Do You Add Abilty Mod To Dmg Spells



Ability Modifiers. Each ability, after changes made because of race, has a modifier ranging from –5 to +5. Table: Ability Modifiers and Bonus Spells shows the modifier for each score. It also shows bonus spells, which you’ll need to know about if your character is a spellcaster. Hey @mikemearls & @JeremyECrawford with the spell Shadow Blade in XGtE, do you still add your ability modifier to the damage as you would a regular weapon? — Simon Filler (@S1lverRavens) January 3, 2018. Shadow blade creates a melee weapon. When you attack with it, you make a melee weapon attack. This mod is one of the many that serve to implement some of the unfinished spells in the game's code while some do not appear in the files at all just yet. My purpose in creating this mod was to be used in conjunction with a number of others (particularly my own), though it is entirely capable of being used alone.

Do You Add Abilty Mod To Dmg SpellsYouDo You Add Abilty Mod To Dmg SpellsDo you add ability modifier to spell damageMod

Do You Add Ability Modifier To Spell Damage

Just a little thing I whipped up months ago to add diaper themed spells to D&D games. Credit to Zephyrr and Arbanis for the inspiration with the kobold dungeon. It even has a couple classes that aren't diaper dependent. Let me know what you think!
Also, I have a Patreon! https://www.patreon.com/Anynomus101

D&D spells.
Cantrips;
Cause Accident:
Casting time 1 action. You make a ranged spell attack against a creature you can see. If you hit, it makes a con save. On a fail, it makes a contiance check. Hit or miss, the target knows of your attempt and your approximate location.
Distraction:
Casting time 1 action. You throw an object worth 1GP or greater, be it a gold coin, plush animal, toy, weapon, or anything else you have on hand. You select one target, and throw the object with a ranged attack roll. On a hit, the target makes a wis save. On a failure, they try to catch the object, gaining disadvantage on checks to see, pursue or grapple you for one round.
Powder cloud:
Casting time 1 action. A 5ft space becomes filled with white powder, obscuring anything inside for one round. You can also powder diapers with this cantrip, or manufacture one bottle of baby powder per day.
Emergency Capacity:
Casting time 1 action. You touch one worn used diaper, making a melee spell attack against an unwilling target. If you hit, thickness is doubled, and the diaper gains one layer of capacity. This can only be used once per garment.
1st level spells:
Lesser diapering:
Casting time 1 action; You select one target in range. They must make a dex or strength save, target’s choice, or be diapered with a pull-up or simple diaper. They can repeat the save as an action to try to remove the diaper.
Lesser Command of the Bab:
Casting time 1 action; You select one target. You can speak one word to have them do something childish, only if they have the proper equipment or attire. If they do not, the spell auto fails. If they do, they make an Int or Wis save, target’s choice.
Example words;
Cry: Spend a round crying, but they automatically take the dodge action.
Potty: Use padding, provided they have extra capacity and padding to wear.
Play: They only do non-lethal damage for the round.
Ward of the Pottymancer:
Casting time 1 hour. Duration 8 hours.
You select up to 6 targets that are friendly or neutral to you. Until the spell ends, all spells of 1st level or below and mundane weapons do non-lethal damage.
For every level above 1, the spells that do non-lethal damage increase by one. At 5th level, even magical weapons do non-lethal damage.
Bottle of Healing:
Casting time 1 action:
You create a bottle of enchanted milk. The bottle takes one minute to drink, but heals 1d10+spellcasting modifier of hitpoints and forces a continence check at triple penalty. The bottle stays good for 2 days before spoiling, and takes care of one day of food for one creature.
2nd level spells
Lesser Babify:
Casting time; 1 action.
You target one creature wearing at least a diaper. Make a ranged spell attack or a melee spell attack. If you hit, the target must make an Int or Wis save, their choice. If they fail, they must make a contiance check. If they fail that, their int becomes 1 for the next 2d4 rounds, and they cannot take any actions or resist any opposed check. Any attack immediately ends the spell, and the target resists with full abilities restored.
Fill bladder and bowels:
Casting time 1 action.
Make a ranged or melee spell attack against one target. On a hit, they must make a con save. On a failed save, they take a 2d20+spellcasting mod consumable penalty, or half as much on a successful one.
