Saw the Lore Podcast and this stuck with me.
Wondrous item, very rare
This cloudy glass orb is a size of a head. When placed on up to five feat of ground, 1 food to stone, or 1 inch of metal, the glass becomes instantly clear and you see through it into through the material. Then, you focus on an object in the room and summon it to you. It move at a rate of 1 foot per round floating to you. While you are silent, making no noise, it continues to float to you and will float through the wall. The moment you make a noise the object falls and the earthglass goes back to cloudy. You can use this item once per day.
Got to make up a day, so let’s make a spell for a few different systems!
Conduit of Fate
Casting Time: 1 action
Range: 30 feet
Duration: concentration, up to one minute
You speak words of power and twin two willing souls together. Chose two willing creature in range. Those souls now share a total hit point pool. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increases the number of creatures included in the hit point pool by 1 for each slot level above 1st.
Conduit of Fate SPELL 1
Traditions divine, primal
Range 30 feet; Targets 2 willing living creatures
You speak words of power and twin two willing souls together. Chose two willing creature in range. Those creatures now share a total hit point pool which is the sum of their hit points. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die as normal. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible.
Heightened (+1) The number of creatures increase by 1.
Been on a kick lately hitting all the majors with each spell I make, so we have to do DnD 5e!
Fist of Flame
Casting Time: 1 bonus action
Components: V, S, M (piece of coal)
Duration: Concentration, up to 1 hour
You wreath the targets hands and feet in fire. Unarmed melee attacks from the target do an additional 1d6 fire damage on a successful hit. The fire provides light up to 30 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every two slot levels above 1st.
How about some love for DnD 5e?
Arms of the Goddess
Casting Time: 1 action
Components: V, S
Duration: 1 minute
A pair of transparent arms of force appear behind you. This pair of arms can hold weapons or cast spells for you. As a bonus action each round, you can cast a cantrip with the arms or make an attack.
Back to killing demons and devils in DnD!
You follow a warrior of renown, know for protecting the innocent and leading his clan. You have studied at the feet of masters of his clan and emerged as a top student. You are now learning techniques and receiving gifts that only the most prestigious of demon and evil slayers are granted.
Liquor of the Gods
Starting when you choose this tradition at 3rd level, you are gifted a flask of the purest ale from heaven. You can drink from the flask or throw a dose at a fiend within 30 feet by spending a ki point. If you drink from the flask, you gain the effects of haste for one turn. If you throw a dose at a fiend, that creature must make a constitution saving throw. On a failure, the fiend is stunned and loses it immunity to non-magic weapons and elemental damage till the end of your next turn. It is a bonus action to throw a dose at a creature but a free action to drink from the flask yourself.
Armor of Heaven
At 6th level, you gain the helm of your master. From now on you gain immunity to critical hits unless the creature has advantage on the attack and scores two critical hits.
Beginning at 11th level, you are gifted Spider Slayer, a +2 fiend slaying katana. This counts as a monk weapon and makes all your attacks, including unarmed ones, count as +2 fiend slaying attacks. When you hit a fiend with any attack while wield the weapon, the fiend takes an extra 3d6 damage unless it succeeds a DC 15 Constitution saving throw or fall prone.
At 17th level, you gain the favor of heaven itself and are gifted champions from heaven. As an action, you may spend up to four ki points. For each ki point spent, you may cast guardian of faith summoning one guardian. These guardians last as normal per the spell.
How about a way for non-magic characters to hurt some creatures with some solid resistances?
You’re used to hitting the same place twice to really drive the point home and through. You gain the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- When you hit a target more than once in a round, any resistances to your weapon’s bludgeoning, slashing, or piercing damage apply only to the first hit. Damage from other types of elements like fire damage are resisted as normally. This does not effect immunity to weapon damage.
How about a spell three ways? First for DnD 5e
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fulgurite )
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of lighting appears in an unoccupied space of your choice within range and lasts for the duration. Each round, you may make a ranged spell attack emanating from the sphere at a creature within 30 feet. Upon hitting the creature, the creature takes 4d8 lightning damage, and you make a two more ranged spell attack at two different creatures in range of the first target. Upon a hit, each secondary target takes 4d8 lightning damage. You do not make the secondary attacks again. This attack takes no action.
As a bonus action, you can move the sphere up to 30 feet. As an action, you may make a second attack with the spell with the secondary attacks performed as normal.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere sheds bright light in a 60-foot radius and dim light for an additional 30 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th.
How about an item three ways? Here is the DnD 5e way.
Wondrous item, very rare
This heavy cold iron spike contains some of the oldest necromancy in existence. As an action, you may make a melee weapon attack with with you are proficient with the spike against an undead creature that is adjacent to a surface, either vertical or horizontal. On a hit against an undead creature, the target must make a DC 19 Constitution save. On a failure, the creature is impaled against the surface. The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control. A creature may willingly removed the spike ending the effect against the original target. On a successful save, the creature just takes 1d6 magic piercing damage with no other effect.
Bouncing back and forth between 5th Ed and Pathfinder 2nd Ed. Here is some love for Devils and gnomes in 5th Ed.
You’ve learned from the best of the best when it comes to being mentally slippery. You gain the following benefits:
- You have advantage on all Intelligence, Wisdom, and Charisma saves.
- Increase either your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
More devil killers for DnD 5e! Now for the Ranger!
Herne hunts his pray long before you were born, and he will do it long after you die. You grew to love the hunt, and wanted to follow the great hunter. Along the way you swore allegiance to the man and his masters, one of these masters was the devil himself. Now, you will use Herne’s training to hunt this master to end the bonds that tie you to that monster!
At 3rd level, you initiate yourself as Herne himself did as a sacrifice for to yourself on a tree. You’re type changes to undead. You gain damage reduction to cold and necrotic damage. You also no longer need to eat or breath.
At 7th level, you grow antlers like your hunter. You gain a magic piercing attack that does 1d8+1 magic piercing damage with which you are proficient. In addition, you gain the wild shape as a druid of your level but you may only change into horned creatures.
Horrors of the Hunter
At 11th level, you begin to frighten even your enemies. At the start of each round, you can choose to frighten anyone of your choice. Each creature of your choice that is within 50 feet of you and aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute. The DC is equal to 8 + your Charisma modifier + your proficiency. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. Even creatures that are normally immune to fear effects only receive advantage on the saving throw.
Chain and Horn
At 15th level, you gain Herne’s most treasured items. Gain the following below.
- Chain: You gain a magic chain the wraps round your enemies. As a bonus action each round, you can attack an enemy with this melee weapon up to 30 feet away. The attack deals 1d6+2 magic bludgeoning damage with with you are proficient. If an enemy is hit, you can drag the enemy up to you.
- Horn of the Hunter: Once per day, you may use an animal horn as an action. This summons 6 dire wolves. These wolves obey you as if summoned via conjure animals. You regain the use of this ability after a long rest.