Daily Punch 5-16-19 Sanctum of the Mind spell for DnD 5e

Lots of mental spells, so let’s get some mental protection!

Sanctum of the Mind

4th-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours

For the duration, the target gains advantage on all saving throws and checks to prevent effects that would affect the targets mind and resistance to psychic damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, increases the number of targets by one for each slot level above 4th.

Daily Punch 5-15-19 Puppet spell for DnD 5e

How about some real dominate person?

Puppet

3rd-level enchantment

Casting Time: 1 action
Range: sight
Components: V, S
Duration: Concentration, up to 1 hour

You concentrate on a creature you can see. That creature must attempt a Charisma saving throw. On a failure, you fall int a comma, and your mind takes over the creatures. It has no memory of what you do while in control of its body. Your physical body is helpess and will continue to concentrate on the spell going for the duration until you end the spell as a free action. If you attempt to do an action that the creature woud not normally want to do, it recieves a new saving throw. Otherwise, you have complete control of the creature and use its physical statistcs and skill for all physical actions, but use your mental statistics and skills for all mental actions. You may not cast spells unless the creature was able to cast spells as normal. Any actions take while controlling the creature do not change the creatures alignment, but your alignment may change as a result of anything you do.

Thoughts?

Daily Punch 5-13-19 Aneurysm spell for DnD 5e

More psychic spells for DnD!

 

Aneurysm

1st-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

Choose a creature of at least Intelligence 4  that you can see within range. The target must succeed on a Charisma saving throw or be stunned for 1 round and take 1d6 psychic damage. As an action on each of your turns, you can reattempt the spell to reinflict the stun and damage on a target that failed its last Charisma saving throw.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional target for each slot level above 1st.

 

 

Thoughts?

Daily Punch 5-10-19 Psychic Burst cantrip for DnD 5e

How about some psychic damage at level 1 for your wizard?

Psychic Burst

evocation cantrip

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Components: V, S
Duration: instantaneous

A 10-foot-radius invisible sphere of psychic anguish erupts from your head. Any creature in the area must make a Charisma saving throw or take

1d4 paychic damage.

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

Thoughts?

Daily Punch 5-7-19 Vigor spell for DnD 5e

How about a spell that prevents exhaustion?

 

Vigor
4th-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours

You touch a creature and fill them with boundless energy.

The first time the target would gain a level of exhaustion as a result of a failed save, the subject gains a reroll on the saving throw, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would cause a level of exhaustion instantly, that effect is instead negated against the target, and the spell ends.

 

Thoughts?

Daily Punch 5-2-19 Corpse Healer domain for Cleric in DnD 5e

The Lore Podcast (https://www.lorepodcast.com/ ) just did an episode about healing with corpses.  Let’s do that for clerics!

 

Corpse Healer Domain

The dead hold gateways for the living.  Hangmen long ago learned that corpses still held life and they could wield that life to heal the sick.  Your god guides you to use the dead to save the living.  Some see your rites and religion as profane casting you out to the outskirts of society, but when your detractors become ill, they all come to see you no matter how much they detest you.

Table: Corpse Healer Domain Spells
Cleric Level Spells
1st inflict Wounds, cure wounds
3rd lesser restoration, gentle repose
5th remove curse, revivify
7th death ward, raise dead
9th mass cure wounds, raise dead

Disciple of Life

Starting at 1st level, you learn to channel the powers of life to heal your friends through use of blood.  If you use blood as a material component of a creature that died in the last hour as you cast a healing spell, you heal the target a number of extra hit points equal to the challenge rating the creature had.  A creature has a number of doses of blood equal to its size category with tiny having 1 and gargantuan having six doses.

Channel Divinity: Hand of Glory

Starting at 2nd level, you can use your Channel Divinity to enhance your allies.

As an action, you present a severed hand of a hanged craftsman or warrior who fell in battle. Any allies within 30 feet of you, gains a 1d4 to their next skill checks or attacks chosen by you, for the next minute.

