How about some love for 5e?
Use your talents to the most of your ability. Gain the following benefits:
- Increase an ability score by 1, to a maximum of 20.
- When you use an inspiration, instead of rerolling, you can choose to increase your current result by +5. If your die is 15, you can instead score a critical hit on an attack.
Let’s overpower ourselves in DnD!
Your just built to be the storngest. Gain the following benefits:
Everything is anything you want. Gain the following benefits:
- Gain a +1 bonus to Constitution and Strength saving throws.
- When you are healed magically, any additional hit points over your maximum are converted to temporary hit points. You can gain a number of temporary hit points equal to twice your level this way.
I want my cleric up close and I want to show people gods mercy!
Casting Time:1 action
With a quick prayer, you summon your deities weapon out of divine energy and swing at an enemy. Make a melee spell against the target. On a hit, the target takes 1d10 radiant damage.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
I’m at home and sometimes you just want a home cooked meal.
3rd Level enchantment
Casting Time: 1 minutes
Range: 30 feet
Target: up to three willing creature
Components: V S M (A meal)
Duration: 8 hours
Classes: Cleric, Druid
You take a small meal and through a small investment of divine will, the meal is turned in to a feast from your childhood. Up to three targets can consume this meal. the food is affected by the spell purify food and drink. In addition, you gain advantage on Constitution saving throws for the duration of the spell and 1d8 temporary hit points.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of targets increases by 1 for each slot level above 3rd.
Time to be awesome!
Prerequisite: bard, cleric, druid, paladin, ranger, sorcerer, or wizard, level 12
You’ve done this so much, you’ve mastered it. Choose a 1st level spell. You can cast this spell as a spell of your current highest spell level once per short rest.
Note: You can take this feat multiple times. If taken a second time at level 16, you can choose a 2nd level spell. If taken a third time at level 19, you can choose a 3rd level spell.
My favorite item in all of fantasy is from a Russian story located here: https://www.dailymotion.com/video/x59yb47
How about the sack the caught death?
Wondrous item, legendary
This item looks like any other black bag with a rope to close it. However, when the wielder says a creature or group of creatures they can see and should their name and “then get it in!” as an action, the Creature must make at DC 20 will save. On a failure, the creature or group is sucked into the sack. the creature or group remains in the bag until the wielder lets them out the wielder can talk to the creature in the bag. A creature that saves against the sack are immune to the effects for 24 hours.
Why note have enough healing potions when you need them?
Wondrous item, uncommon (potion of healing),rare (potion of greater healing), very rare (potion of superior healing), or legendary (potion of supreme healing)
This canteen is marked with holy symbols. Each day, refreshing at dawn, you can pour three potions from the canteen as an action. You can instead pour all three doses on a creature and completely heal that creature to its maximum hit points.
Just throw something!
You’re good at throwing over ridges and corners! When you attack a concealed creature you are aware of with a thrown weapon, you do not take disadvantage on the attack roll.
This builds of yesterdays ideas. What about a control wizard?
Casting Time:1 action
Components: V, S
Duration: 1 round
You lock another targets mind and prevent it from doing an action. Choose a target in range and an action it can not do. A target must succeed on a Charisma saving throw or on its next turn it must make another Wisdom saving throw to do that action. If it fails, it can not take that action and must choose another thing to do on its turn.
My wife gave me a solid idea, and I feel its time to throw this at my players!
Casting Time: 1 action
Range: 60 feet
Components: V, S
You attempt to remove abilities from a creature you can see within range. It must succeed on a Wisdom saving throw or the creature loses 1d3 spells, spell slots, or uses of abilities that refresh after a long rest or per day abilities. The abilities or spells that are lost are the creatures choice and may be of any spell level. If they creature only has at will or level zero spells, it is unaffected.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of lost spells or abilities increases by 1d3 for each slot level above 3th.