Here is a different use for a monks Ki!
Crack the Shell
You can spend 1 ki point when you make an unarmed attack to ignore any resistances the target may have to the attack.
Here is a different use for a monks Ki!
Crack the Shell
You can spend 1 ki point when you make an unarmed attack to ignore any resistances the target may have to the attack.
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.
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.
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?
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?
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?
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?
Let’s get caught up! Here is a feat for DnD 5e.
Trained Knife
You’ve spent time learning by doing, and now its time to show of your skills. Choose one weapon type (longsword, shortsword, et al). Once per turn, when you roll damage with this weapon you may add your proficiency modifier to the total.
Thoughts?
More fun for giants! This time a bonus for the rogues out there.
Right in the Sweet Spot
You know where to strike, but you got to be close, almost on top of your opponent! When you make an attack, can apply your sneak attack damage to the target, and are either grappling the target or riding on top of it, your sneak attack dice change from d6s to d8s.
Thoughts?
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?