How about a magic item today? I’ve got a few ideas…
weapon(dagger), very rare
This +1 dagger looks more like a pin as it lacks a guard and is simply a solid cone of metal ending in a infinitely small point. When wielded by an cunning swordsman, it worse than fatal learning how to twist the knife to make even the biggest opponent hurt. Once per round, it a target is struck with this weapon while the attacker has advantage, the target of the attack must make a saving throw. On a failure, the target is incapacitated for one round. On a success the target is immune for one round. The DC of the saving throw is detailed below.
More fun for the upcoming book.
There are only two types of people out there: The quick and the dead! Gain the following:
- Increase your Dexterity by 1, to a maximum of 20.
- When you wear light or no armor, you gain a bonus to AC equal to half your Dexterity modifier rounded up.
We have mass cure, so why not mass hurt!
Mass Inflict Wounds
Casting Time: 1 action
Range: 30 feet
Components: V, S
You drain the life from an area in range. Choose up to six creatures in a 30-foot-radius sphere centered on that point.
On a failed Wisdom saving throw, each target takes 6d8 necrotic damage. This spell has no effect on constructs and undead.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, increases the damage by 1d8 for each slot level above 5th.
How about some anti-God Giant warlocks?
Somehow you now work exclusively against the gods be it from loss or anger. This has lead to other patrons noticing you. Chief of among those is Gaea. Having lost her first creation, she now works behind the scenes choosing those she finds worthy to help hear giant children retake heaven!
Expanded Spell List
Gaea lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Table: Fiend Expanded Spells
||enhance ability, barkskin
||Meld into Stone, Counterspell (divine magic only)
||Stone Shape, Stoneskin
||Conjure Elemental (Earth Elemental only), Wall of Stone
The Gift of Pharmakon
Starting at 1st level, you gain advantage against all spells and effects from divine creatures and all divine spells and effects have disadvantage to hit you.
Gift of the Earth Mother
Starting at 6th level, you can no longer be killed while on ground and without divine help. If you die on natural earth (ground that is not process to become a street, stone not made into fortress or man-made caves, or earth not made into farmland) you instantly stabilize. You only begin dying if a non-magic weapon and a divine spell both attack you in the same turn and you are taken off the natural earth. This power functions on the elemental plains, but does not function on other planes.
Gaea’s Dark Protection
Starting at 10th level, up to a number of times per day equal to your Charisma modifier, when you cast a spell and are directly standing on natural earth you may draw power from Gaea and cause the spell to be affected bye empower spell as a Sorcerer’s ability.
Starting at 14th level, Gaea blesses you with a few drops of the last true giants blood. You fall into a trance for 24 hours after which your type changes to giant, you be large, your Constitution, Strength, and Charisma increase by +2, to a maximum of 22. All gear you had when you entered the trance is now sized for a large creature, but you weapons do not deal extra damage. In addition, you feet become snakes you can walk upon. It does not change your speed, but as a melee spell attack with which you are proficient, you may attempt to attack another target as an action dealing 3d10+Charisma modifier poison damage to the target.
A man in Texas was stabbed by knife over 12 inches long. He didn’t sustain any injuries because it failed to hit any organs! Here is the feat for that.
You were always big, and that bulk took the hits for the rest of your body. When you take bludgeoning, slashing, or piercing damage you may reduce the damage by an amount equal to your Constitution modifier. This reduction occurs after damage reduction is factored in.
You know what Nietzsche said about fighting monsters….
You have always been tall for you people. Maybe their is some of the tall folk in your family history. Gain the following:
- Increase your Constitution or Strength by 1, to a maximum of 24.
- Your new maximum of Constitution or Strength is 24, and you may act as if all feats that allow you to increase Constitution or Strength have a maximum of 24.
- You gain training in Strength(athletics) or gain advantage on all Strength(athletics) checks.
We have power attack, but why not go the other way?
Damage is great, but hitting your foe is even better! Gain the following:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- As part of a weapon attack, you can reduce your damage by one step on this dice chain. For every step you reduce the dice, you gain a +1 bonus to attack for that attack roll. You may reduce your damage by up to half your proficiency bonus. Dice chain: 1d3-1d4-1d6-1d8-1d10-1d12/2d6-2d8-2d10-4d6-4d8-4d10.