Bab’s shield:
Casting time 1 action. As a reaction, you can shield yourself or another neutral or friendly creature from all harm from 1 attack, including area effects. However, the target of the shield receives all damage taken as a consumable penalty.
Create Diapers:
Casting time 1 action. You create up to your spellcasting bonus in 10 packs of diapers. They are mundane, and can have up to 2 traits, chosen from: Poofy, Comfy, Swim, Sissy.
3rd Level spells
Diapering:
Casting time 1 action. Select one target. It must make a dex save or be diapered with a diaper with one of the following qualities; Sissy, Poofy, Swim, Untraining, Susceptibility.
Mass Diapering:
Casting time 1 action. See Lesser diapering, but you can affect a number of targets equal to your spell casting bonus.
Command of the Bab:
Casting time 1 action. You suggest a course of action to your target. It cannot be harmful to it or others, or the spell auto fails. If the suggestion is successful, the target must make an int or wis save, their choice. If they fail, they follow the course of action through, provided nothing harmful or dangerous happens.
Greater bottle of Healing:
Casting time 1 action. You create a bottle of pink milk that has three servings. It takes 1 minute to drink each serving, and each serving heals 1d12+spellcasting bonus damage. It also forces a continence check at triple penalty.
4th Level Spells
Summon Minor Caretaker:
Casting time 1 action You select a point within 5 feet of you. A caretaker resembling whatever you wish appears, with these stats:
Str 14, Dex 12, Cha 12, Wis 10, Con 14, Int 10. HP 45, AC 11+spellcasting ability. Attacks; Snuggle; Wis save DC 9+spellcasting ability or target is grappled. Spank; 2d8+spellcasting ability non-lethal damage.
The caretaker will care for you and your allies, provided it has supplies. No creature can succeed against it to avoid a diaper change if they have soiled padding, and it will change the target into either the thickest diaper it has, what the caster specifies, or if it is an ally, whatever they request. Only one caretaker can be summoned by the same spellcaster, and the same caretaker is summoned each time. (Though it can take different forms.)
The spell must be renewed every day with another spell slot of equal level, or the spell ends.
Phantasmal spanking paddle:
1 action, Concentration, 1 minute
You select a target within 50 feet of you. Make a melee spell attack. On a hit, you deal 2d8 non-lethal force damage to your target and reduce their speed by half for 1 round. If the target is diapered, the damage becomes 4d8 and speed is reduced to a quarter.
Pocket Nursery:
Casting time 10 minutes, duration 10 hours. You summon a doorway to a nursery that can hold up to 16 medium creatures, 8 large creatures, 4 huge creatures, 2 gargantuan creatures or 1 colossal creature. The nursery will replace any diapers that need changed, and diaper any creature that enters without padding in a simple diaper. Continence checks here are auto failed however.
Babify:
Casting time 1 action. Target one creature wearing a diaper. Make a melee or ranged spell attack against it. If you hit, the target must make an int save. If it fails, it makes a continence check with a -10 consumable penalty. If it fails, it’s int becomes 1 for 2d4 minutes, and str become 1 for 1d4 hours. Damage against the target ends the spell, but spankings are acceptable.
Enable accident:
Select a construct in range; it’s form changes to require food, water, and to use the bathroom, and conceivably require those needs, though it remains a construct. Depending on the construct, it’s dietary needs might range from pure gold to tree bark, GM’s choice on the matter.
5th level Spells
Lure:
1 action to cast, duration 10 minutes, concentration. You create a shimmering light that draws the gaze of any creature within 40 feet of it. Any creature that is in the area when it’s turn starts or enters the area must make a wis save or be fascinated by the object, only able to take the move action to get closer. If the creature receives harm, it makes the save with advantage.
Crib of Holding:
Casting time 1 action. You select one target in range. Regardless of the size of the target, it must make a Str or Dex save, target’s choice. On a success, nothing happens and the spell ends. On a failure, a crib sized for the target appears, a cover appears, and the target is trapped. The target receives half cover from all attacks and cannot make attacks of its own. It can make a Str or Dex check every round against the casters spell DC to escape. The crib remains as a permanent structure until it is either destroyed from the target escaping, or the caster disassembles it as an action.
