Daily Punch 8-10-16 Jack the Giant Slayer rogue archetype for DnD 5e

We had a rogue who jumped a candle, so how about a rogue who killed a giant?


Jack the Giant Slayer

Most rogues are sneaky fellows who walk the dark paths and hide in the shadows.  You are not the person.  You favor strength over speed . You follow a member of an old court of knights.  Your mentor Jack the Giant Slayer used deception, large axes, and magic items to fell any foe fool enough cross your path.

Strong Hands

The original Jack the Giant Slayer fell a beanstalk with an ax.  You’ve trained to follow in his foot steps.  Starting at 3rd level, you can make sneak attack with non-finesse weapons.  In addition, you can now wield non-light weapons off-hand.  Two-handed weapons must still be wielded two-handed.

Quick Climber

Jack climbed a beanstalk, and you know how to do the same.  You climb at the same rate you  walk on the ground, unless you posses a faster climbing spread already.

In addition, you gain advantage on all Strength(athletics) checks.

Cormoran’s Bane

Jack lied to giants to the point they killed themselves, and starting at 9th level, you gain advantage on a Charisma(Deception) checks.

Gift of the Round Table

Jack beat the devil at his own game, and he was awarded a magic sword, a cap of knowledge, a cloak of invisibility, and the shoes of swiftness.  When you become 13th level, you are award a gift of your choosing from the round table.  You must choose between a +1 weapon, a cloak of displacement, headband of intellect, or boots of speed.  When chosen, this choice can never be undone

Thunderel Slayer

When you reach 17th level, you may not be the Jack of old, but you are the Jack of now!  As a bonus action you can make a Charisma(Deception) check against another creature.  If that creature fails, you gain advantage on your next attack roll against the creature.

In addition, when you reach level 17, your sneak attack damage against creatures larger than yourself increase to 1d8’s.  If your sneak attack dice are already 1d8’s or larger, increase your sneak attack dice to the next larger dice size.


Daily Punch 8-9-16 Gravity Crush spell for DnD 5e

Let’s keep up with the against the giants push with another spell-Gravity Crush


Gravity Crush

3rd-level evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a ball of lead)
Duration: Instantaneous

You cause the ground to instantly quintuple the gravity of a point in range.  Each creature in a 20-foot-radius of the point must make a Strength saving throw. A target takes 5d6 magic bludgeoning damage on a failed save and is knocked prone, or half as much damage and avoid being knocked prone on a successful one.  Creatures that are large or larger make this save with disadvantage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Daily Punch 8-8-16 Power Throw Spell for DnD 5e

Let’s keep building on the theme of big enemies taking bigger damage!


Power Throw

1st-level evocation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (powdered rock)
Duration: Instantaneous

You cause a large force to throw two targets into one another.  Choose two targets within range to make separate Strength saving throws.  On a failure, the target is throw up to the range of the spell.  If the target is throw into another target that also failed a saving throw, the recipient and and the target take magical bludgeoning damage as shown below based on their respective sizes.  As an example, if a large creature is thrown into a medium creature, both creatures take 2d6+2d8 magic bludgeoning damage.  The thrown creatures ends prone.  If no two targets fail their saving throws, then any who did may be moved up to the spell’s range and take damage as below as they are thrown to the ground.

At Higher Levels: When you cast this spell using a spell slot of 2rd level or higher, increase the number of targets of the spell by 1 for each slot level above 2nd.


Size Damage
tiny 2d2
small 2d4
medium 2d6
large 2d8
huge 2d10
gargantuan 2d12



Daily Punch 8-1-16 Jack! Rogue Archetype for DnD5e

I wrote this for my rogue archetype for my stuff against the Giants, but it doesn’t quite fit…but it’s still fun, so here you go!

Jack!History repeats itself. Some men steal fire from the gods while others…steal geese from the giants. You are the modern day thief who takes from the haves and gives to the havenots (mostly yourself). It just turns out that the haves tend to stand over 10 feet tall and really want to kill you. You best be quick to keep from ending up on the wrong side of some fe fi fo fum!

Jack Be Nimble!

When you choose this archetype at 3rd level, you gain advantage on all Dexterity(sleight of hand) checks.

Jack Be Quick!

Starting at 3rd level, when you take the bonus action granted by your Cunning Action to make a dash action, double your movement again.
Jack Jump over the Candlestick!

Starting at 9th level, you have advantage on a Strength(athletics) and Dexterity (acrobatics) checks.

Clear the Fire

By 13th level, you’ve left the candle burning and have earned your speed. You no longer provoke attacks from leaving an engagement and don’t have disadvantage on ranged attacks in melee.

Devil’s Own Luck

When you reach 17th level, you’ve stolen luck from the devil himself on the other side of your fire. You gain two devil points. You can use these points to reroll an attack, check, or save or force an opponent to reroll an attack, check, or save. These return after a short rest.