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 5-4-18 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?

Daily Punch 5-2-18 Hate feat for DnD 5e

Let’s get a few feats out there!

Hate

Sometimes your broken bones speak to how hard your going to hit the target. Gain the following:

  • Increase your Constitution by 1, to a maximum of 20.
  • When you are dealt damage from one attack or source equal to double your level, you gain advantage on attacks against the target for the next round. In addition, you may do extra damage equal to your level to the target once during the next round with one of your attacks.

Thoughts?

Daily Punch 5-1-18 Unmake spell for DnD 5e

Ok, one last divine spell for a bit.

Unmake

9th-level transmutation

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

You call forth the full force of your god to undo all the damage done by one creature. The target of the spell must make three Charisma saving throws. If the target is opposed to your god at least along one axes (law vs. chaos or good vs. evil), then it must make only two saving throws. If the target fails all its saving throws, the target is unmade. It is removed from the time stream as all events that lead to its creation are halted. No creature or god aside from your patron and yourself remember the creature existed. The world will change because the creature did not exist, and this change is determined by your DM. Only wish can restore the creature.

Thoughts?

Daily Punch 4-30-18 Castigate spell for DnD 5e

Still working on my giant book, so here is a spell thats hopefully going to make the cut!

Castigate

8th-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (holy oils you fling at the target)
Duration: Instantaneous

You you throw holy oils at the target, and the target must make a Dexterity saving throw. If the target fails its saving throw, the target is cursed by your god. The target gains disadvantage on all attacks, checks, and saves, all rolls against the target gain disadvantage,and the target is vulnerable to all damage. At each new sunrise for a good aligned good or midnight for a evil aligned god, the target can attempt a Wisdom saving throw (with disadvantage from this spell), to remove the curse. A priest of your religion of any level may cast geas on the target while assigning a quest supporting your religion to remove the curse. The spell can also be ended by greater restoration, heal, or wish.

Thoughts?

Daily Punch 4-27-18 Divine Light spell for DnD 5e

How about we keep the hits rolling with a DnD Cleric spell at 7th Level

 

Divine Light

7th-level evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous

A 20 foot radius pool of divine light rains from the heavens centered on a point in range.   Each creature in the area must make a Dexterity saving throw. It takes 5d10 radiant damage on a failed save, or half as much damage on a successful one.

The spell also punishes those who oppose the god you invoke when you cast this spell.  Creatures who are the opposite alignment of your god (chaotic vs lawful or good vs evil) must attempt a Wisdom saving throw.  If it fails, it is stunned for one round.  If the creature is the opposite alignment on both axis, then the creature makes the save with disadvantage.

 

 

Thoughts?

Daily Punch 5-26-18 Water Portal spell for DnD 5e

Why wouldn’t you want to transport via puddles?

 

Water Portal

6th-level transmutation

Casting Time: 1 minute
Range: Touch
Components: V, S, M (a vial of pure water)
Duration: 10 minutes

As you cast the spell, you touch up to six willing creatures.  For the duration of the spell, those creatures can jump into any body of water from a puddle to an ocean, think of another body of water that the character has seen or knows of, and jump out of the body of water.  The character must have a clear image of the destination where they wish to go.  Creatures may jump from and to multiple bodies of water during the duration of the spell and once cast the targets need not stay together.  The body of water the creature jumps into must have a large enough surface area to account for the area under the whole creature ie a creature may not jump into a class of water, but a man may step into a puddle while a horse would need something the size of a water trough.

 

 

Thoughts?