Strike Break
School abjuration ; Level bard 1, bloodrager 1, druid 1,magus 1, sorcerer/wizard 1 Subdomain defense 1
Thoughts?
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?
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?
We had a rogue who jumped a candle, so how about a rogue who killed a giant?
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.
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.
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.
Jack lied to giants to the point they killed themselves, and starting at 9th level, you gain advantage on a Charisma(Deception) checks.
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
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.
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.
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 |
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?
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
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.
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).
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.
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.
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!
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.
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 |
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.
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.
Beginning at 15th level, you gain advantage on all saving throws against spells.
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.
One more idea that I have been kicking around for a bit.
Faith Healer
The power of life courses through your veins, and you share this gift with those you can. Gain the following:
Thoughts?