Playing Hollow Knight lately, and the bugs I hate the most are the ones with bolts that home in on me. Let’s make that happen!
Prerequisite(s): eldritch bolt cantrip
When you miss an attack with eldritch bold, you can use your reaction to reroll the attack taking the second result.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Playing way too many video games lately, but saw a fun spell that I think a character might want as a belt.
Belt of Shocking Grasp
Wondrous item, rare (requires attunement)
This simple dark leather belt is inlayed with tracery of silver. While wearing this belt, if you are grabbed or swallowed by a creature, that creature must immediately make a DC 17 Constitution saving throw. On a failure, the creature take 3d8 lightning damage and must end the grab. On a success, the creature takes half damage and does not need to end the grab. If the creature is unable to release you in the case you were swallowed whole, then the creature must make a save at the beginning of each of its turns until it saves ending the damage each turn.
I’ve been on an acid kick lately. How about a new version of fireball mixed with acid arrow?
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a ball of slug slime)
With a flick of the wrist you throw a blob of acid toward a target within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 acid damage, and all each creature in a 20-foot-radius sphere centered on the first target must make a Dexterity saving throw. A target takes 4d6 acid damage on a failed save. All targets damaged by this spell are covered in acid and must make a Dexterity saving throw at the start of their turns or take 4d6 acid damage each round until they succeed on a saving throw at the start of their turns to removed the acid and end the effect or remove the acid as an action. If the initial ranged spell attack misses, there are no additional effects.
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.
I don’t see the feat to gain a bonus to saving throws in DnD 5e. I want those back, but is this too far?
You are just made to not die. Gain a +1 bonus to all saving throws.
Time to keep rolling with this spell into DnD 5e
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
You alter the subtle balances the keep the creature moving causing chaos in essence of the target. Choose a creature in range to makes a Constitution saving throw. On a failure the creature takes 1d6 acid damage. At the start of the creatures next turn, it must succeed at another Constitution saving throw or take the same damage again.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thoughts? Does the second saving throw prevent the damage from being too high for a cantrip?
If we’re doing the rounds, let’s do all the rounds! Had to double check the rules on this, but jump and climb is Athletics and solidly strength based. Let’s fix that!
Why flex when you can flow? Gain the following benefits:
- Increase your Dexterity by 1, to a maximum of 20.
- You gain advantage on Strength(Athletics) and Dexterity(Athletics) checks to jump.
- When you are prone at the start of your turn, you can return to standing without taking a penalty to movement.
- You can use Dexterity(Athletics) in place of Strength(Athletics) for skill checks.
More improved fighting styles!
Prerequisite(s): dueling fighter style
Never let an insult pass. Not one ro your character or your person. You gain the following benefit:
- Increase your Dexterity or Strength by one, to a maximum of 20.
- When an attack is made against you and it misses, as a reaction you may make a basic melee attack against the attacker.
Too much anime, but a term that would help your tiny heroes who want to wield BIG weapons might be helpful here.
Prerequisite(s): small size
You might be small, but that doesn’t mean your weapon has to be! You gain the following benefit:
- Increase your Strength or Consitution by 1, to a maximum of 20.
- When you wield a heavy weapon, you no longer have disasdvantage.
Been playing the witcher lately, and this is a potion that comes comes in pretty handy.
Potion of Escalating Assault
When you drink this potion, you feel the anger build in you.
For the next hour, when you enter a fight, after each melee hit, increase your melee damage by 1, up to double your proficiency bonus. The bonus to melee damage is reduced to zero if you miss an attack or do not make an attack in turn.
How about a gift the party might receive from some monks after a good ol’ fashioned training montage?
Monastic Signet Ring
Ring, very rare (requires attunement)
Given to the worthy, who while not part of an order, have earned the orders respect through effort and training. While wearing this ring, your melee unarmed attacks do damage equal to a monk of 1/2 your level, minimum 1. Also, three times per day, you make a free action unarmed melee attack. This ability returns after a long rest.