Daily Punch 5-22-18 Ring of the Lie Wondrous Item for DnD 5e

Want a item that you can use to out maneuver the Lawful Good paladin in your life.  I’ve got a dark gift for you!

 

Ring of the Lie

Wondrous item, uncommon (requires attunement)

This beautiful woven ring appears to as a mundane white gold ring that is made by a patron of a warlock who needs to navigate social situations delicately. Any character casting detect magic must succeed on a DC 20 Intelligence (arcana) check to detect as magical. Any character who puts on the ring must make a Wisdom saving throw DC 20 to prevent a curse from strikingthe curse this item provides. If the character fails the save, while they wear the ring, they perceive the warlock who gave them the ring or any character operating under the guidance of the warlock’s patron as mundane. Demons appear as commoners, fey agents appear as normal animals, and horrors from beyond the stars all appear as statues. The warlock’s spells and vile incantations appear as normal magic that is non-evil. Detect evil and other abilities used against that warlock, his patron, and and any agents of the patron will fail. If the warlock, his or her patron, or an agent of the patron uses his or her powers against a person wearing the ring they may make another saving throw with advantage to end the curse. These rings are often given as presents from the patron to local lords and fellow adventurers to help ease the acceptance of the warlock into an area or group.

 

 

thoughts?

Daily Punch 5-21-18 Shell of the Master Warlock Pact for DnD 5e

I wrote some stuff for a upcoming thing!  Here are some things I liked, but didn’t make the cut.   Here is a Warlock pact.  Its a scary one!

 

Shell of the Master

Every master chooses those who can serve, and you have been chosen for a most glorious purpose. Something happened, you do not remember much, but there was blood and pain, and now you feel the master in you. You are the now the harbinger of the master.  The master grants you power to protect his or her investment. Soon the master will choose you for his final purpose and you will be given the most precious gift of becoming one with the master!

 

Table: Shell of the Master Expended Spells

Your master provides several extra spells that most warlocks do not have access to. The following spells are added to the warlock spell list for you.

Table: Symbiote Expended Spells

 

Spell Level Spells
1st Cure Wounds (self only), Shield
2nd Barkskin (self only), Enhance Ability (self only)
3rd Protection for Energy (self only), Haste (self only)
4th Greater Invisibility (self only), Stoneskin(selfonly)
5th Modify Memory, Contagion

 

Master’s Protection

Starting at level 1, the master has granted you withhis investment a measure of protection. A number of time per day equal to your Charisma modifier, you can cast shield without using a spell slot or using your reaction for the round. You need not have shield prepared to cast this spell.

 

The Child Quickens

Starting at 6th level, you feel something the child growing inside you, and your “soon to be born child” begins to help its vesselvesile. A number of times per day equal to your Constitution and Charisma modifier you may gain advantage on a saving throw.

 

Share the gift

Starting at 10th level, you have begun to grow to bulbus lengths as the child begins to grow and squirm inside of you and throughout you. Once per day you may grab a helpless humanoid with less than 20 hit points and kiss that creature on the mouth, expelling your master’s children into the creature. The creature must attempt a Constitution saving throw. If it fails, you have filled the creature with your masters spawn. The creature is affected by dominate person for 1 minute requiring no concentration. Once the spell ends, the masters spawn hatch and the creature explodes in to a shower of gore and you summon forth a creature of CR 2 or less of your master’s chosen type. The summoned creature is not under anyone’s control and acts according to its own will except to not attack you. All creatures who witness the effect must succeed on a Wisdom saving throw or become frightened for one round. You may do this once per day and must take a long rest before you can reuse this ability.

 

Bodily Transcendence

When you reach 14th level, the master has arrived! You explode into a shower of horror and the master’s true child steps forth from you ruins of your body. You are utterly destroyed and only a wish spell can restore you to life. Choose a creature of your master’s type with a CR of 7 or less that your master would approve, at GM discretion. You are now this creature. You gain all the powers of the warlock class you had as well as all abilities from your new class. You may retrain any ability increases using the creatures base statistics, and you are no longer limited to having a maximum of 20 in any statistic. The DC of any special abilities is equal to your spell save DC and any special attack of the creature is treated as a melee spell attack that you are considered to be proficient in. You continue to level as a warlock from this point forward as you are still being guided by the master in this new form.

Daily Punch 5-18-18 Merlin’s Apprentice arcane tradition for DnD 5e

Let’s finish out the giant book strong.  Here’s one for the wizards who use giants to do their dirty work!

 

Merlin’s Apprentice

You follow a master who needs no introduction.  A trickster and wise-man from an early age he guides you, molds you, and shows you how to work magic that is not always arcane or even uses spells!  He shows you ways to handle situations that sometimes use friendship, guile, and occasionally a spell.

Master of the Real Magic

Beginning at 2nd level, you see what the master says when guiding men is more important than mastering magic.  You gain proficiency in Charisma(diplomacy) and Wisdom(insight).  If you are already trained in either, gain the rogue’s expertise class feature for that skill or possibly both.

Hiding in Plain Sight

Starting at 6th level, the master shows you how to move around unhindered among men not paying attention.  Twice per day you can use a druid’s Wild Shape ability as a druid of your level or cast disguise self  without it consuming a spell slot.

Good Friends are a Good Find

Beginning at 10th level, the master introduces you to his friends.  You can cast conjure elemental but instead of conjuring an elemental you conjure a giant of equal CR.  This spell does not consume a spell slot.  If you lost control of this giant, it is not hostile to you unless you act hostile to it.

