utility/classs level 1/standard at-will action/ranged 1-6 squares/long ranged 7-12 squares, situation modifier -2/targets 1 foe/roll intelligence vs intelligence/Telekinetic force shifts the foe 1 square. If there is a wall, the foe takes 1d10 damage. The spell can also grapple a foe with or without causing damage. The foe must save versus DC(10+caster's intelligence modifier+1/2 level) versus 1d20+(will-10=will save) to break the grapple./move 100 pounds 1 square/roll 1d20 to move the load an additional square every round/fail to maintain on 1-3/level-up scale +1 range, +1 long range, +1 foe, shifts +1 square, +1d10 damage, +100 pounds, fail by 2 in 1d20 at 11th and 1 in 1d20 at 21st(how many coins?)

Clean Mend

/spell utility power/available to caster level 2 or higher/standard at-will action/clean effect: the caster cleans, mends, and organizes a dwelling getting a +5 to all spot checks/mend action: one attempt per day/mend target: 1 object of the caster's level or lower/mend effect: The caster removes the object's broken condition and restores 1/2 its hit points. Casting the spell again restores 1d4 hit points to the object every day.

Lock Unlock

(Knock) This spell has been removed for the sake of Rogues everywhere.

Secret Chest

/spell utility power/for caster level 3 or higher/standard encounter action/permanent duration/targets one chest/The caster creates an invisible, constantly levitating portable storage place in an empty plane of space that will hold any non-living thing that can fit through the opening of the chest.

Tiny Hut

/spell utility power/for caster level 4/standard extended rest action/targets 1 tent/extended rest duration/The caster creates a non-portable breathable shelter in an empty plane of space inside the tent for 4 party members with a bath and toilet./Abjuration and Force Invisibility spells can be added./level-up scales the space for +1 ally at 11th and 21st level, furniture and light is added at 11th level, a kitchen is added at 21st

Grow Shrink

/alteration spell power/available to caster level 1 or higher/standard encounter action/encounter duration or caster ends/ grow target: 1 ally and ally's equipment grow effect: The enlarged ally or foe gets +2 to strength for melee attack rolls and a -2 to dexterity because of the size. If the ally or foe is contained, roll a strength check to bust out of the containment shrink roll: intelligence vesus will effect: The reduced ally or foe gets -2 to strength for melee attack rolls and a +2 to dexterity because of the size. level-up: -4 to strength and +4 to dexterity at 11th level, and -6 to strength and +6 to dexterity at 21st level

Object to Object

/alteration spell power/available to caster level 3 or higher/standard encounter action/targets 1 object/standard encounter action/roll intelligence versus DC10 + object level(non-magical obects have an object level of 0)/You turn a material such as metal into rust or mud, thus removing the armor bonus of the foe.

Disguise Ally

/alteration spell power/available to caster level 4 or higher/standard encounter action/targets 1 being/1 day duration or until you negate the effect/if the target is willing, automatic success/as an attack, roll intelligence vs intelligence/You change the being according to the following; Alter Self - You disguise yourself as another person. Beast Shape - You or an ally becomes a monster of equal or lower level. Encourage Ally attack+3/Hasten Ally - speed+2/Bark Skin - ac+2/Stone Skin - ac+3/Bull's Strength - str+2/Bear's Endurance - con+2/Cat's Grace - dex+2/Fox's Cunning - int+2/Owl's Wisdom - wis+2/Eagle's Splendor - cha+2 Dark Vision - See in complete darkness up to 12 squares. Water Breathing - Swim 6 squares per round. Black Tentacles - Grapple+8, 4 square burst, 8 foes. Ray Enfeeblement - str-2/Feeble Mind - int-2/Slow Foe - speed-2 level-up scale to +1 bonus or -1 bonus at 11th and 21st level

Baleful Polymorph

/alteration spell power/available at caster level 5 or higher/standard encounter action/ranged 1-6/long ranged 7-12, situation modifier -2/targets 1 foe of the caster's level or lower/roll intelligence versus will/You turn the foe into a harmless animal./After every attack the foe can roll a will save(1d20+higher foe wis or cha) versus DC10+your int mod to end the spell.

Foe Object
/alteration spell power/available at caster level 6 or higher/standard encounter action/ranged 1-6/long ranged 7-12, situation modifier -2/targets 1 foe of the caster's level or lower/roll intelligence vs intelligence/You turn the foe into an object. The foe is helpless, subject to an automatic maximum damage attack./After every hit the foe can roll a will save(1d20+higher foe wis or cha) versus DC10+your int mod to end the spell.

