Daily Punch 11-12-18 advise cantrip for DnD 5e

 

Advise

Divination cantrip

Casting Time: bonus action
Range: 30 feet
Components: V, S
Duration: 1 round

You whisper a word to one willing creature in range and choose one skill. If the creature’s next action involves that skill, the target gains a +1 bonus to the skill for its next action.

Daily Punch 10-12-18 Sharp Blades spell for DnD 5e

How about something to make your blades sharp in the dark?

 

Sharp Blades

2nd-level transmutation

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

You touch a weapon. Until the spell ends,  your weapon attacks score a critical hit on a roll of 19 or 20.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, your weapon attacks score a critical hit on a roll of 18 or 20.

Daily Punch 5-9-18 Reality Break spell for DnD 5e

More spells for DnD 5e!  How about an arcane antithesis of true seeing?

 

Reality Break

6th-level enchantment

Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: concentration, up to 1 minute

When you cast this spell, choose up to three creatures in range.  Each of those targets must make a Wisdom saving throw.  On a failure, the target’s perception of reality is broken and ever-shifting.  The creature will see into one plane, smell another, feel another, and hear into a different one.  Each round, the planes the creature perceives into changes for each sense.  The creature is treated as if blind to all things not in the plane it is looking.  While perceiving a plane, it is subject to all the effects of that plane from fire damage from the plane of fire to being attacked by demons in the abyss.  Each round roll below to see where each of the creatures senses are for sight, sound, touch, and hearing.

Die Roll Plane
1-10 prime material
11-20 astral plane
21-30 Plane of Air
31-40 Plane of Earth
41-50 Plane of Fire
51-60 Plane of Water
61-70
Plane of Shadows
71-80 Heaven
81-90 Hell
91-100 Abyss

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, increase the number of targets by 1 for each slot level above 6th.

 

Thoughts?

Daily Punch 4-27-18 Divine Light spell for DnD 5e

How about we keep the hits rolling with a DnD Cleric spell at 7th Level

 

Divine Light

7th-level evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous

A 20 foot radius pool of divine light rains from the heavens centered on a point in range.   Each creature in the area must make a Dexterity saving throw. It takes 5d10 radiant damage on a failed save, or half as much damage on a successful one.

The spell also punishes those who oppose the god you invoke when you cast this spell.  Creatures who are the opposite alignment of your god (chaotic vs lawful or good vs evil) must attempt a Wisdom saving throw.  If it fails, it is stunned for one round.  If the creature is the opposite alignment on both axis, then the creature makes the save with disadvantage.

 

 

Thoughts?

Daily Punch 5-26-18 Water Portal spell for DnD 5e

Why wouldn’t you want to transport via puddles?

 

Water Portal

6th-level transmutation

Casting Time: 1 minute
Range: Touch
Components: V, S, M (a vial of pure water)
Duration: 10 minutes

As you cast the spell, you touch up to six willing creatures.  For the duration of the spell, those creatures can jump into any body of water from a puddle to an ocean, think of another body of water that the character has seen or knows of, and jump out of the body of water.  The character must have a clear image of the destination where they wish to go.  Creatures may jump from and to multiple bodies of water during the duration of the spell and once cast the targets need not stay together.  The body of water the creature jumps into must have a large enough surface area to account for the area under the whole creature ie a creature may not jump into a class of water, but a man may step into a puddle while a horse would need something the size of a water trough.

 

 

Thoughts?

Daily Punch 4-25-18 Giant Bone Brass Knuckles magic item for DnD 5e

How about a magic item?

 

Giant Bone Brass Knuckles

weapon (brass knuckles), rare

These +1 brass knuckles are not made of brass, but the hollowed and carved bone of a giant.  Any creature who wares this item deal damage as if their unarmed attack did 1d4 damage or their unarmored attack, whatever is higher, becoming proficient with the attack as well as well as the bonus from the enchantment.  In addition, up to three times per day, when a creature is touched by this weapon, the wearer can activate the spell enlarge/reduce on the target.  The wearer can punch their own fist and activate this on themselves if they wish.  The DC for this save is equal to the spell save DC of the wearer or 8 + wearer’s proficiency + Wisdom modifier.

 

 

Thoughts?

Daily Punch 4-9-18 Balm of Fierabras magic item for DnD 5e

Let’s keep making giant content for DnD 5e!  Today’s item is a magic item.

 

Balm of Fierabras

potion, very rare

Made to tend to the wounds of an everdying giant demigod, this potion not only heals the body it can restore the soul.  When drank, the potion acts as if the spell regenerate had been cast on the drinker.  If given to a dead creature within one hour of its death, the potion also acts as if resurrection had been cast on the drinker as well.

 

Thoughts?