Brown Note:
Casting time 1 action, concentration 10 minutes. You select a 30 ft square. All creatures in that square must make con saves. On a failure, they make a containce check with a -5 consumable penalty.
Greater Diapering:
Casting time 1 action. You select one target. It must make a dex or str save, caster’s choice, and on a failure it gains a diaper with one of the following qualities; Greater Susceptibility, Greater Untraining, Thickening. It also cannot be removed with anything other then a wish spell until it is fully used.
6th level spells.
Greater Command of the Bab:
Casting time 1 action. Your target must make a wis or int save, caster’s choice. If they fail, they act like a baby for the next 24 hours. Any harm against them allows them to repeat the save.
Greater Babify:
Casting time 1 action. Make a melee spell attack against a creature. If you hit, the target must make a Wis or Int save, caster’s choice. If it fails, it must make a contiance check at a -20. If it fails, it’s int, dex and str scores become 1 for the next 2d4 days. Any damage that befalls it allows it to repeat the save to restore int, but not dex or str.
Greater Bowel Movement:
Casting time 1 action. Make a Melee or ranged spell attack on one target. On a hit, the target must make a con save. On a failure, any padding it is wearing is immediately filled to full capacity, and the target is stunned for one round.
Padding of the Giants:
Casting time 1 action. Select 1 large or larger un-diapered target. The target makes a dex or str save, caster’s choice. On a failure, the target receives a diaper thick enough to cause encumbrance penalties.
7th level spells
Greater Caretaker:
If taken after Lesser Caretaker, replace that spell with another of equal level. The caretaker has stats equal to 10+your spellcasting ability, and 100 HP. No creature in used padding can resist a change against it, and it has three attacks. Nanny ray; a target within 50 the caretaker can see must make a contiance check.
Spanking; Melee spell check against one target, 6d8 non-lethal damage on a hit.
Snuggle; wis save or be grapple for a round.
Animate Diapers:
Casting time 1 action; You can animate 1 colossal diaper, 2 gargantuan diapers, 4 huge diapers, 8 large diapers or 16 medium or smaller diapers. Each diaper has 10HP, +10 for every size category larger than medium it is, and an AC of 10. Each diaper can make a melee attack with a modifier equal to your melee spell attack, and a hit diapers the target. They cannot be removed without a wish spell.
Force Accident:
Casting time 1 action; select one target. It is forced to have an accident, regardless of its current penalty.
8th level spells.
Fortress Nursery:
You create a nursery of infinite size and with infinite supplies.
Create demi-diaper:
You create 1 diaper of any size. This diaper has the qualities; Greater Untraining, Greater Susceptibility, Sissy, Thickening. It can be animated with a command word for 10 minutes, with an AC of 15 and 100 HP. Once applied to a target, only the caster can remove it, unless it is filled.
9th level spells.
Master Babify:
Casting time 1 action. Select one creature in range. It immediately has all stats drop to 1, fills any diaper it is wearing, or if it didn’t have one, it gains one instead. It will remain like this for 2d4 days, unless the caster decides to free them as an action, or wish is cast.
Special rules;
Continence checks:
Every hour, or if a spell or poison calls for it, creatures in diapers have to make a continence check. The roll is a d100 minus any consumable penalties a character has. Each check also gives a -1 time penalty, and all characters start with a +5 bonus to represent potty training.
Failing a check in a diaper gives a -2 permanent penalty, while making it to a potty restores 1 point of permanent penalty.
Diapers:
Diapers tend to come in many patterns, but all are quite effective at stopping puddles. A creature can wear a number of diaper layers equal to half their strength or dex score, rounded up, without penalty. More than this halves move speed and give disadvantage on dex saves. A creature that wears more layers then their strength or dex score must crawl. For every diaper layer a creature wears, it can hold one wet and one mess.
Attributes of diapers:
Pull-ups: The thinnest kind of diapers, pull-ups can’t be stacked with other pull-ups. They don’t count towards diaper layers either, and can be used effectively as boosters with other diapers.
Simple: An ordinary diaper. Usually plain white. 1 layer.
Poofy: Poofy diapers are 1 layer thicker than normal, but have better patterns.
Swim: This attribute makes diapers waterproof from the outside, and just as absorbent on the inside.
Comfy: Adds one diaper layer, and an unwilling target put in these must pass a DC 10 wis save to take them off.