Sympathetic healing

Beginning at 6th level, the dead begin to take the injuries of the living.  As an action, you can use body of a recently living creature, no undead or fiends, to cast remover curse or lesser restoration.  At level 12, you can use a body to cast dispel evil and good or greater restoration.  Each corpse may be used once in such a way.

Divine Strike

At 8th level, you learn from your headsman forebears and gain the sneak attack ability of a rogue half your level if you wield an ax of any kind.

Wages of Sin

Starting at 17th level, you can use the body of any creature that died in the last minute as a material to cast true resurrection on any creature that also died in the last minute.  If you do so, you do not need to have prepared the spell, the spell does not cost any additional material components, and the casting time drops to one minute. Killing a creature solely to fuel this ability may be seen as an evil act and may cause your god to reject the spell.

Daily Punch 4-23-19 Cold Snap spell for DnD 5e

Here is a fun one for those level 1 wizards out there.

Cold Snap

1st-level evocation

Casting Time: 1 action
Range: Self (20-foot cone)
Components: V, S
Duration: Instantaneous

A blast of frigid air shoots from your outstretched palm. Each creature in a 20-foot cone originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and is restrained till the end of your next turn as they are frozen in place. On a successful save, the creature takes half as much damage and isn’t 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.

Daily Punch 4-22-19 Binding Cuff wondrous item for DnD 5e

Have a fighter who hates mobile creatures?  Flying creatures making the barbarian cry?  Well how about his one?

 

Binding Cuff

Wondrous item, rare

This set of manacles magically locks on only one your wrist with a command.  As part of  successful grapple, you my lock the other half of the manacles on the creature.  That creature cannot move more than 5 feet from you, nor can the creature pull you.  You may move that creature with no effort.  You are not considered to be grappling the creature as both your hands free with the chain holding you two giving you enough space, but the creature is considered to be grappled by you.  You may free the creature at any time by mental command that uses not action.  The creature can not teleport, not change size, nor move to another plain or go ethereal.  The chain between the manacles can not be cut, even by adamantium weapons.  The creature can escape as an action with a DC 15 Strength(athletics) or Dexterity(acrobatics) check.

 

 

Thoughts?

Daily Punch 4-4-19 Forced Return spell for DnD 5e

I saw a meme about killing a person and bringing them back to do it again.  You can’t do that in straight vanilla DnD.  Let’s make that happen in vanilla DnD!

 

Forced Return

7th-level necromancy

Casting Time: 1 hour
Range: Touch
Components: V, S, M (a noose made of gold worth 10,000 gp)
Duration: Instantaneous

You touch a creature that has been dead for no longer than 200 years forcing its return to the mortal plane.  This spell functions like raise dead, except that target of the spell may  not wish to be return or the soul of the target may be captured somehow.  That creature may make a Wisdom saving throw to prevent the effects of raise dead.  You may attempt this spell up to three times on one corpse.  If the creature succeeds on three saving throws, the target of the spell may never be affected by another forced return and your material components for the spell crumple into dust.  That creature can only be brought back to life via a wish spell or similar effect or spell.

If the target of the spell is being held by another creature or effect, you can also use this spell to force the return of the body and escape capture.  If the soul of the creature is being held by a spell, any spell of 7th level or lower on the target is freed ends. For each spell of 8th level or higher on holding the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the target is freed and restored to life via raise dead.  If a creature is holding the target’s soul, that creature must attempt a Wisdom saving throw to prevent freeing the targets soul.  You must be on the same plane of existence as the creature holding the target’s soul to affect the creature.  In either case, if you fail to restore the target to life after three castings of  forced returnthe target of the spell may never be affected by another forced return and your material components for the spell crumple into dust.  That creature can only be brought back to life via a wish spell or similar effect or spell.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

 

 

Thoughts?

Daily Punch 4-1-19 Sudden Rest spell for DnD 5e

How about some spells?

 

Sudden Rest

3rd-level enchantment

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

You touch a willing person and instantly fill them with calm and comfort.  The target of the spell instantly gains the effect of a short rest spending as many hit dice as they want and using any class abilities they want regarding short rests.  No abilities that affect multiple characters can be triggered by this effect.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, another creatures may be targeted for each slot level above 3rd.