How about a spell for DnD 5e?
Casting Time: 1 action
Components: V, S
You create a 20-foot-radius sphere of crackling energy centered on yourself. You are safe from the effects of the spell, but all other creatures in the area must make a Dexterity saving throw. The creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Let’s keep writing about giants, this time let’s write about following an ancient hero and learning from his wisdom. How about a archetype for fighters?
Odysseus is an ancient hero to your people. He survived things that would easily end most men. You have dedicated yourself to following his principles and learned the ways to make and survive war!
Beginning when you choose this archetype at 3rd level, you increase your AC by +2, regardless armor.
Side by Side
Starting at 7th level, you make yourself the focus of attacks rather then your allies. As an action, you can issue a command to all engaged enemies. If an enemy attacks you, they receive a +2 bonus to the attack, but if they do not they receive a -2 penalty to the attack. This lasts till you leave the engagement, are knocked unconscious, or until all commanded enemies are dead. This is no limit to the number of times you an do this in a day.
At 10th level, when you are engaged with a target with one or more allies, you increase the AC of each ally by +2.
Starting at 15th level, your bonus to AC from the Survivor class feature increases to +4.
Arrow through the Axes
At 18th level, you increase your proficiency with weapon attacks by +2.
How about a feat that works like lucky but for strength?
Feats of Strength
You are powerhouse among your people. Gain the following:
- Increase your Strength score by 1, to a maximum of 20.
- You gain a pool of three Feats of Strength points. You can spend these points to gain advantage on a Strength check, attack, or save, but you must choose to do so before the dice are rolled. This feat will counteract disadvantage from another source, but it will not trigger the rogues sneak attack damage. After a long rest, you regain your Feats of Strength points.
How about a reaction or bonus action cantrip?
Casting Time: bonus action or reaction
Range: 30 feet
You snuff out a fire no bigger than 5 feet square. If the fire is non-magical, then the fire instantly goes out. If the fire is magical and from a spell higher then level zero, then this spell has no effect. If a character is on fire and a saving throw can end the effect, then the character gets another saving throw regardless of the spell level causing the fire effect.
Back when I played WoW, my favorite class was the ranger. I like traps and pets. We’ve got pets, now how about some traps… Let’s make a level 1 spell to help do that.
Casting Time: bonus action
Range: 50 feet
Components: V, S
Duration: 1 minute
You select a 10 foot by 10 foot area in range. That area is now filled with a small spike trap. It is hidden but can be seen with a Wisdom(perception) or Intelligence(investigate) check (DC equal to your spellcasting DC). The first creature to enter that area must make a Dexterity saving throw. On a failure it is restrained and take 2d6 piercing damage as its feet are impaled by the spikes in the area. On a success, the creature takes half damage and is not restrained.
Ok, back to the rogue, and this time we do some damage!
Why fight fair? Gain the following:
- Increase your Dexterity or intelligence by 1, to a maximum of 20.
- Choose one skill a rogue gains at 1st level. You are now proficient in that skill.
- You gain the rogue’s sneak attack ability as a rogue of your level. You may only use it a number of times equal to your Dexterity modifier and regain this ability after a long rest.
Rogues will get two feats, but let’s not forget our friend the bard! Here is a feat to dabble in his music.
You know how to motivate and get the best out of your friends. Gain the following:
- Increase your Charisma or intelligence by 1, to a maximum of 20.
- Choose one skill a bard gains at 1st level. You are now proficient in that skill.
- Gain the bard’s Bardic Inspiration class feature as a bard of your level.
Sorry for being away for a bit there. Something has to pay for my board game addiction, and sometimes that my actually job. Let’s hop back into this with a feat I feel most of my players want in DnD 5e!
You’re a master of stealth. Even when you do badly, it’s almost impossibly to fail. Gain the following benefits:
- Increase your dexterity by 1 to a maximum of 20.
- When you roll a stealth check and fail, you may take a -5 penalty and reroll. You must accept the result of this second roll.
Ever see a half-orc welding a rapier? I didn’t think so, but a half-orc thief would have to. Let’s fix that.
Choose one weapon. You are now proficient in this weapon, and this weapon now count as finesse weapons for you.
Thoughts? Does this need to add to your dex? It it too powerful as it stands now?
I’ve been reading a bunch of old Forgotten Realm’s stuff, and I think its time for the stuff of nightmares to take their place on the world stage.
Netherese Shade Sorcerer
You are the stuff of legend. You are born from shadow. Somewhere in your family line, someone was a Shade-a creature of pure darkness who stalked a world of negative energy. You can now channel that, and it’s slowly consuming you.
You begin to get hints of your family history. At first level you gain resistance on all necrotic energy damage and stealth becomes a trained skill for you. If you are already strained in stealth, double your proficiency bonus with that skill instead.
At 6th level, when you cast a spell that does necrotic energy, you my add your charisma modifier to that damage. You may spend 1 sorcery point to cast Inflict Wounds.
You are beginning to learn to be a shadow. At level 14 by spending 1 sorcery point, you may travel from any area of shadow to another area of shadow as a move. These areas of shadow must not be more then three times your movement speed apart.
At level 18, you have stopped being mortal and moved beyond. You are now a shade. Your race changes to shade. You now have advantage on stealth checks made in shadow and are now immune to necrotic energy. In addition, you may now spend 5 sorcery points to cast teleport to teleport as if teleporting to a portal to any area of shadow you know about.