So, according to the AHCA (Trumpcare?) the following will be considered a pre existing condition if the AHCA passes the Senate: Pregnancy.
What, are the politicians in Washington hatched from eggs?
Look, folks, I’be no illusions that the people currently in power actually care about the common folk. They don’t. All they care about is exploiting those less fortunate than themselves in the game of life.
It’s like the United Federation of Planets has been conquered by the Ferengi Trade Alliance, and the aliens are standing around a Dabo table discussing what they can deprive the people of this time . . .
Found a 5e racial trait calculator online a few days ago, intended to help in the homebrew creation of new playable races.
the idea is that each trait has a numerical value, and that the final score should not be lower than 4.5 (Dragonborn) or higher than 7.5 (mountain dwarf)
pretty cool, huh?
DOMAIN SPELLS AT CLERIC LEVEL
1st ––– Comprehend Languages, Dissonant Whispers
3rd ––– Shatter, Spider Climb
5th ––– Meld into Stone, Water Walk
7th ––– Stone Shape, Stoneskin
9th ––– Passwall, Wall of Stone
When you choose this domain at 1st level, you gain proficiency with martial weapons.
When you choose this domain at 1st level, you can detect and pinpoint the origin of vibrations within 60 feet of yourself, provided that you and the source of the vibrations are in contact with the same ground or substance.
Your tremorsense cannot be used to detect flying or incorporeal creatures.
CHANNEL DIVINITY: EARTHEN SHRAPNEL
Starting at 2nd level, you can use your Channel Divinity to cause the earth around you to react violently in response to the presence of your enemies.
As an action, you present your holy symbol, and enemy creatures within 30 feet of you must make a Dexterity saving throw as fragments of stone are spontaneously launched out of the earth towards them.
Each enemy creature takes nonmagical slashing damage equal to 2d10 + your cleric level on a failure, or half as much on a success.
At 6th level, you have a burrowing speed of 30 feet and can travel through nonmagical unworked earth and stone without disturbing the material through which you move.
While you are using this feature, you can breath normally for a number of hours equal to half your cleric level.
After that time has transpired, you must emerge for at least 1 hour or you will begin to suffocate.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 bludgeoning damage to the target.
When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Additionally, you cannot be petrified.
there are two campaigns of DnD 5e that I am currently playing in, and in the primary campaign, I’m playing as a CG Half-Elf Draconic Sorcerer with the acolyte background.
As if that weren’t complicated enough, he’s also a painter.
I have also been watching a lot of Critical Role lately (up to episode 67), and have enjoyed Sam Regal’s character on the show, and so I have decided to take a level of Bard if I ever reach 11th level.
I have even selected a few parodied song quotes to use for each member of the party if I reach 11th level, Multiclass into bard, and decide to inspire the party.
Bran Stormwind (Werewolf Ranger): boooorn to be wiiiiilld.
Iados (Tiefling War Cleric): and lord, he never drew first, but he drew first blood; He’s the devil’s son. Call him young gun.
Keviros (Half-Elf near-unhittable Eldritch Knight): he been everywhere (oh yeah). Still he standin’ tall. He seen a million faces, and he’s rocked them all!
Laucien (Half-Elf Death Knight): they come runnin’ just as fast as they can. Cos every ghoul crazy ’bout a sharp Death Knight.
Orla (Crossbow-wielding Forest Gnome Vampire): shot through the heart! And you’re to blame! Darlin’, you give love a bad name.
Virk (Succubus Warlock/Sorcerer): give her all your lovin’. All your hugs and kisses too.
Yeah, we’re a motley crue.
To the tune of Take me out to the Ballgame
Take me out to the Front Yard
Take me out to the lawn
Let me stick my nose into the grass
I don’t care if we ever go in
Let me walk all over the garden
Bark and run at the cars
Cos’ it’s One. Two. Blessed relief in the Ol’ front yard
They’ve found three planets in the inhabitable zone around a dwarf star ~40 light years away.
They’ve reason to believe that liquid water is also present.
I’ve done a homebrew sub-class for Dragonlance and a PC sub-race for Dark Sun.
Time for something a bit off the wall: Spelljammer.
Technomage Sorcerers gain their powers from being infused with alien technology so advanced as to be indistinguishable from arcane magic.
At 1st level, you gain the following benefits:
- Your proficiency bonus is doubled on all Intelligence checks and skills with which you are proficient.
- You know the shocking grasp cantrip.
- You have proficiency with light armor and shields.
At 6th level, whenever you take damage, you can use your reaction to teleport up to 60 feet away to an unoccupied space that you can see.
Once you use this feature, you cannot use it again until after you finish a short or long rest.
At 18th level, you can use this feature one additional time between a short or long rest.
At 6th level, you can cast the spell arcane eye on your turn as though it were a 3rd level sorcerer spell.
Additionally, whenever you cast a spell or cantrip that deals force or lightning damage, you can add your Charisma modifier as a bonus to one damage roll.
At 14th level, you can use a bonus action on your turn to become invisible.
If you make an attack or cast a spell, the invisibility is suspended until the start of your next turn.
You can dismiss the invisibility on any of your subsequent turns as a bonus action.
