Daily Punch 11-1-16 Flash Freeze spell for DnD 5e

Ok, let’s do a 5e spell.  Haven’t done that in a while.

 

Flash Freeze

1st-level evocation

Casting Time: 1 action
Range: 50 feet
Components: V, S, M (a vial of water)
Duration: Instantaneous

A small pinpoint of light appears within a point at range.  The light pulses  and then explodes bathing a 10 foot in diameter area in light and frost.  Each creature in the area must make a Dexterity saving throw. A target takes 2d8 cold damage on a failed save and is restrained until the end of its next turn by ice, or half as much damage on a successful one and is not restrained.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

 

Thoughts?

Daily Punch 10-28-16 Vampirović Ranger archetype for DnD 5e

It’s Halloween time, so let’s post some Halloween things!

 Vampirović

You were born after a holy day or on a day of rest, and that birthright has given you some great powers and some responsibility.  You hunt the creatures of the grave.  It is not a nice life, but it is one you have been given.  You are a feared as revered with a curse that you may never lose.

 

Dead Prey

At 3rd level,  you learn the tricks of hurting those that don’t feel pain.  When you hit an undead creature with a weapon attack, it is deal an additional 1d8 points of damage. You can deal this extra damage only once per turn.

See the Unseen

At 7th level, you learn to see through the tricks of the undead.  Undead have disadvantage on Dexterity(stealth) checks against you and any power or spell cast by an undead that makes them invisible does not work on you.  You see all invisible undead as if you had trusight out to 60 feet.

 

Multiattack

At 11th level, you gain the ability to strike faster than most men or women.  When you take the attack action, you may make on addition attack as part of the same action.

Know Their Tricks

At 15th level, you’ve conditioned your body and mind to deal with tricks used by the undead.  You have advantage on saving throws against abilities and effects from undead creatures.

 

Curse

When a vampirović he will arise as a vampire after six days if the body is not interned and rituals performed.  He will remember who he was, but will still carve blood as a vampire.

 

Thoughts?

Daily Punch 10-11-16 Witch Gun spell for DnD 5e

​i recently learned about something called a witch gun.  Let’s make this happen!

Also, how about a non-concentration effect….
Witch Gun

1st-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a metal tube of blasting powder and spices )
Duration: 1d6 rounds

Choose a target in range and make a ranged spell attack. on a hit, the target is struck by the witch gun.  Roll a d6.  For that many rounds, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Thoughts?

Daily Punch 9-14-16 Bend the Blade ki feature for DnD 5e

How about one in the same vain as Crack the Shell for but weapons?

Bend the Blade

You can spend 1 ki point after you make an strike that hits to attempt to break a foes weapons, hands, or claws.  The attacked creature must make a Strength saving throw or take a -2 penalty to one of its weapons.  A creature may only be under one of this effect at a time.  The creature can have its weapon repaired normally, through the use of a mending spell, or in the case of natural weapon have a healing spell cast upon it.  A foe can pick up an identical copy of this weapon and be free of this penalty as well.

Daily Punch 9-13-16 Crack the Shell ki feature for DnD 5e

I like the idea of playing with AC.  Let’s see if I can keep that going in 5e

 

 

Crack the Shell

You can spend 1 ki point after you make an strike that hits to attempt to sunder the foes armor.  The attacked creature must make a Constitution saving throw or have its AC reduced by 2.  A creature may only be under one of this effect at a time.  The creature can have its armor repaired normally, through the use of a mending spell, or in the case of natural armor have a healing spell cast upon it.

 

Thoughts?

Daily Punch 9-8-16 Summon Ooze Spell for DnD 5e

ED CONTINUES TO DEMAND MORE OOZES!  Also, how about a slightly different way to summon.  I think conjurers (conjuration based wizards) need to keep up with Druids.  Let’s make that happen!

 

Summon Ooze

2th-level conjuration

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a 1-ounce glass jar of acid)

Duration: Concentration, up to 1 hour

You call forth an ooze servant. An ooze of challenge rating 1/2 or lower to appears in an unoccupied space within 10 feet of a point in range.

The ooze disappears when it drops to 0 hit points or when the spell ends.

The ooze is friendly to you and your companions for the duration. Roll initiative for the ooze, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ooze, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the ooze doesn’t disappear. Instead, you lose control of the ooze, it becomes hostile toward you and your companions, and it might attack. An uncontrolled ooze can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the ooze’s statistics.