Force Web

/evocation/class lvl 1/standard encounter/ranged 6/12 burst 2/You spray the area with sticky web which slows those in it to speed 1 until they escape the burst area. The target most roll dex vs your int or go to speed 0 before attempting to move. Targets range attack at -4 and lose any dexterity bonus to ac while in the web./burst 3 at 11th, burst 4 at 21st lvl

Magic Missile

/evocation/class lvl 1/standard at-will/ranged 6/12/int vs dex/You shoot sling beads, daggers or darts doing 1[w]+int mod+1d4 force damage.

Enchant Weapon

/evocation/class lvl 2/standard at-will/int vs ac/You strike with your force aura staff, dagger or wand doing 1[w]+int mod+1d4 force damage

Force Orb

/evocation/class lvl 3/standard encounter/ranged 6/12 burst 2/int vs dex/You shoot beads, dangers or darts that explode doing 1[w]+int mod+2d4 force damage.

Pressure Blood

/evocation/class lvl 4/standard encounter/ranged 6/12/int vs int/You cause 1 foe int mod+3d12 force damage. Light Up
/evocation/class lvl 1/standard at-will/You outline one foe in an aura of light even if invisible. The foe takes a Stealth -10 penalty./int vs int/reroll to maintain/As a free action, you create an adjustable radius of light for the party.

Fire Ball

/targets 1 foe/evocation/class lvl 1/standard at-will/ranged 6/12/int vs dex/You shoot a fire ball doing int mod+1d6 fire damage+ongoing 6 damage./target's con vs your int ends/2 targets at 11th, 3 targets 21st lvl

Burning Hand

/evocation/class lvl 2/standard at-will/int vs ac/You strike with your fire aura staff, dagger or wand doing 1[w]+int mod+1d6 fire damage+ongoing 6 damage./target's con vs your int ends

Explosive Rune

/evocation/class lvl 3/standard encounter/ranged 6/12 burst 2/int vs dex/You send a steel ball with a fire rune scroll on it that explodes and does int mod+2d6 fire damage+ongoing 6 damage./target's con vs your int ends

Combust Foe

/evocation/class lvl 4/standard encounter/ranged 6/12/int vs int/You cause 1 foe int mod+3d6 fire damage+ongoing 6 damage./target's con vs your int ends

Dark Rain
/evocation/class lvl 1/standard encounter/ranged 6/12/You create 1 day of drinkable water for 4 people. You put out a 2 square burst of fire./for 5 allies, put out burst 3 fire at 11th, 6 allies, put out burst 4 fire at 21st

Chain Lightning

/evocation/class lvl 1/standard at-will/ranged 6/12/int vs dex/You shoot lightning in a direct line doing int mod+1d8 lightning damage+ stuns the target, no moves or attacks 1 round./2 targets in a line at 11th, 3 targets in a line at 21st lvl

Shocking Grasp

/evocation/class lvl 2/standard at-will/int vs ac/You strike with your lightning aura staff, dagger or wand doing 1[w]+int mod+1d8 lightning damage+stuns the target, no moves or attacks 1 round.

Plasma Ball
/evocation/class lvl 3/standard encounter/ranged 6/12 burst 2/int vs dex/You send an crackling ball of lightning that does int mod+2d8 lightning damage+stuns the target, no moves or attacks 1 round.

Disintegrate Foe

/evocation/class lvl 4/standard encounter/ranged 6/12/int vs int/You cause 1 foe int mod+3d8 lightning damage+stuns the target, no moves or attacks 1 round.

Icy Floor

/evocation/class lvl 1/standard encounter/ranged 6/12 burst 2/You spray the floor with slippery ice which slows those on it to speed 1 until they escape the burst area. The target most roll dex vs your int versus falling prone speed 0 for 1 round before attempting to move./burst 3 at 11th, burst 4 at 21st lvl

Icicle Volley

/evocation/class lvl 1/standard at-will/ranged 6/12/int vs dex/You shoot an icy spray doing int mod+1d10 cold damage./2 targets in a cone at 11th, 3 targets in a cone at 21st lvl

Chilly Touch

/evocation/class lvl 2/standard at-will/int vs ac/You strike with your icy aura staff, dagger or wand doing 1[w]+int mod+1d10 cold damage.