At 18th level, your body is completely assimilated by the alien technology that you are bonded to.
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and you cannot be grappled or restrained.
I’ve no clue who created this, but good lord, it’s amazing
Mad Max meets Lord of the Rings.
If the Oath of the Dragon was influenced by the Dragonlance D&D Setting, the Wind Elf is influenced by the Dark Sun D&D Setting.
It may not be as “good” as the official Wood Elf, but I think it fits Dark Sun better, at least thematically.
Ability Score Increase. Your Intelligence score increases by 1.
Elf Weapon Training. You have proficiency with the scimitar, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Voice in the Wind. You know the message cantrip, and can cast it without material components.
At 5th level, the range increases to 360 feet, and if you are familiar with the target then nothing can block the cantrip except magical silence, 20 feet of stone, or 1 foot of lead.
Note: This homebrew sub-class was primarily influenced by:
- the film How to Train Your Dragon
- internet research into Skyrim
- the anime/manga Yona of the Dawn
- the Dragonlance D&D setting
- The Ringwraiths from the Lord of the Rings film trilogy
- the Dragoon PC class from the Final Fantasy franchise
Paladins that follow the Oath of the Dragon–sometimes called dragoons or dragon riders–are those who have pledged their loyalty in service to a powerful chromatic or metallic dragon.
TENETS OF THE DRAGON
Bring me Treasure. A percentage of whatever treasure you obtain from each adventure is to be given back to your dragon master.
My Word is Law. Should your dragon master give you a command or decree, you must obey it.
My Teeth and Claws. You are to conquer and/or destroy the enemies of your dragon master.
OATH SPELLS AT PALADIN LEVEL
3rd —- Feather Fall, Hunter’s Mark
5th —- Hold Person, Scorching Ray*
9th —- Bestow Curse, Haste
13th —- Freedom of Movement, Polymorph
17th —- Dominate Person, Hold Monster
*when you cast this spell, the damage is of the type associated with your dragon master
When you take this oath at 3rd level, you can speak, read, and write Draconic.
Furthermore, you must choose the species of the dragon who will become your master.
The species of your dragon master is associated with a particular damage type:
Black —— Acid
Blue ——- Lightning
Brass —– Fire
Bronze — Lightning
Copper — Acid
Gold —— Fire
Green —- Poison
Red ——- Fire
Silver —– Cold
White —– Cold
When you take this oath at 3rd level, you gain the following Channel Divinity options:
Draconic Presence. As a bonus action, you give vent to a primal roar that frightens your enemies.
Each hostile creature within 30 feet of you must make a Wisdom saving throw or be frightened of you until the end of your next turn.
Draconic Savagery. As a bonus action, you give vent to a primal roar that increases your fighting spirit.
For 1 minute, you deal extra damage equal to your Charisma modifier on a hit. The extra damage is of the type associated with your dragon master.
At 7th level, your dragon master bequeaths to you one of its own offspring to serve you as a fully trained mount both in and out of combat.
The following rules apply to your draconic steed:
- It is of Young age and is the same species as your dragon master.
- It has proficiency in the Athletics, Intimidation, Perception, and Survival skills
- It can make only one attack on your turn. It cannot use a multiattack feature if it normally has one.
- Whenever you gain a level in the paladin class, it gains one additional hit dice.
- It has a proficiency bonus of +3 (unless it is a Blue, Gold, Red, or Silver dragon, in which case it has a proficiency bonus of +4).
- If you advance to a 9th, 13th, and 17th level paladin, the proficiency bonus of your draconic steed increases by +1 each time.
- Whenever you gain the Ability Score Improvement class feature, your draconic steed can improve one of its ability scores of your choice by 2, or two of its ability scores of your choice by 1. As normal, your draconic steed cannot increase an ability score above 20 using this method.
- Your draconic steed acts on your turn, and has an instinctual bond that allows the two of you to fight as a seamless unit.
While mounted on your draconic steed, you gain the following benefits:
- You can make any spell you cast that targets only yourself also target your steed.
- You have resistance to the damage type associated with your dragon master.
- Due to the bond between you and your draconic steed, you do not need to make any Handle Animal check to control it unless it is frightened.
Should your draconic steed be killed, you can perform an ancient ritual to resurrect it over the course of 24 hours. After the ritual is completed, your steed returns to life and reappears in an unoccupied space within 30 feet of yourself.
At 15th level, when either you or your draconic steed fails a saving throw, you can choose to turn that failure into a success
You can use this feature once, and regain the ability to do so again after you finish a short or long rest.
HEART OF A DRAGON
At 20th level, you can use your action to give vent to a primal roar that both revitalizes your allies and partially transforms you.
For 1 hour, you gain the following benefits:
- You and your allies within 30 feet of you regain 10 hit points at the start of each of your turns.
- You and your allies within 30 feet of you have immunity to the damage type associated with your dragon master.
- Your fingernails transform into the talons of a dragon, and you can use them as a natural weapon with a melee reach of 5 feet. You have proficiency and advantage on all attack rolls with these talons, and deal a base damage of 3d8 slashing + your Strength modifier on a hit.
- Your talons are considered magical weapons for the purposes of damage resistance.
Once you use this feature, you can’t use it again until after you finish a long rest.