Daily Punch 5-16-18 Glacier spell for DnD 5e

How about a massive cold spell for DnD 5e?

 

Glacier

9th-level conjuration

Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: concentration, up to 1 minute

You summon forth a glacier of ice from the deepest, darkest heart of  the plane of water.  The Glacier plows through an area 100 feet long by 40 feet wide by 20 feet high.  All creatures in the area the glacier moves through must make a Dexterity saving throw taking 10d6 cold damage and 20d6 bludgeoning damage on a failed save and are frozen in place being restrained and frozen next to the ice, or half as much damage on a successful one and dodging out of the way of the ice.  Creatures struck by the ice are pushed to the front of the glacier.  The ice remains as long as the spell is maintained and any creature that is frozen by the ice or within  10 feet of the ice must make a Constitution saving throw at the end of each of its turns to avoid taking 10d6 cold damage and is restrained as above, or half on a successful save and avoiding being restrained.  Creatures frozen by the ice can take no actions, but if the creature succeeds on its Constitution saving throw, it thaws and may take actions as per normal on its next turn.

 

 

Thoughts?

Daily Punch 5-14-18 Empower Body spell for DnD 5e

One more DnD spell before bed

 

Empower Body

8th-level enchantment

Casting Time: 1 action
Range: Tough
Components: V, S, M (a steel rod)
Duration: Concentration, up to 1 minute

You touch a willing creature transferring the power of steel into the creatures body as the rod turns to dust.  The creatures Strength, Dexterity, and Constitution are treated as if they are all 20 for the duration of the spell.  Hit points gained from this spell are real as the creature has been empowered and are gained when the spell is cast, and when the spell ends, extra hit points over the creatures normal total are lost.

 

Thoughts?

Daily Punch 5-15-18 Cloak of the Storm Lord wondrous Item for DnD 5e

More DnD Madness!

 

 

Cloak of The Storm Lord

Wondrous item, very rare (requires attunement)

This cloak is a threadbare cloak made from the hide of some giant beast.  It smells or age and ware, but it has been passed down through time from one giant chief to another.  During that time it has observed the air of command of all those chieftains and passes it to the wearer.  Once per day the wearer may should the command word of “KNEEL!”  All creatures with the giant type within 60 feet of the wearer must make a Wisdom saving throw with the DC equal to 18 or your spell saving DC, whichever is higher.  Any who fail are effected by the spell dominant person, ignoring their creature type and number of creatures affected.  This ability renews at dawn of the next day.

 

Thoughts?

Thou

Daily Punch 5-11-18 Practiced Defense feat for DnD 5e

Let’s make another feat for DnD 5e!

 

Practiced Defense

When the going gets tough, you’ve got the skills to keep yourself going.  Gain the following:

  • Increase your Dexterity or Constitution by 1, to a maximum of 20.
  • Three times per day, as a reaction you can add your proficiency modifier to your AC.  You can modify your AC by other methods as well, but this ability uses your reaction.

Daily Punch 5-10-18 Summon spell for DnD 5e

If you can teleport, why can’t you reverse it?

Summon

7th-level conjuration

Casting Time: 1 action
Range: 10 feet
Components: V, S, M(piece of the creatures summoned)
Duration: Instantaneous

This spell instantly transports up to eight specific creatures of your choice to you if they are on the same plane, you know their exact location, and they fail a Wisdom saving throw. Each creature must succeed at its individual saving throw or it is teleported. Anything carried by the creature or any creature or object that would fit into a 10-foot cube are teleported as well. Any precautions that prevent a teleport spell also prevent summon.

At Higher Levels: When you cast this spell using a spell slot of 9th level, the creatures no longer need to be on the same plane.

Thoughts?

Daily Punch 5-9-18 Reality Break spell for DnD 5e

More spells for DnD 5e!  How about an arcane antithesis of true seeing?