Ice Storm

/evocation/class lvl 3/standard encounter/ranged 6/12 burst 2/int vs dex/You sling an ice ball that hails int mod+2d10 cold damage.

Frost Bite

/evocation/class lvl 4/standard encounter/ranged 6/12/int vs int/You cause 1 foe int mod+3d10 cold damage.

Heal Ally
/healing prayer/class lvl 1/standard at-will/ranged 6/12/You heal 1/4th the your own or an ally's maximum hit points+1d8+wis mod hit points. During an extended rest, you mass heal the party.

Cure Ally

/healing prayer/class lvl 2/standard at-will/ranged 6/12/class lvl 2, diagnose and neutralize 1 curse, disease or poison/class lvl 3, diagnose and cure it/class lvl 4, cure and regenerate 1d8+wis mod hit points/wis vs DC of affliction/During an extended rest, mass cure the party.

Vampire Drain

/necromantic prayer/class lvl 2/standard at-will/You do 1d8+wis mod necrotic damage and restore your own hit points to the maximum./wis vs int

Curse Foe
/prayer necromancy power/available to cleric type class 2 or higher/standard at-will action/targets 1 foe/ranged 1-6 squares/long ranged 7-12 squares, situation modifier -2/roll wisdom vs intelligence/You curse, infect or poison a foe. After the foe is cursed, a cleric type must roll a 1d20 + wisdom modifer(with 1/2 level) versus a Difficulty Class equal to the caster's base 10 + wisdom modifier(with 1/2 level) to remove it. level-up: +1 square, +1 foe at 11th and 21st level

Restore Ally
/prayer necromancy power/available to cleric type class 3 or higher/standard at-will action/targets you or 1 ally/ranged 1-6 squares/long ranged 7-12 squares, situation modifier -2/You restore bones, organs and limbs removing blindness, paralysis, restoring speed, defenses and attacks. You also regenerate +1d8 hit points/During an extended rest, you mass restore your party./level-up scales to +1 square, +1 ally, regenerate +1d8 hit points at 11th and 21st level/roll wisdom versus the DC of the affliction

Afflict Foe

/prayer necromancy power/available to cleric type class 3 or higher/standard at-will action/targets 1 foe/ranged 1-6 squares/long ranged 7-12 squares, situation modifier -2/roll wisdom vs intelligence/You blind or paralyse a foe. Restore Ally restores sight and movement./level-up scales to +1 square, +1 foe at 11th and 21st level.

Raise Dead

/prayer necromancy power/available to cleric type class 4 or higher/targets 1 ally/You restore the life of 1 ally. The ally must roll a constitution versus his or her own fortitude defense. If the ally fails, roll again to see if the ally would like to reincarnate as a character's familiar. If the second roll fails, the character refuses to return to the world of the living.

Animate Object

/prayer necromancy power/standard at-will action/available to cleric type class 5 or higher/targets 1 object/You animate from 1 to 4 objects with a total challenge rating or level equal to your own. Divide your hit points among the objects. They attack with your strength modifier versus the foe's armor class.

Create Golem

/prayer necromancy power/available to cleric type class 6 or higher/standard encounter action/You create a golem from Monster Manuals or Bestiaries with a challenge rating or level equal to your own that serves you until the golem is destroyed.

Control Undead

/prayer necromancy power/available to cleric type class 7 or higher/standard encounter action/until the undead die serving you in combat/You raise a number of dead foes during the encounter as undead to obey every command. Chose the type of undead foes from Monster Manuals or Bestiaries with a total challenge rating level equal to your level.

Know Skill
(Removed)

Arcane Eye

/spell divination power/available to caster level 1 or higher/standard encounter action/targets the self/You hear what is happening in the adventure campaign at the moment according to the Game Master's discretion/at 11th level, you can see things, at 21st level you can know the past or future of the adventure campaign

Whispering Wind
/spell divination power/available to caster level 2 or higher/standard encounter action/targets the self and 1 ally/You send a verbal message to an ally by way of any small animal./at 11th level, you require no messenger and can add a visual message telepathically, at 21st level, the ally can communicate back to you immediately

Know Thought

/divination/available to caster level 3 or higher/standard encounter action/roll wisdom vs intelligence/targets 1 foe/ranged 1-6 squares/long-ranged 7-12 squares, situation modifier -2/The foe must tell one thing of importance to you such as a weakness, hidden treasure, or other information vital to the encounter according to the Game Master's discretion.