Sissy: Despite the name, not all sissy diapers are pink. This attribute represents the thickest, most childish diapers normally found, two layers thicker than a simple diaper.
Untraining: This attribute adds a diaper layer, and doubles the time penalty every time a continence check is made.
Susceptibility: These diapers add one diaper layer and give pottymancer spells a +1 to hit, and the wearer of the diaper a -1 to resist.
Thickening: While these diapers seem mundane, they actually are highly magical. When used, the diaper simply expands a layer. When used fully, a thickening diaper provides 10 extra layers.
Greater Untraining: Every hour, these diapers give a -2 permanent contiance penalty, and add two diaper layers.
Greater susceptibility: While worn, these diapers give advantage to be hit by pottymancy spells, and a -2 to saves against them. It adds two layers.
Simple diapers and pull-ups cost 1 GP per 10 pack. The mundane enchantments Swim, Poofy and Comfy double the price of any diaper they are in. The enhancement Sissy triples the price.
Untraining, Susceptibility and Thickening are 50 times more expensive. The Enhancements Greater Untraining and Greater Susceptibility are 100 times more expensive.
Cost multiples stack, so a sissy swim diaper would be 5 times more expensive for example.
Diaper changes:
Diaper changes take 1 minute, divided by a character's dex, int or wis mod, whichever is highest. If negative, the change time is multiplied instead.
New Status Conditions:
Defeated: When a creature is reduced to 0 HP from non-lethal damage, they fill the padding up to capacity and become defeated. A defeated creature can take no actions and can only crawl at 5 ft per round. To remove the defeated status, a diaper change and healing must be given.
Regressed: A character that has their Int reduced to 1 is for all intents and purposes a bab. They cannot fight or cast spells, unless they are in clear and immediate danger. They then have disadvantage to make attacks. Once Int is restored, the character goes back to normal.
Leaky: A leaky diaper requires a wis save with a DC of 5, increasing by 5 every round. If no action to get changed is taken and the save is failed, the character is defeated until they get a diaper change, but once changed they return to normal health.
Barbarian path: Path of the Hunter
Most barbarians enter a mindless fury when they rage, but hunters mind’s become even sharper when they enter a rage. Their fury runs ice cold instead of blazing hot, and this grim determination allows them to survive just as well as any of their counterparts.
3rd level; Hunters Guile:
While Raging, you can spend an action to out maneuver your foe, ducking and weaving to trick their senses. Make a dexterity check opposed by their wisdom. If they fail, they are disoriented, giving allies advantage to attack them. In addition, you can make an unarmed strike against the target as a bonus action.
6th level; Hunter’s endurance.
You gain resistance to all damage while raging.
10th level: Hunter’s skill;
While raging, you can spend a bonus action to gain advantage on one attack roll. You can do this a number of times per day equal to your constitution modifier.
14th level; Hunter’s reflexes;
Once per long rest, you can make a single melee attacks against every creature you can reach. Additionally, while raging, attacks of opportunity don’t use up your reaction.
Cleric: Path of the Remanent:
Not all clerics follow gods that are remembered. Some few are the last champions of a forgotten faith, with all of their gods power invested in them. These clerics either revive their gods, or more often fade into history with them. Some gods even prefer the latter, and Remanent clerics are known for granting aid without being noticed, and as old gods, their fighting styles are similar to many other clerics.
Your prepared spell list can be chosen from any of the other paths, along with proficiency in heavy armor and martial weapons.
1st level; You can grant a creature expertise and advantage on a single skill check a number of times per day equal to your wis mod.
2nd level: channel divinity; you select one creature; the only attacks you and the creature can make are against each other. You have resistance to creatures affected by this ability, and they have resistance to you. However, any other source of damage counts as a vulnerability. This lasts for one minute.
6th level; you no longer gain disadvantage on stealth checks because of heavy armor. You can also cast pass without trace a number of times per day equal to your wis mod without spending a spell slot.
8th level; A number of times per day equal to your wis mod, you can make one creature forget they saw you in the last 5 minutes.
17th level; You can imbue your allies with the power of obscurity once per day. For a number of combat rounds equal to your wis mod, you and up to six allies are considered stealthed, even to a creature with blind sight.