Gish’s Aftermagic (5e Feat)
Gish’s Aftermagic
Prerequisites: the ability to cast a spell
You can use the residual magical energy of your spells in combat. You gain the following benefits:
- When you cast a spell of 1st-level or higher that does damage, the next successful weapon attack you make as part of an Attack action before the end of your next turn deals an additional 1d10 damage, the from the same type as the spell cast.
- After casting a spell from the abjuration school, you gain a number of temporary hit points equal to 1 per level of the spell slot spent.
Back to Main Page → 5e Homebrew → Feats
gollark: Anyway, please feel free to randomly ping me for anything whatsoever which is not utterly stupid.
gollark: Generating speech and parsing it into words (phonemes?) isn't exactly the same problem.
gollark: That would make sense. A pi is probably also overkill there for anything but camera stuff.
gollark: Our robot is just using L293D things with the possibly very underpowered motors.
gollark: I mean, we're not approaching the limits of the Pi's computing power or anything, it's just nontrivial to do things.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.