Obscure Memory
/spell divination power/available to caster level 4 or higher/standard encounter action/roll wisdom vs intelligence/targets 1 foe/ranged 1-6 squares/long-ranged 7-12 squares, situation modifier -2/The foe forgets one thing that you want forgotten or permanently can not detect something such as alignment and motives/level-up scale +1 foe at 11th and 21st level

Ghost Alarm

/spell illusion power/available to caster level 1/standard encounter action/ranged 1-12 squares, 4 square burst/You cast an illusionary sound that distracts foes. Each party member gets a first round attack before foes can react regardless of turn order. As an alarm, this spell alerts the party if anyone crosses the burst radius centering on the extended rest camp/level-up scales to +1 square burst at 11th and 21st level

Mirror Image

/illusion spell/class lvl 2/encounter/roll 2d10, if 1 clone, 51-100 hits you, if 2 clones, 66-100 hits you, if 3 clones, 76-100 hits you/You create an illusionary clone, if you succeed in the roll the foe attacks the clone image that then disappears.

Create Food and Water

/(removed)

Little Dance

/enchantment prayer/at-will/class lvl 1/ranged 6/12/cha vs wis/You force your enemy to laugh and dance wasting their next turn./You can reroll your next turn to maintain the effect.

Turn Alignment

/enchantment prayer/encounter/class lvl 2/ranged 6/12, burst 2/You cause foes to flee from the encounter in fear./cha vs wis

Cause Sleep

/enchantment prayer/at-will/class lvl 3/ranged 6/12/cha vs wis/The sleeping foe wakes and ends the effect from an ally slap or 1 enemy's automatic hit and damage.

Hold Foe

/enchantment prayer/at-will/class lvl 4/ranged 6/12/cha vs wis/You bind 1 foe who can not move and takes an automatic hit and damage./The foe rolls wis vs DC10+your cha mod after each hit to break the hold.

Charm Foe

/enchantment prayer/encounter/class lvl 5/ranged 6/12/cha vs wis/You force 1 foe to obey any command including attacking the self or an ally./The foe rolls wis vs DC10+your cha mod after attacking each time to break the charm.

Summon Being
/conjuration prayer/encounter/class lvl 6/ranged 6/12/duration until death/You teleport a number of beings totaling your level or less who fight to the death for you. You can not control a number of beings totalling greater than your level at any one time.

Bless Ally

/alteration prayer/encounter/class lvl 1/You give your allies bonuses equal to your level to attack, ac, abilities, speed, etc.

Become Immortal
/immortal power/available to class level 31/The character becomes a 31st level immortal who lives on a chosen plane of existance. The character may appear in the living world with the same qualities of a spirit or lich, etc.

Possess Minion

/immortal power/available to class level 32/The immortal can use a minion's body in the living world. If the minion is killed, the immortal reverts to spirit form.

Resurrect Self

/immortal power/available to class level 33/The immortal can form his or her own physical body and if killed, returns to his or her plane of existence for no less than 7 days.

Charm Masses
/enchantment immortal power/available to class level 34 or higher/
 
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steeldragons

Steeliest of the dragons
Epic
I think you should make a brand new game.

I concur.

Obviously, from ongoing stream of [albeit consistent] threads, it seems 5e is definitely not going to be the game for you.

I suspect you will be quite happy a) playing what you already do (4e, I believe?) and/or b) Quite seriously, since you given so much time and thought to writing out so much already, make your own game and have fun with that.

Whatever you do, have fun and happy gaming.
--SD
 

Chris_Nightwing

First Post
I don't want to dishearten you, but I think many of us have been there before. We play a game, we start tweaking the rules, it becomes almost entirely house rules and then we figure that what we came up with ought to make it to any future version of the game.

But bear a few things in mind. First, those designing the game have more time, people and resources to spend doing these things. Second, it is very easy, especially when working along, to fall into design traps, and as you are predominantly a 4E player, your rules above echo heavily that system. Finally, whilst these message boards are here for discussion and interaction, think carefully before pasting walls of text about your rules. People will be more likely to read a well written piece about a single subsystem or rules idea you have than an entire ruleset, and will likely comment and help your thought process if you let them.
 



ren1999

First Post
Creating stuff for games is an ancient* tradition and I applaud you!

*IE Older than the new-fangled intertubes.

Thank you! It feels good to get a little applause, even if I can never get any players to go along with my house rules unless they suggested the rules.
 

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