Daily Punch 2-20-17 Force Push spell for DnD 5e

Force Push

1st-level evocation

Casting Time:reaction

Range: 10 feet

Components: s

Duration: instantaneous 

With a flick of wrist,  you hit a target with the force of your will.  When a target enters the range of this spell, as a reaction, you can force the target to make a Dexterity saving throw.  On a failure, the target is thrown 10 feet, knocked prone, and it takes 3d6 force damage.  On a success,  the target is not moved and it only takes half damage.



Thoughts?

Daily Punch 1-9-17 Magic Dissipation spell for DnD 5e

It’s been a bit, so let’s get back to the fun!
Magic Dissipation

2nd-level abjuration

Casting Time: bonus action
Range: 30 feet
Components: V, S
Duration: End of turn

When you cast this spell, you purposefully reduce the destruction you unleashed from your next spell.  Select a target in range.  Until the end of your current turn, that target is not effected by any spell you cast.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase the number of targets by one for each slot level above 3rd.

Daily Punch 12-13-16 Lighting Storm spell for DnD 5e

How about a spell for DnD 5e?

 

Lightning Storm

5th-level evocation

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

You create a 20-foot-radius sphere of crackling energy centered on yourself.  You are safe from the effects of the spell, but all other creatures in the area must make a Dexterity saving throw.  The creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Daily Punch 10-11-16 Witch Gun spell for DnD 5e

​i recently learned about something called a witch gun.  Let’s make this happen!

Also, how about a non-concentration effect….
Witch Gun

1st-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a metal tube of blasting powder and spices )
Duration: 1d6 rounds

Choose a target in range and make a ranged spell attack. on a hit, the target is struck by the witch gun.  Roll a d6.  For that many rounds, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Thoughts?

Daily Punch 9-14-16 Bend the Blade ki feature for DnD 5e

How about one in the same vain as Crack the Shell for but weapons?

Bend the Blade

You can spend 1 ki point after you make an strike that hits to attempt to break a foes weapons, hands, or claws.  The attacked creature must make a Strength saving throw or take a -2 penalty to one of its weapons.  A creature may only be under one of this effect at a time.  The creature can have its weapon repaired normally, through the use of a mending spell, or in the case of natural weapon have a healing spell cast upon it.  A foe can pick up an identical copy of this weapon and be free of this penalty as well.

Daily Punch 9-13-16 Crack the Shell ki feature for DnD 5e

I like the idea of playing with AC.  Let’s see if I can keep that going in 5e

 

 

Crack the Shell

You can spend 1 ki point after you make an strike that hits to attempt to sunder the foes armor.  The attacked creature must make a Constitution saving throw or have its AC reduced by 2.  A creature may only be under one of this effect at a time.  The creature can have its armor repaired normally, through the use of a mending spell, or in the case of natural armor have a healing spell cast upon it.

 

Thoughts?

Daily Punch 9-8-16 Summon Ooze Spell for DnD 5e

ED CONTINUES TO DEMAND MORE OOZES!  Also, how about a slightly different way to summon.  I think conjurers (conjuration based wizards) need to keep up with Druids.  Let’s make that happen!

 

Summon Ooze

2th-level conjuration

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a 1-ounce glass jar of acid)

Duration: Concentration, up to 1 hour

You call forth an ooze servant. An ooze of challenge rating 1/2 or lower to appears in an unoccupied space within 10 feet of a point in range.

The ooze disappears when it drops to 0 hit points or when the spell ends.

The ooze is friendly to you and your companions for the duration. Roll initiative for the ooze, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ooze, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the ooze doesn’t disappear. Instead, you lose control of the ooze, it becomes hostile toward you and your companions, and it might attack. An uncontrolled ooze can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the ooze’s statistics.

At Higher Levels: When you cast this spell using a spell slot of 3th level or higher, increase the challenge rating of the summoned ooze to 1 if you use a 3rd level spell slot and by 1 thereafter for each slot level above 3th.

Daily Punch 9-7-16 Rainbow Blob creature for DnD 5e

ED DEMANDS MORE OOZES FOR DND 5E!

 

Rainbow Blob

Large ooze, unaligned

Armor Class 8

Hit Points 115 (11d10 + 55)

Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+4) 6(-2) 20(+5) 3 (-4) 1 (-5) 8 (-1)

Skills Intimidate +5

Damage Resistances acid, cold

Damage Resistances fire

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 5

Languages

Challenge 6 (3,900 XP)

Special Traits

  • Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing.
  • False Appearance: While the ooze is in water, it looks like it is an oil slick.
  • Oil Coating: Creatures struck by the ooze are covered in oil if they fail a saving throw.  This oil can be removed at the end of their turn without an action with a successful Dexterity saving throw (DC 14).  If the target spends an action to remove the oil, the saving throw is performed with advantage.
  • Fire Form: If the ooze is dealt fire damage, the ooze takes no damage, but starts on fire.  It’s attack now deal fire damage, and any creature struck by the ooze that fail their Dexterity saving throw (DC 14) now are lit aflame and take 10 (2d10) fire damage at the start of their turns.  Creatures covered in oil perform this save with disadvantage.  They can remove the fire damage as normal to remove the oil coating.

Actions

  • Pseudopod: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:  11 (2d6 + 5) bludgeoning damage, and if the target must make a dexterity saving throw (DC 14).  On a failure the target is coated in oil.
  • Spray (Recharge 4-6): All creatures in 30 feet are sprayed with oil. Each creature in that area must make a DC 14 Dexterity saving throw or it is covered in oil.
  • Self Immolate:  The ooze can start a fire on itself activating fire form above.   All creatures in 30 feet are attacked with a ball of fire dealing 24 (8d6) fire damage. Each creature in that area may attempt a DC 14 Dexterity saving throw to reduce the damage by half.  Creatures covered in oil make this save with disadvantage.  Anything covered in oil that takes fire damage is lit on fire and takes damage as per the fire form trait.  The ooze can end being on fire with a bonus action on its turn.  The ooze cannot use Self Immolate if it is currently on fire or on a turn it ended being on fire.

Description

This ball of ooze appears to look like a shimmering rainbow.  The rainbow is a trick of the light as the ooze is made of flammable material the shimmers.  Those who use fire on this creature soon regret their final action.

Daily Punch 9-7-16 Lock Tight cantrip for DnD 5e

How about an enchantment cantrip?

 

Lock Tight

enchantment cantrip

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

You fuse a subject to the floor it stands upon as well as locking its joints momentarily.  The target of the spell must make a Strength saving throw.  On a failure, the target can not move for one round and it has disadvantage on the next attack it makes.

 

Thoughts?

Daily Punch 8-31-16 Acid Explosion spell for DnD 5e

How about some more acid for your games!

 

Acid Explosion

3rd-level conjuration

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of bull bile)
Duration: Instantaneous

A concentrated burst of acid flares to life covering everything in a 20-foor radius of a point in range.  Each creature in the area must make a Dexterity saving throw. A target takes 10d4 acid damage on a failed save, or half as much damage on a successful one.  In addition, the acid eats through armor of creatures in range.  Creatures not wearing magic armor that filed their save have their AC reduced by 2 until the damage is repaired. Those that saved only have their AC reduced by 1.  Creatures wearing magic armor that fail the save have their AC reduced by 1, while those that save do not have their AC reduced at all.

The acid also causes damage to all objects in the area of effect, possibly destroying them.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.

 

Thoughts?