Daily Punch 7-22-22 Protective Pebble spell for DnD 5e

Yep, Ed’s playing Elden Ring like all the others. Time to mine it for ideas!

Protective Pebble

1st-level evocation

Casting Time:1 action
Range: self
Components: V, S
Duration: up to one minute, see text

When you cast this spell, three magic pebbles of energy float around your head and last until used or the spell ends. When an enemy engages you or starts it turn engaged with you, a pebble launches itself at the target. Make a ranged spell attack. On a hit, the target takes 1d6 magic bludgeoning damage and must make a Strength saving throw. On a failure, the target is pushed back 10 feet.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increase the number of created pebbles by 1 for each slot level above 1st.

Daily Punch 7-12-22 Starting Line feat for DnD 5e

Time to win the initiative war!

Starting Line

You like to work quick and efficient. Gain the following benefits:

  • Gain +1 bonus to initiative checks.
  • During the first round of combat gain a +2 bonus to attack rolls and ability checks and increase the DC of any abilities and spells you use by 2. This bonus starts at the start of your turn and ends at the end of your first turn.\

Thoughts?

Daily Punch 6-9-22 Empower Self feat for DnD 5e

Let’s overpower ourselves in DnD!

Empower Self

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.

Thoughts?

Daily Punch 5-25-22 Holy Weapon spell for DnD 5e

I want my cleric up close and I want to show people gods mercy!

Holy Weapon

Evocation cantrip

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

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).

Thoughts?

Daily Punch 5-21-22 Home Cooked Meal spell for DnD 5e

I’m at home and sometimes you just want a home cooked meal.

Heroes’ Feast

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.

Daily Punch 5-17-22 Mastered Magic feat for DnD 5e

Time to be awesome!

Mastered Magic

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.

Thoughts?

Daily Punch 5-4-22 Sack wondrous item for DnD 5e

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?

Sack

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.

Thougths?