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<blockquote data-quote="Hawk Diesel" data-source="post: 6990675" data-attributes="member: 59848"><p>So I'm a big proponent of giving my players boons as rewards. It makes their characters feel unique and gives them more options to use with their bonus actions (for those characters that don't have as many bonus action options). Now, I'm not too concerned about balance, as this is more of a story driven game. But I do value mechanics and want to make sure that the abilities compare well so no one character too greatly outshines the others. So here are the abilities I'm considering:</p><p></p><p><strong>Gift of the Silver Flame (for a Life Cleric of the Silver Flame)</strong></p><p>You can call upon the light of the Silver Flame to aid your allies or burn your foes. As a bonus action, you can grant one ally within 20’ with temporary HP equal to your proficiency bonus. Alternatively, you can target one enemy within 20’ and deal radiant damage equal to your proficiency bonus. There is no attack roll necessary for the attack.</p><p></p><p><strong>Dirty Fighting (Mastermind Rogue)</strong></p><p>Your weapon can magically create a puff of sand directly in your enemy’s eyes. Once per long rest, on a successful sneak attack you can forgo sneak attack damage and instead blind the target. Target is blinded until the end of the target's next turn. Target gets a Con Saving Throw (DC 8 + Proficiency + Dexterity Bonus) at the end of every turn. On a success the target regains their vision.</p><p></p><p><strong>Warp Reality (Chaos Magic Sorcerer)</strong></p><p><em>Note: They just fought a gibbering mouther</em></p><p>Once per long rest, when you successfully affect someone with a spell you cast, you can choose to warp space around that target. The target experiences the area immediately around them become dough-like and difficult to move in. Their speed is reduced by half and they can't take reactions. This is a permanent effect on the target.</p><p></p><p><strong>Animate Minion (Necromancer)</strong></p><p><em>Note: I could use some help with wording this better)</em></p><p>Once per long rest, you can animate the corpse of someone that has been dead for less than a day and no larger than Large size. As an action, you raise the creature from the dead. You can command the creature as a bonus action, and it acts on your initiative. The undead minion follows your commands to the best of its ability. It has no memories or abilities that it had in life, though it maintains any modes of movement that it had in life. Your undead minion uses your stats, AC, and saving throws. It automatically fails any ability checks or saving throws requiring intelligence, and has disadvantage on wisdom or charisma based ability checks. Your minion cannot speak, though it can understand any language you speak. It has 1 HP, and it can deliver touch spells as a familiar would. You may only have a number of undead minions equal to half your proficiency bonus (rounded down). The undead minions may make use of gear and magic items, and are proficient in any weapons you provide them. These undead minions last until destroyed.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 6990675, member: 59848"] So I'm a big proponent of giving my players boons as rewards. It makes their characters feel unique and gives them more options to use with their bonus actions (for those characters that don't have as many bonus action options). Now, I'm not too concerned about balance, as this is more of a story driven game. But I do value mechanics and want to make sure that the abilities compare well so no one character too greatly outshines the others. So here are the abilities I'm considering: [B]Gift of the Silver Flame (for a Life Cleric of the Silver Flame)[/B] You can call upon the light of the Silver Flame to aid your allies or burn your foes. As a bonus action, you can grant one ally within 20’ with temporary HP equal to your proficiency bonus. Alternatively, you can target one enemy within 20’ and deal radiant damage equal to your proficiency bonus. There is no attack roll necessary for the attack. [B]Dirty Fighting (Mastermind Rogue)[/B] Your weapon can magically create a puff of sand directly in your enemy’s eyes. Once per long rest, on a successful sneak attack you can forgo sneak attack damage and instead blind the target. Target is blinded until the end of the target's next turn. Target gets a Con Saving Throw (DC 8 + Proficiency + Dexterity Bonus) at the end of every turn. On a success the target regains their vision. [B]Warp Reality (Chaos Magic Sorcerer)[/B] [I]Note: They just fought a gibbering mouther[/I] Once per long rest, when you successfully affect someone with a spell you cast, you can choose to warp space around that target. The target experiences the area immediately around them become dough-like and difficult to move in. Their speed is reduced by half and they can't take reactions. This is a permanent effect on the target. [B]Animate Minion (Necromancer)[/B] [I]Note: I could use some help with wording this better)[/I] Once per long rest, you can animate the corpse of someone that has been dead for less than a day and no larger than Large size. As an action, you raise the creature from the dead. You can command the creature as a bonus action, and it acts on your initiative. The undead minion follows your commands to the best of its ability. It has no memories or abilities that it had in life, though it maintains any modes of movement that it had in life. Your undead minion uses your stats, AC, and saving throws. It automatically fails any ability checks or saving throws requiring intelligence, and has disadvantage on wisdom or charisma based ability checks. Your minion cannot speak, though it can understand any language you speak. It has 1 HP, and it can deliver touch spells as a familiar would. You may only have a number of undead minions equal to half your proficiency bonus (rounded down). The undead minions may make use of gear and magic items, and are proficient in any weapons you provide them. These undead minions last until destroyed. [/QUOTE]
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