New spell idea, would greatly appreciate feedback, thanks in advance!
AbyssalEmpowerment (Cast time- 1 action...Range- Self...Duration- up to 1 min...Components- V, S, M [A bit of a Demon’s blood, which you mix with your own, during the casting] Level 8 Enchantment
Calling upon the demonic power of the Abyss, you combine demon’s blood with your own and invigorate yourself beyond normal capacity.
For the duration,
you gain half of your hit point maximum as temporary hit points.
You also add the “Fiend (Demon)” type to your other creature types.
You can cast all spells that require an action as a bonus action.
Your Strength Score becomes 20.
You regain one spell slot of each level(not exceeding 5th).
After the spell fades,
make a Charisma save against your DC. On a fail, refer to the Abyssal Corruption table (DMG 62).
You take 1d8 Necrotic damage per round you maintained concentration (Min 1).
Interesting, I like it overall. I don't have my DMG handy to look at the corruption table. But my first thought is, given that it's level 8 with downsides, go ahead and put that strength score up above 20. Or maybe add a set number to the caster's score, with the chance of going over 20. Fiend blood making you just as strong as the paladin standing next to you seems maybe underpowered :) If I'm watching a guy next to me mainlining demon blood, I'm going to expect him to be able to tear the local tavern apart beam by beam.
One question: why the 'spells as bonus actions' part? What's the flavor explanation for that one? The rest I get, but why that bit?
For the “bonus actions” part you asked about, I wanted this to be a buff to those that are mainly spell casters(wizards), as well as those like the Hexblade warlock that focus on a melee playstyle.
My DM allows for 2 spells to be cast in the same turn, so this buff would be pretty incredible in those situations.
In the RAW, it basically acts like the “quickened spell” meta magic that sorcerers can use.
TBH, it might be overpowered at that point if your DM allows 2 spells per turn. I mean, you cast the spell, gained a bunch of HP, just got back a bunch of spell levels, and can now drop two fireballs in one round right away? That might be too much :)
I was asking more about the flavor--what about 'fiend blood' is making you think of quickened spells? Not saying it's bad, just asking. Are fiends particularly fast in your game/world, for example? Do they typically have their spells as BAs? It's a cool feature, I'm just not seeing how it's tied thematically into a spell about fiend blood.
ah sorry, misunderstood. Demons specifically are the main threat in my current campaign. Frequently the “important” ones have some sort of unique ability, or Unique spells at their disposal. I was trying to emphasize that they have a better afinity to magic I suppose, and as a high level caster, you could theoretically hieghten your abilities to that level or beyond, at a cost.
What about this: would be a little more bookkeeping, but I think it would be cool. Instead of the BA spells, using a demon's blood gives you access to one of the unique spells at it's disposal. So each casting of the spell could get you a different benefit. You'd have to track which demons you have the blood of, but I'm guessing that would already be something you're going to know anyway. That sound like a spell component you don't get to just 'have' without specifically finding it.
You could make a little table of which blood for other DM’s to use, for example:
using different blood gives certain abilities. A table of them are shown below.
Maw Demon: Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half of your speed and make a melee attack.
and there would be more, from a larva to Baphomet.
New spell idea, would greatly appreciate feedback, thanks in advance!
Interesting, I like it overall. I don't have my DMG handy to look at the corruption table. But my first thought is, given that it's level 8 with downsides, go ahead and put that strength score up above 20. Or maybe add a set number to the caster's score, with the chance of going over 20. Fiend blood making you just as strong as the paladin standing next to you seems maybe underpowered :) If I'm watching a guy next to me mainlining demon blood, I'm going to expect him to be able to tear the local tavern apart beam by beam.
One question: why the 'spells as bonus actions' part? What's the flavor explanation for that one? The rest I get, but why that bit?
Looking for new subclasses, spells, magic items, feats, and races? Opinions welcome :)
Thanks for the feedback!
For the “bonus actions” part you asked about, I wanted this to be a buff to those that are mainly spell casters(wizards), as well as those like the Hexblade warlock that focus on a melee playstyle.
My DM allows for 2 spells to be cast in the same turn, so this buff would be pretty incredible in those situations.
In the RAW, it basically acts like the “quickened spell” meta magic that sorcerers can use.
TBH, it might be overpowered at that point if your DM allows 2 spells per turn. I mean, you cast the spell, gained a bunch of HP, just got back a bunch of spell levels, and can now drop two fireballs in one round right away? That might be too much :)
I was asking more about the flavor--what about 'fiend blood' is making you think of quickened spells? Not saying it's bad, just asking. Are fiends particularly fast in your game/world, for example? Do they typically have their spells as BAs? It's a cool feature, I'm just not seeing how it's tied thematically into a spell about fiend blood.
Looking for new subclasses, spells, magic items, feats, and races? Opinions welcome :)
ah sorry, misunderstood. Demons specifically are the main threat in my current campaign. Frequently the “important” ones have some sort of unique ability, or Unique spells at their disposal. I was trying to emphasize that they have a better afinity to magic I suppose, and as a high level caster, you could theoretically hieghten your abilities to that level or beyond, at a cost.
It’s still a workshop with my DM as well.
Gotcha, that makes sense.
What about this: would be a little more bookkeeping, but I think it would be cool. Instead of the BA spells, using a demon's blood gives you access to one of the unique spells at it's disposal. So each casting of the spell could get you a different benefit. You'd have to track which demons you have the blood of, but I'm guessing that would already be something you're going to know anyway. That sound like a spell component you don't get to just 'have' without specifically finding it.
Looking for new subclasses, spells, magic items, feats, and races? Opinions welcome :)
Interesting. Especially if you manage to get the blood mid-combat...lol. I’ll take what you’ve said into consideration. Thanks a lot!
You could make a little table of which blood for other DM’s to use, for example:
using different blood gives certain abilities. A table of them are shown below.
Maw Demon: Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half of your speed and make a melee attack.
and there would be more, from a larva to Baphomet.
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.