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

 

 

Daily Punch 8-1-16 Jack! Rogue Archetype for DnD5e

I wrote this for my rogue archetype for my stuff against the Giants, but it doesn’t quite fit…but it’s still fun, so here you go!

Jack!History repeats itself. Some men steal fire from the gods while others…steal geese from the giants. You are the modern day thief who takes from the haves and gives to the havenots (mostly yourself). It just turns out that the haves tend to stand over 10 feet tall and really want to kill you. You best be quick to keep from ending up on the wrong side of some fe fi fo fum!

Jack Be Nimble!

When you choose this archetype at 3rd level, you gain advantage on all Dexterity(sleight of hand) checks.

Jack Be Quick!

Starting at 3rd level, when you take the bonus action granted by your Cunning Action to make a dash action, double your movement again.
Jack Jump over the Candlestick!

Starting at 9th level, you have advantage on a Strength(athletics) and Dexterity (acrobatics) checks.

Clear the Fire

By 13th level, you’ve left the candle burning and have earned your speed. You no longer provoke attacks from leaving an engagement and don’t have disadvantage on ranged attacks in melee.

Devil’s Own Luck

When you reach 17th level, you’ve stolen luck from the devil himself on the other side of your fire. You gain two devil points. You can use these points to reroll an attack, check, or save or force an opponent to reroll an attack, check, or save. These return after a short rest.
Thoughts?

Daily Punch 7-28-16 Giant Hunter Ranger Archetype for DnD 5e

Let’s keep the hits going with our Ranger Archetype-the Giant Hunter!

 

Giant Hunter

You enjoy a challenge to the point you actively hunt those that could crush you in on hand.  You stalk the darkness finding your pray and putting them down.  Be it for the thrill of the hunt or to protect your people, you truly stalk the most dangerous game

Fell the Giant

At 3rd level, you gain the ability to hurt those that are larger than you.  For each size category that a creature is larger than you, increase the damage dealt to the target by 1d6.  You may only deal this extra damage once per turn.

Hard to Hunt the Hunter

At 7th level, it is extremely hard to find you when you don’t want to be found.  You gain expertise as a rogue in Dexterity(stealth).

Full Barrage

At 11th level, when you make more than one attack against a target in a round and the first attack hits, the second attack deals an extra 2d10 damage to the target.

Stand Toe to Face

At 15th level, when a target larger than you makes an attack or uses an ability against you, you gain a +1 bonus to your AC and saves against that attack or ability for each difference in size between you and the target.  As an example a small creature would have a +2 bonus to AC and saves against a large creature.

Daily Punch 7-27-16 Path of Astolfo Paladin Sacred Oath for DnD 5e

Here is my giant killer Paladin’s Sacred Oath for DnD 5e.   Let’s follow a lesser known medieval hero who dominated a giant just to carry his gear!

 

Path of Astolfo

The Path of Astolfo is an oath taken by some of the knights long ago who followed a leader known as Charlemagne.  Their leader and his knights are lost to the ages, but few find his name and fewer take up his mantel.  A defender of the weak and an especial protector of those locked under magical manipulation, Astolfo was rescued by magic and understands that magic in all its forms might not necessarily be evil.  Known for his dominated giant foot servant and his golden lance,  Astolfo was a traveler who went to the moons and back to save his friend then become a defender of an entire city.  Those who follow his path wander the countryside attempting to help all those they find, even using magic to coerce those who might be irredeemable to become righteous.

Oath Spells

You gain oath spells at the paladin levels listed.

Level Spells
3rd Shield of faith, sanctuary
5th lesser restoration, suggestion
9th remove curse, dispel magic
13th dominate beast, guardian of faith
17th dominate person, greater restoration

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Horn of Charm: As an action, you blow a magic horn causing its song to bend the will of even the most hardened creatures.  At 3rd level this action acts as if you cast charm person using your spell save DC as the DC for this effect.  At 7th level, the effect of the horn can be as if you cast dominate beast.  At 10the level the effect of the horn can be as if you cast dominate person.   Finally at level 15, the effect of the horn can be as if you cast dominate monster.

Golden Lance. As an action, you present your weapon and speak a prayer asking for the force of your forebearers.  For one minute or until you are knocked unconscious, your weapon glows with a golden radiance.  When a creature is struck with your weapon as part of an attack, the target must make a Strength saving throw (DC equal to your spell save DC).  On a failure, the target is knocked prone.

