Daily Punch 1-5-16 Force Backswing spell DnD 5e

I’m working my way up from level 1 to 4 for the Eldritch Knight, so today will be level 3 and the Force Backswing!

 

Force Backswing
3rd-level evocation
Casting Time: 1 bonus action
Range: touch
Components: V, S, M (a weapon)
Duration: 1 minute

When you cast this spell and touch up to two melee weapons, these weapons take on a ghostly aura as force echos of the movement follow them wherever they move.  For the duration of this spell, any creature you strike with a weapon under the effect of this spell takes an additional 3d6 force damage as the echos rip through the target.

 

Thoughts?

Daily Punch 1-4-16 Lighting Rod spell for DnD 5e

How about we continue the spells for DnD 5e and the Eldritch Knight?

 

Let’s keep building on the them of the Eldritch Knight.  How about some weapon based spells for above 0-level?

 

Lighting Rod
2nd-level evocation
Casting Time: 1 action
Range: 30 feet or touch
Components: V, S, M (a weapon)
Duration: instantaneous

Choose a target in range, and either make a melee spell attack roll or a ranged spell attack roll.  On a hit, the target takes damage equal to the weapon’s damage  plus your spellcasting ability modifier as you throw or strike the target with the weapon.  Next, the creature must make a Dexterity saving throw.  On a failure, lightning shoots from the sky and does target takes 4d6 lightning damage.  On a success, the spell fails, but the spell slot is not used.  In either case, the weapon returns to your hand.

 

Thoughts?

Daily Punch 12-30-15 Second Sword Spell for DnD 5e

Let’s keep building on the them of the Eldritch Knight.  How about some weapon based spells for above 0-level?

 

Second Sword
1st-level conjuration
Casting Time: 1 bonus action
Range: touch
Components: V, S, M (a weapon)
Duration: Concentration, up to 1 minute
When you touch a weapon while casting this spell, you imbue it with a piece of your will.  This weapon can float five feet high, move, and make attacks for you while you concentrate on the spell.  Each turn as a bonus action or action, you can command the weapon to make one attack for you using your melee spell casting attack bonus.  The weapons damage type is the same are the weapon’s normal damage.  When you move, you can mentally command the weapon to move up to 30 feet as well.

When the spell ends, the weapon flies back to your hand.  If your hands are full, then it falls at your feet.

Daily Punch 12-29-15 Spell Swing feat for DnD 5e

I think Eldritch Knights get a bit of the short stick (or sword!).  Let’s work on making them that much more awesome!

Spell Swing

Enemies fall before your sword as much as your spells, and you’ve learned to effectively combine the two to become a spell storm of destruction.  Gain the following benefits:

  • Increase your Constitution, Dexterity, or Strength by 1, to a maximum of 20.
  • When you cast a wizard or sorcerer spell of 1st level or higher, as a bonus action, you may take an attack action taking all attacks that action would grant you.

 

Thoughts?

Daily Punch 12-11-15 Underdark Etiquette optional background feature

I haven’t done some 5e stuff in a while, so let’s go back to that with the Out of the Abyss season and an optional background feature.

 

OPTIONAL FEATURE: UNDERDARK ETIQUETTE

You have met the hostile races the call the Underdark home, and while you might not be everyone’s friend, you didn’t end up on their menus.  If you fail a Charisma ability check against an Underdark creature, you may remake the check with disadvantage.  You must accept the results of the second roll.

 

Thoughts?

Daily Punch 12-1-15 Sonic Shove cantrip for DnD 5e

I’ve been designing spells for something secret and reading the Sword Coast Adventurers Guide.  Let’s combine those two.

 

Sonic Shove

Evocation cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: Instantaneous

As part of this action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails.  On a hit the target suffers the attack’s normal effects, and a sonic boom infuses the area.  That creature must make both a Strength and Constitution saving throw.  If it fails the Strength saving throw, the creature is moved 5 feet away, knocked prone, and you are no longer considered engaged if the creature does not have reach to attack you with one of its melee weapons.  If it fails the Constitution saving throw, the creature is dealt an extra 1d4 thunder damage.

This spell’s damage and thrown distance increases when you reach higher levels.  At 5th level, the spell’s thunder damage increases to 2d4 and the thrown distances increases to 10 feet.  The distance increases to 15 feet and 3d4 thunder at 11th level, and to 20 feet and 4d4 thunder at 17th level.

 

Thoughts?

Daily Punch 11-30-15 Song Maestro feat for DnD 5e

Bladesingers seem cool (Sword Coast Adventurer’s Guide p 141), but we can make it better…

 

Song Maestro

You are a master of music, and that song pours into your soul, sword, and your enemies.  Gain the following benefits:

  • You may spend two uses of your Bladesong at once.  If you do, increase your bonus to AC to double your Intelligence modifier and double your Song of Victory class feature bonus to damage.
  • Instead of using your Constitution modifier to determine extra hit points per level, recalculate your hit points using your Intelligence modifier instead.
  • Increase the bonus damage reduced by your Song of Defense class feature to six times the spell slot spent instead of five.
  • Gain one extra use of your Bladesong ability per rest.

 

Thoughts?

Daily Punch 11-27-15 Trained by Another feat for DnD 5e

Some of the most interesting things from the Sword Coast Adventurers guide were the number of new class archetypes that were only for one particular race.  Let’s change that.

Trained by Another

You’re one in a million.  Among all the races of the realms, you found a way to train with another group.  Most there don’t like you and maybe a few there tolerate you, but at least one sees something special in you.  This one has trained you in the secret traditions of there race.  Gain the following benefits:

  • Choose a class path that you normally could not take due to race restrictions.  You can now take that class’s path, and count as a member of that race for other feats and abilities.  This feat does not give you any race specific abilities.
  • Gain 1 in one of the stats a member of that race would increase at character generation to a maximum of 20.  This bonus may be either in the primary stat gained by all members of that race, or in the bonus gained by a subgroup of that race.

Thoughts?

 

Daily Punch 11-26-15 Battlerager Prowess feat for DnD 5e

Reading through the Sword Coast Adventurer’s Guide, and I’m kind of surprised there are no feats in the book.  Let’s begin to fix that!

 

Battlerager Prowess

You are the bulwark of your people.  You take a punch, keep going, and then give better then you got.  Gain the following benefits:

  • The damage you inflict with your spiked armor for Battlerager Armor and Spiked Retribution class feature change from 1d4 and 3 piercing, respectively, to a monks unarmed attack die of a monk of equal level.
  • When you use your Reckless Abandon class feature, you gain temporary hit points equal to double your Constitution modifier.
  • Increase your Strength or Constitution score by 1 to a maximum of 20.

Thoughts?

Daily Punch 11-25-15 Armored Agility feat for DnD 5e

Let’s step up your armor game a bit!

 

Armored Agility

Unlike almost everyone else, you move better the heaver the armor gets.  All class and feat abilities that do not allow you to wear armor now function with  the next heaviest set (light, medium, then heavy armor) you are proficient with.  You may take this feat multiple times gaining the ability to use class and feat abilities with the  next set are armor you can wear.

 

Thoughts?