Daily Punch 10-19-22 Damage Multiplication spell for DnD 5e

I like weapons that deal mutliple dice damage. let’s make that happen in DnD.

Magic Weapon

3rd-level transmutation

Casting Time:1 bonus action
Components:V, S
Duration:Concentration, up to 1 hour

You touch a magic weapon. Until the spell ends, roll the weapons damage dice twice when you attack and deal damage.

At Higher Levels: When you use a spell slot of 7th level or higher, tripple the weapons damage dice when you attack and deal damage.


Daily Punch 7-4-19 Path of the Fallen Barbarian primal path for DnD 5e

How about a barbarian that fights demons?



Path of the Fallen

Just because your tribe lived in the wild does not mean your tribe was free from the evils of devils.  The devils just chose different ways to stalk your family.  You and your ilk learned to fight these monsters wherever they are from the planes of your home to the gates of hell itself!

Learn from your Enemy

Starting when you choose this path at 3rd level, you gain the resistances of your foes when you rage.  While raging you gain resistance to cold, fire, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered.

Frightful Aura

Beginning at 6th level, your rage frightens those are are not used to it.  Any creature you choose that starts it turn or enters within 30 feet of you while you are raging must make a Wisdom saving throw.  On a failure, On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to your fear aura for the next 24 hours..

Magic Resistance

Beginning at 10th level, your rage flows into your weapons and your very soul.  You gain advantage on all saving throws against magical effects and spells while raging.  Your weapon counts as a +1 version of itself while you are raging.  If your weapon has a better enchantment that +1, use that instead.

Diabolical Apotheosis

Starting at 14th level, when you rage, you take on the visage of a devil.  You gain immunity to all nonmagical weapons, immunity to poison and fire damage and the poisoned condition, giant bat wings that grant you a fly speed of 60 feet per round, and truesight out to 60 feet while raging.



Daily Punch 5-27-19 Mind Over Matter spell for DnD 5e

More mental madness for DnD 5e

Mind Over Matter

5th-level abjuration

Casting Time: bonus action
Range: Touch
Components: V, S
Duration: instantaneous

Through the power of sheer will, the target believes it is healed gaining 4d8 temporary hit points.

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




Daily Punch 3-5-18 Plague Wind spell for DnD 5e

Still feeling like crap and having my friends avoid me means I only get to talk to myself and the magic elves I see from the cough syrup.  Here is another spell where you can make your friends sick!


Plague Wind

2nd-level necromancy

Casting Time: 1 action
Range: 30 feet cone
Components: V, S
Duration: Instantaneous

You cough out a vile purple mist that envelops all targets in range.  Any living target that breaths must attempt a Constitution saving throw.  If it fails, it’s lungs, mouth, and sinuses instantly fill with sickly brown mucus.  Each round, any affected targets must attempt a Constitution saving throw to breath and act normally.  If it fails, it falls prone losing all actions for that turn.  After succeeding at or failing two saving throws it successfully shacks coughs out the mucus returning to normal.




Daily Punch 11-22-16 Minor Chain Lightning spell for DnD 5e

Let’s keep going with more lightning spell!
Minor Chain Lightning

2nd-level evocation

Casting Time: 1 action

Range: 50 feet

Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)

Duration: Instantaneous

You conjure a jolt of electricity  that shoots toward a target of your choice that you can see within range. Two bolts then leap from that target to separate targets, each of which must be engaged with the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 3d8 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 3th level or higher, one additional bolt leaps from the first target to another target for each slot level above 2th.