Mount of the Master

Starting at 7th level, you gain a nightmare mount.  Its AC is equal to your AC and has hit points equal to a half your hit points.  As an action you can have it make one attack, but can use your move action to command the creature to move as normal.  It loses the Ethereal Stride ability, but does not make hoof prints to be tracked.

At 18th level, the nightmare gains a flight speed equal to its land speed.

Resistance of the Leader

Beginning at 15th level, you gain advantage on all saving throws against spells.

Bulwark of Paris

At 20th level, as an action, you can follow your master and become a true defender of the people.  For the next minute, increase your AC and saves by 3.  In addition, all allies within 30 feet also gain these benefits.  These benefits last for the duration, you voluntarily end it, or until you are knocked unconscious.

Once you use this feature, you can’t use it again until you finish a long rest.

Daily Punch 7-26-16 Faith Healer feat for DnD 5e

 

One more idea that I have been kicking around for a bit.

 

Faith Healer

The power of life courses through your veins, and you share this gift with those you can.  Gain the following:

  • Increase your Charisma ability score by 1, to a maximum of 20.
  • Gain a +2 bonus to Charisma(persuasion) checks.
  • When you use an ability or spell that causes a target that isn’t you to regain hit points, you add your Charisma ability modifier to the amount regained.  If this bonus was from a spell or an ability that is limited to a number of times per day, add as normal.  If this ability functions as if the hit points come from a reserve of hit point you can use through out the day, you must use at least 1/5 of your total reserve for this bonus to function.

 

Thoughts?

Daily Punch 7-25-16 Fast Healing spell for DnD 5e

Let’s get some more DnD 5e to the table shall we?  It’s time for a spell..

 

Fast Healing

2nd-level evocation

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

You conjure the healing power of the universe and cause the target of the spell to regain hit points equal to your spellcasting ability modifier at the start of its turn.  You or the target may move after you cast this spell, but must remain within 50 feet of each other or the spell ends on that target. This spell has no effect on the dead, undead, or constructs.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you may target another creature for each slot level above 2nd.

 

Thoughts?

Daily Punch 7-14-16 Coordinated Strike feat for DnD 5e

Ok, one more feat before we get back into kicking giants.  Let’s make this happen!

 

 

Coordinated Strike

You and your allies adventure together, drink together, and train together.  You have each other backs in a fight, and you know how to use that to your advantage.  When you are engaged with a target and another character who has this feat is also engaged with the target, you both gain advantage on your melee attacks against the target.

 

Thoughts?  Is this one too powerful?  Is it just enough?

Daily Punch 7-13-16 Punish the Weak feat and metamagic for DnD 5e

How about a twofer?  Let’s make this happen-a feat and a metamagic

 

1st-the feat!

Punish the Weak

You capitalize on hurting those who are already reeling.  Gain the following:

  • Increase one ability score by 1, to a maximum of 20.
  • When you use an ability or spell that requires a saving throw and you would have advantage if you used a melee or ranged attack on the target, the target has disadvantage on the saving throw.

 

 

Second, the megamagic-a modified version of the heightened spell

Hunting Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects and you would have advantage on attacking the target with a melee or ranged weapon, you can spend 1 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

 

Thoughts?

Daily Punch 7-12-16 Neurological Shock spell for DnD 5e

Let’s build off some ideas I’ve seen.  I want a magic taser.  We can do that with a spell!

 

Neurological Shock

1st-level evocation

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

You throw a ball of electricity at a target temporarily stopping the the target from being able to think, much less move.  The target must make a  a Constitution saving throw. On a failed save, the target takes 2d8 lightning damage and is stunned until the end of your next turn. On a successful save, the creature takes half as much damage and is not stunned.

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 7-11-16 Sound Ball cantrip for DnD 5e

Let’s get back to our roots with a cantrip for DnD 5e

 

Sound Ball

Evocation cantrip

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

You hurl a ball of pure sound at an opponent. Make a ranged spell attack spell attack against the target.  On a hit, the target takes 1d6 thunder damage and is pushed 10 feet.

The spell’s damage increases by 1d6 and the pushed distance increases by 5 feet when you reach 5th level (2d6 and 15 feet), 11th level (3d6 and 20 feet), and 17th level (4d6 and 25 feet).

 

Thoughts?