 

Reality Break

6th-level enchantment

Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: concentration, up to 1 minute

When you cast this spell, choose up to three creatures in range.  Each of those targets must make a Wisdom saving throw.  On a failure, the target’s perception of reality is broken and ever-shifting.  The creature will see into one plane, smell another, feel another, and hear into a different one.  Each round, the planes the creature perceives into changes for each sense.  The creature is treated as if blind to all things not in the plane it is looking.  While perceiving a plane, it is subject to all the effects of that plane from fire damage from the plane of fire to being attacked by demons in the abyss.  Each round roll below to see where each of the creatures senses are for sight, sound, touch, and hearing.

Die Roll Plane
1-10 prime material
11-20 astral plane
21-30 Plane of Air
31-40 Plane of Earth
41-50 Plane of Fire
51-60 Plane of Water
61-70
Plane of Shadows
71-80 Heaven
81-90 Hell
91-100 Abyss

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, increase the number of targets by 1 for each slot level above 6th.

 

Thoughts?

Daily Punch 5-8-18 Inactivate spell for DnD 5e

More arcane DnD spells today!

Inactivate
5th-level transmutation
Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell turns the living to the dead, removing the animus from the subject for the duration. When you cast this spell, chose up to five moving things in range. Each subject must attempt a Constatution saving throw. Creatures or objects animated by other Spellcasters or effects use their controller’s save. If target fails it’s save, the creature falls prone. It may take only mental actions and is considered helpless. At end of each turn, it or its controller may attemt another save to end the effect. The creature does not appear as dead but spells and effects that detect life will not detect the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th

Daily Punch 5-7-18 Malleable spell for DnD 5e

 

Malleable

4th-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
Duration: Concentration, up to 1 hour

This spell turns the flesh of a creature you touch into a jelly to bubbles easily, shakes off cold, and is almost hard to scald with acid but is easy to cut apart. Until the spell ends, the target has resistance to all typed damage (acid, cold, fire et al), damage from magic weapons, or weapons that deal typed damage (such as from a fire elemental), but the target is vulnerable to all non-magical weapon damage.  A target may make a Wisdom saving throw to avoid the effects of this spell.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Daily Punch 5-4-18 Boots of Equal Footing wondrous item for DnD 5e

The bigger they are, the bigger you become!

 

 

Boots of Equal Footing

Wondrous item, rare

These boots are crafted from the skin from the skins of a gigantic bison.  Once per day, when you are within 30 feet of an enemy, you may stomp both your feet, and you instantly become as large as the enemy really is treating your Strength score as the enemy’s true Strength score is.  All items you are carrying increase in size with you, but still only provide the same number of uses ( a healing potion will only heal one character if drank).  This change lasts for one hour or until will the change to stop.  The charge on the item will refresh at dawn the next day.

Daily Punch 5-3-10 Ability Inversion spell for DnD 5e

Almost everybody’s favorite 2nd level spell in enhance ability.  Let’s turn that on its head!

 

 

Ability Inversion

2nd-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour.

You touch a creature, and the creature must make a DC 10 – your spell casting bonus saving throw for the ability you name at the time of casting.  If the creature fails, then the spell ends with no effect.  If it succeeds, then the spell occurs as normal.  At the end of a creatures turn, it may attempt the save again, but now it must make your regular spell save DC still with disadvantage from the spell.

Butterfly’s Endurance: The target has disadvantage on Constitution checks, saves, and attacks. It also loses 2d6 hit points.

Pixie’s Strength: The target has disadvantage on Strength checks, saves, and attacks, and his or her carrying capacity is cut in half.

Slug’s Grace: The target has disadvantage on Dexterity checks, saves, and attacks.

Sloth’s Splendor: The target has disadvantage on Charisma checks, saves, and attacks.

Panda’s Cunning: The target has disadvantage on Intelligence checks, saves, and attacks.

Cow’s Wisdom: The target has disadvantage on Wisdom checks, saves, and attacks.

 

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

 

 

Thoughts?