Daily Punch 8-24-16 Force Ball cantrip for DnD 5e

Let’s do a few spells.  I have a few quick ideas that will go rapid fire!
Force Ball

Evocation cantrip

Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: Instantaneous

Through shear force of will, you conjure and throw a ball of pure energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage. Insubstantial creatures or creatures with powers that avoid attacks such as displacement as a displacer beast suffer full damage and the attack does not suffers disadvantage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thoughts?

Daily Punch 8-16-16 Giant Bloodline Sorcerous Origin for DnD 5e

Let’s get back to the giant archetypes with the Giant Bloodline for the DnD 5e Sorcerer.

Giant Bloodline

Giants are brutish creatures that don’t always kill those they capture.  Or some seek them out to live among them in the wilderness.  In either case, some children emerge from unions that may occur in the wilderness.  You are one of these children.  Your magic power emerged early as your giant heritage began to take hold.

Giant Ancestor

Giant blood flows through your veins making you tougher than most. At 1st level, increase your Constitution or Strength by 3, to a maximum of 20.

Violent Tendencies

Starting at 6th level you become increasingly aggressive.  When you cast a cantrip you may also make a strength-based melee or thrown weapon ranged attack as part of the same action.

Muscle Mass Growth

At 14th level, your body continues to inherit more of your giant ancestral traits.  You gain a +3 to Strength or Constitution, to a maximum of 20.

Giant Apotheosis

Beginning at 18th level, you grow into the giant you were always meant to be.  Increase your size to one category larger and change all your hit dice to d12s and recalculate your hit points.

Daily Punch 8-12-16 Strike Break spell for DnD 5e

I was thinking shield save you form a strike, but what about a spell that saves you from a crit?

 

Strike Break

1st-level abjuration

Casting Time: 1 reaction
Range: 30 feet
Components: V, S
Duration: instantaneous

An field of magic force stops a strike from decimating a target, but merely causes the target to be pummeled.  When you cast this spell, a target in range is no longer subject to a critical hit, but is struck as normal with an attack or spell.  This will only affect one strike even if the target is struck with multiple critical hits in a round.

 

Thoughts?

Daily Punch 8-11-16 Fetish of the Beast magic item for DnD 5e

I have lots of Druids in my games.  Let’s give them something to drool over!

Fetish of the Beast

wonderours item, uncommon (+1), rare (+2), or very rare (+3)

This wooden idol is carved into the shape of a merged bear, eagle, and squid.  It it covered in wrapped fur, scales, and a few feathers.  When a creature changes shape while holding this object, the new shape of the creature gains a bonus on attack rolls equal to the bonus on the idol.  This object has no effect on the default shape of the creature.

Thoughts?



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.
Thoughts?

Daily Punch 7-28-16 Giant Hunter Ranger Archetype for DnD 5e

Let’s keep the hits going with our Ranger Archetype-the Giant Hunter!

 

Giant Hunter

You enjoy a challenge to the point you actively hunt those that could crush you in on hand.  You stalk the darkness finding your pray and putting them down.  Be it for the thrill of the hunt or to protect your people, you truly stalk the most dangerous game

Fell the Giant

At 3rd level, you gain the ability to hurt those that are larger than you.  For each size category that a creature is larger than you, increase the damage dealt to the target by 1d6.  You may only deal this extra damage once per turn.

Hard to Hunt the Hunter

At 7th level, it is extremely hard to find you when you don’t want to be found.  You gain expertise as a rogue in Dexterity(stealth).

Full Barrage

At 11th level, when you make more than one attack against a target in a round and the first attack hits, the second attack deals an extra 2d10 damage to the target.

Stand Toe to Face

At 15th level, when a target larger than you makes an attack or uses an ability against you, you gain a +1 bonus to your AC and saves against that attack or ability for each difference in size between you and the target.  As an example a small creature would have a +2 bonus to AC and saves against a large creature.

Daily Punch 7-27-16 Path of Astolfo Paladin Sacred Oath for DnD 5e

Here is my giant killer Paladin’s Sacred Oath for DnD 5e.   Let’s follow a lesser known medieval hero who dominated a giant just to carry his gear!

 

Path of Astolfo

The Path of Astolfo is an oath taken by some of the knights long ago who followed a leader known as Charlemagne.  Their leader and his knights are lost to the ages, but few find his name and fewer take up his mantel.  A defender of the weak and an especial protector of those locked under magical manipulation, Astolfo was rescued by magic and understands that magic in all its forms might not necessarily be evil.  Known for his dominated giant foot servant and his golden lance,  Astolfo was a traveler who went to the moons and back to save his friend then become a defender of an entire city.  Those who follow his path wander the countryside attempting to help all those they find, even using magic to coerce those who might be irredeemable to become righteous.

Oath Spells

You gain oath spells at the paladin levels listed.

Level Spells
3rd Shield of faith, sanctuary
5th lesser restoration, suggestion
9th remove curse, dispel magic
13th dominate beast, guardian of faith
17th dominate person, greater restoration

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Horn of Charm: As an action, you blow a magic horn causing its song to bend the will of even the most hardened creatures.  At 3rd level this action acts as if you cast charm person using your spell save DC as the DC for this effect.  At 7th level, the effect of the horn can be as if you cast dominate beast.  At 10the level the effect of the horn can be as if you cast dominate person.   Finally at level 15, the effect of the horn can be as if you cast dominate monster.

Golden Lance. As an action, you present your weapon and speak a prayer asking for the force of your forebearers.  For one minute or until you are knocked unconscious, your weapon glows with a golden radiance.  When a creature is struck with your weapon as part of an attack, the target must make a Strength saving throw (DC equal to your spell save DC).  On a failure, the target is knocked prone.

Mount of the Master

Starting at 7th level, you gain a nightmare mount.  Its AC is equal to your AC and has hit points equal to a half your hit points.  As an action you can have it make one attack, but can use your move action to command the creature to move as normal.  It loses the Ethereal Stride ability, but does not make hoof prints to be tracked.

At 18th level, the nightmare gains a flight speed equal to its land speed.

Resistance of the Leader

Beginning at 15th level, you gain advantage on all saving throws against spells.

Bulwark of Paris

At 20th level, as an action, you can follow your master and become a true defender of the people.  For the next minute, increase your AC and saves by 3.  In addition, all allies within 30 feet also gain these benefits.  These benefits last for the duration, you voluntarily end it, or until you are knocked unconscious.

Once you use this feature, you can’t use it again until you finish a long rest.