At Higher Levels: When you cast this spell using a spell slot of 3th level or higher, increase the challenge rating of the summoned ooze to 1 if you use a 3rd level spell slot and by 1 thereafter for each slot level above 3th.

Daily Punch 9-7-16 Rainbow Blob creature for DnD 5e

ED DEMANDS MORE OOZES FOR DND 5E!

 

Rainbow Blob

Large ooze, unaligned

Armor Class 8

Hit Points 115 (11d10 + 55)

Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+4) 6(-2) 20(+5) 3 (-4) 1 (-5) 8 (-1)

Skills Intimidate +5

Damage Resistances acid, cold

Damage Resistances fire

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 5

Languages

Challenge 6 (3,900 XP)

Special Traits

  • Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing.
  • False Appearance: While the ooze is in water, it looks like it is an oil slick.
  • Oil Coating: Creatures struck by the ooze are covered in oil if they fail a saving throw.  This oil can be removed at the end of their turn without an action with a successful Dexterity saving throw (DC 14).  If the target spends an action to remove the oil, the saving throw is performed with advantage.
  • Fire Form: If the ooze is dealt fire damage, the ooze takes no damage, but starts on fire.  It’s attack now deal fire damage, and any creature struck by the ooze that fail their Dexterity saving throw (DC 14) now are lit aflame and take 10 (2d10) fire damage at the start of their turns.  Creatures covered in oil perform this save with disadvantage.  They can remove the fire damage as normal to remove the oil coating.

Actions

  • Pseudopod: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:  11 (2d6 + 5) bludgeoning damage, and if the target must make a dexterity saving throw (DC 14).  On a failure the target is coated in oil.
  • Spray (Recharge 4-6): All creatures in 30 feet are sprayed with oil. Each creature in that area must make a DC 14 Dexterity saving throw or it is covered in oil.
  • Self Immolate:  The ooze can start a fire on itself activating fire form above.   All creatures in 30 feet are attacked with a ball of fire dealing 24 (8d6) fire damage. Each creature in that area may attempt a DC 14 Dexterity saving throw to reduce the damage by half.  Creatures covered in oil make this save with disadvantage.  Anything covered in oil that takes fire damage is lit on fire and takes damage as per the fire form trait.  The ooze can end being on fire with a bonus action on its turn.  The ooze cannot use Self Immolate if it is currently on fire or on a turn it ended being on fire.

Description

This ball of ooze appears to look like a shimmering rainbow.  The rainbow is a trick of the light as the ooze is made of flammable material the shimmers.  Those who use fire on this creature soon regret their final action.

Daily Punch 9-7-16 Lock Tight cantrip for DnD 5e

How about an enchantment cantrip?

 

Lock Tight

enchantment cantrip

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

You fuse a subject to the floor it stands upon as well as locking its joints momentarily.  The target of the spell must make a Strength saving throw.  On a failure, the target can not move for one round and it has disadvantage on the next attack it makes.

 

Thoughts?

Daily Punch 8-31-16 Acid Explosion spell for DnD 5e

How about some more acid for your games!

 

Acid Explosion

3rd-level conjuration

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of bull bile)
Duration: Instantaneous

A concentrated burst of acid flares to life covering everything in a 20-foor radius of a point in range.  Each creature in the area must make a Dexterity saving throw. A target takes 10d4 acid damage on a failed save, or half as much damage on a successful one.  In addition, the acid eats through armor of creatures in range.  Creatures not wearing magic armor that filed their save have their AC reduced by 2 until the damage is repaired. Those that saved only have their AC reduced by 1.  Creatures wearing magic armor that fail the save have their AC reduced by 1, while those that save do not have their AC reduced at all.

The acid also causes damage to all objects in the area of effect, possibly destroying them.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.

 

Thoughts?

Daily Punch 8-30-16 Aluminum Golem monster for DnD 5e

I was talking about putting a tin foil hat, and it give me an idea!

 

Aluminum Golem

Large construct, unaligned

Armor Class 15 (natural armor)
Hit Points 150 (10d10 + 50)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16(+3) 18 (+4) 3 (-4) 12 (+1) 1 (-5)

Damage Immunities acid, poison, psychic; critical hits
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages understands the languages of its creator but can’t speak
Challenge 8 (3,900 XP)