The Master’s Final Lesson

Starting at 14th level,  you learn the final lesson you master never learned himself.  You are immune to all spell and effects that charm you and have advantage on all saving throws against spells of the enchantment, abjuration, and conjuration schools.

 

Thoughts?

Daily Punch 5-17-18 Guy’s Squire feat for DnD 5e

One last giant feat for the book!

 

Guy’s Squire

You’ve followed the mighty hero around and learned a few tricks of his trade learning to be a brave knight who faces foes in single combat.  Gain the following:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per round, when no ally of your is engaged with an enemy, you gain advantage on one attack roll against the target.

 

 

Thoughts?

Daily Punch 5-16-18 Glacier spell for DnD 5e

How about a massive cold spell for DnD 5e?

 

Glacier

9th-level conjuration

Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: concentration, up to 1 minute

You summon forth a glacier of ice from the deepest, darkest heart of  the plane of water.  The Glacier plows through an area 100 feet long by 40 feet wide by 20 feet high.  All creatures in the area the glacier moves through must make a Dexterity saving throw taking 10d6 cold damage and 20d6 bludgeoning damage on a failed save and are frozen in place being restrained and frozen next to the ice, or half as much damage on a successful one and dodging out of the way of the ice.  Creatures struck by the ice are pushed to the front of the glacier.  The ice remains as long as the spell is maintained and any creature that is frozen by the ice or within  10 feet of the ice must make a Constitution saving throw at the end of each of its turns to avoid taking 10d6 cold damage and is restrained as above, or half on a successful save and avoiding being restrained.  Creatures frozen by the ice can take no actions, but if the creature succeeds on its Constitution saving throw, it thaws and may take actions as per normal on its next turn.

 

 

Thoughts?

Daily Punch 5-14-18 Empower Body spell for DnD 5e

One more DnD spell before bed

 

Empower Body

8th-level enchantment

Casting Time: 1 action
Range: Tough
Components: V, S, M (a steel rod)
Duration: Concentration, up to 1 minute

You touch a willing creature transferring the power of steel into the creatures body as the rod turns to dust.  The creatures Strength, Dexterity, and Constitution are treated as if they are all 20 for the duration of the spell.  Hit points gained from this spell are real as the creature has been empowered and are gained when the spell is cast, and when the spell ends, extra hit points over the creatures normal total are lost.

 

Thoughts?

Daily Punch 5-15-18 Cloak of the Storm Lord wondrous Item for DnD 5e

More DnD Madness!

 

 

Cloak of The Storm Lord

Wondrous item, very rare (requires attunement)

This cloak is a threadbare cloak made from the hide of some giant beast.  It smells or age and ware, but it has been passed down through time from one giant chief to another.  During that time it has observed the air of command of all those chieftains and passes it to the wearer.  Once per day the wearer may should the command word of “KNEEL!”  All creatures with the giant type within 60 feet of the wearer must make a Wisdom saving throw with the DC equal to 18 or your spell saving DC, whichever is higher.  Any who fail are effected by the spell dominant person, ignoring their creature type and number of creatures affected.  This ability renews at dawn of the next day.

 

Thoughts?

Thou

Daily Punch 5-11-18 Practiced Defense feat for DnD 5e

Let’s make another feat for DnD 5e!

 

Practiced Defense

When the going gets tough, you’ve got the skills to keep yourself going.  Gain the following:

  • Increase your Dexterity or Constitution by 1, to a maximum of 20.
  • Three times per day, as a reaction you can add your proficiency modifier to your AC.  You can modify your AC by other methods as well, but this ability uses your reaction.

Daily Punch 5-10-18 Summon spell for DnD 5e

If you can teleport, why can’t you reverse it?

Summon

7th-level conjuration

Casting Time: 1 action
Range: 10 feet
Components: V, S, M(piece of the creatures summoned)
Duration: Instantaneous

This spell instantly transports up to eight specific creatures of your choice to you if they are on the same plane, you know their exact location, and they fail a Wisdom saving throw. Each creature must succeed at its individual saving throw or it is teleported. Anything carried by the creature or any creature or object that would fit into a 10-foot cube are teleported as well. Any precautions that prevent a teleport spell also prevent summon.

At Higher Levels: When you cast this spell using a spell slot of 9th level, the creatures no longer need to be on the same plane.

Thoughts?

Daily Punch 5-9-18 Reality Break spell for DnD 5e

More spells for DnD 5e!  How about an arcane antithesis of true seeing?

 

Reality Break

6th-level enchantment

Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: concentration, up to 1 minute

When you cast this spell, choose up to three creatures in range.  Each of those targets must make a Wisdom saving throw.  On a failure, the target’s perception of reality is broken and ever-shifting.  The creature will see into one plane, smell another, feel another, and hear into a different one.  Each round, the planes the creature perceives into changes for each sense.  The creature is treated as if blind to all things not in the plane it is looking.  While perceiving a plane, it is subject to all the effects of that plane from fire damage from the plane of fire to being attacked by demons in the abyss.  Each round roll below to see where each of the creatures senses are for sight, sound, touch, and hearing.

Die Roll Plane
1-10 prime material
11-20 astral plane
21-30 Plane of Air
31-40 Plane of Earth
41-50 Plane of Fire
51-60 Plane of Water
61-70
Plane of Shadows
71-80 Heaven
81-90 Hell
91-100 Abyss

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, increase the number of targets by 1 for each slot level above 6th.

 

Thoughts?