User:Yanied/Akuma no Riddle/DND Journal
Running AnR in DnD requires finessing and fine tuning a lot of stuff and homebrewing on the spot (sweats nervously) that does not usually go in traditional DnD design. Using this to keep track of the stuff made on the fly for a game.
Campus grounds |
Haru's Custom Background: Lonely Target[edit]
Skills: Survival, Stealth
Tools: Cook's Utensils
Languages: N/A
Feature: Resistance to poison damage...
Haru's Custom Cleric Domain: Love (?)[edit]
1st-Level: herosim, animal friendship
2nd-Level: calm emotions, prayer of healing
3rd-Level: life transference, remove curse
4th-Level: aura of purity, guardian of faith
5th-Level: reincarnate, mass cure wounds
- Emboldening Bond
Starting at 1st level, you can forge an empowering bond between allies and yourself. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again.
You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.
- Bond of Protection
Starting at 2nd level, you can use your Channel Divinity to protect your allies through the strength of your shared bonds.
When the creature you have a bond with within 30 feet of you takes damage, you can use your reaction to take their damage onto yourself, nullifying the damage they take to 0. Apply any damage resistance or vulnerability as normal.
- Ally Guardian
Starting at 6th level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level + your charisma modifier.
- Surviving Angel
Beginning at 8th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
- Healing Faith
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.