Daily Punch 8-29-16 Caustic Glob cantrip for DnD 5e

Another cantrip I was thinking about lately.  I like acid that eats armor.

 

Caustic Glob

Conjuration cantrip

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

You create a glob of acid in your hand and throw it at a target in range.  Make a ranged spell attack at a target.  On a hit, the target takes 1d4 acid damage, and if the target’s armor is not magical, the target’s armor takes a -1 penalty to AC.  This penalty is not cumulative with itself or other magic spells.  Additional spells that reduce the AC of a target apply the highest penalty to the target’s AC instead of the total penalty.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

 

Thoughts?

Daily Punch 8-26-16 Hot Flash cantrip for DnD 5e

Ok, one more cantrip!

 

Hot Flash
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You focus the heat of around an area to coalesces into one thing within range causing a spark of flame to erupt inside the target.  The target must succeed on a Dexterity saving throw or take 1d10 fire damage.  A flammable object hit by this spell ignites if it isn’t being worn or carried.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

 

Thoughts?

Daily Punch 8-25-16 Force Cresent cantrip for DnD 5e

Here’s the next rapid fire spell!

Force Cresent

Evocation cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous
You finish the gestures of this spell by making a slash with your hand which fires a rainbow blade of color at a creature in front of you regardless of its concealment.  Make a melee spell attack against the target with advantage.  On a hit, the target takes 1d4  + spell casting ability modifier force damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Thoughts?

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