Daily Punch 6-6-19 Mental Targeting feat for DnD 5e

More mind madness at throat punch games!

 

Mental Targeting

If by your understanding of the flow of combat, your knowledge of your foes anatomy, or via unbalancing words, you strike more with your mind that your muscle.  You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Choose Intelligence, Wisdom, or Charisma.  Your that ability modifier instead of Strength or Dexterity for weapon attacks.

 

 

Thoughts?

Daily Punch 6-5-19 Mental Armor feat for DnD 5e

Thinking of writing a mental powers book.  Let’s build out on that idea.

 

Mental Armor

You might have been born with it or you trained for it, but your mind is is your greatest asset.  You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Choose Intelligence, Wisdom, or Charisma.  Reduce psychic damage by an amount equal to that statistic bonus.  You may apply any resistance you have first to the damage.

 

Thoughts?

Daily Punch 5-31-19 Pure Thought spell for DnD 5e

Alright time for the big guns!

Pure Thought

9th-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You become a being of pure thought. Your body enters the ethereal plane but you remain conscious of and can interact on both the plane you were just on and the ethereal plane. You are immune to all non-psychic damage or mental effects. You are instantly aware of and can track all thinking creatures within 10 miles of your current location so you cannot be sneak attacked or surprised. While the spell is active you can cast hold monster, dominate person, confusion, counterspell, and dispel magic at will.

When the spell ends, you immediately pass out and awake 1 hour later unless revived via restoration or other like means.

Thoughts?

Daily Punch 5-30-19 Force of Imagination spell for DnD 5e

Time for some power!

 

Force of Imagination

8th-level enchantment

Casting Time: 1 action
Range: special
Components: V, S
Duration: special

When you cast this spell, choose any spell you want of level 5 or lower.  You cast that spell using up to a spell slot of level 5.  The target or targets of the spell must attempt a Charisma saving throw.  Those that fail re subjected to the spell as normal and must make all saving throws and checks as if the chosen spell was cast on them.  The spell targets areas or individuals as normal for the spell, but does not physically occur only affecting those that fail the original save.

 

 

Thoughts?

Daily Punch 5-29-19 Mental Fortitude spell for DnD 5e

How about some real mind over matter?

 

Mental Fortitude

7th-level enchantment

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 8 hours

You use your mental force to overcome all your physical failures.  Choose one mental statistic (Wisdom, Intelligence, or Charisma).  For all your saves, checks, attacks, and determined DCs, use the chosen statistic in place of all normal statistics used.

 

 

 

Thoughts?

Daily Punch 5-28-19 Mental Block spell for DnD 5e

More mindfulness in DnD!

 

 

Mental Block

6th-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 day

You mentally hide the instructions of an action from another creature’s mind.  When you cast this spell, choose an action from the action list and a creature in range.  It must succeed on a Wisdom saving throw or forget the action for the spell duration.  For the duration of the spell, when a creature attempts the action if must attempt an Intelligence saving throw to do the action or the creature stands dumbfounded as it struggles to remember how to do the action taking no action.  If another action would use the action such as an ability that uses multiple attacks and the mental block targets the attack action, the creature would need to make an Intelligence save to do the action but not multiple times in one turn.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.

Daily Punch 5-27-19 Mind Over Matter spell for DnD 5e

More mental madness for DnD 5e

Mind Over Matter

5th-level abjuration

Casting Time: bonus action
Range: Touch
Components: V, S
Duration: instantaneous

Through the power of sheer will, the target believes it is healed gaining 4d8 temporary hit points.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, increases the number of targets by one for each slot level above 5th.

 

 

Thoughts?

Daily Punch 5-16-19 Sanctum of the Mind spell for DnD 5e

Lots of mental spells, so let’s get some mental protection!

Sanctum of the Mind

4th-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours

For the duration, the target gains advantage on all saving throws and checks to prevent effects that would affect the targets mind and resistance to psychic damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, increases the number of targets by one for each slot level above 4th.

Daily Punch 5-15-19 Puppet spell for DnD 5e

How about some real dominate person?

Puppet

3rd-level enchantment

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

You concentrate on a creature you can see. That creature must attempt a Charisma saving throw. On a failure, you fall int a comma, and your mind takes over the creatures. It has no memory of what you do while in control of its body. Your physical body is helpess and will continue to concentrate on the spell going for the duration until you end the spell as a free action. If you attempt to do an action that the creature woud not normally want to do, it recieves a new saving throw. Otherwise, you have complete control of the creature and use its physical statistcs and skill for all physical actions, but use your mental statistics and skills for all mental actions. You may not cast spells unless the creature was able to cast spells as normal. Any actions take while controlling the creature do not change the creatures alignment, but your alignment may change as a result of anything you do.

Thoughts?

Daily Punch 5-14-19 Friends and Enemies spell for DnD 5e

More mental magic for DnD 5e!

Friends and Enemies

2nd-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a hand mirror)
Duration: Concentration, up to 1 minute

You point both your hands at two targets and think of a third primary target with your mind’s eye, all within 30 feet of you. If the target in your mind fails a Wisdom saving throw, the two creatures you pointed at have their appierence switch in the mind of the target. Creatures that can’t be charmed are immune to this effect. The creature treats the two secondairy targets as if each was the other and after the ruse is discovered if a formerly frienldy target attacks the primary target, the primary target has disadvanage to attack the target looks like a friendly creature.

Thoughts?