Daily Punch 4-4-18 Prosperity Spell for DnD 5e

More spells for my giants book that is coming out soon!

 

Prosperity

4th-level abjuration

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

Healing energy washes over a touched creature, filling it with vitality. The target heals 4d8 hit points

If you target a plant creature or a magical plant, the spell heals 8d8 hit points of damage.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it instantly doubles in size growing with tremendous speed.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the healing effect increases by 1d8 for each slot level above 4th if cast on any normal creature, but it heals 2d8 for each spell slot above 5th if cast upon a plant creature or magical plant.

 

Thoughts?

Daily Punch 4-2-18 Weapon of the Gods cantrip for DnD 5e

Let’s keep rolling with our focus for the our first book.  Here is a Divine Cantrip.

 

Weapon of the Gods

Conjuration cantrip

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

You conjure the weapon of your gods into your hand and swing with all the might of your god.  If you succeed on a melee spell attack the target takes 1d8 magic bludgeoning, slashing, or piercing damage, your choice.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Daily Punch 3-28-18 Empower Weapon spell for DnD 5e

We can enlarge people, so how about we just empower weapons as well?

Empower weapon

2nd-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered steel)
Duration: Concentration, up to 1 minute

You fill an in range target’s weapon with raw power for the duration.  The weapon deals much more damage on a successful attack that it normally would.  The weapons damage increases by one step up this dice chain from its normal damage-1d3-1d4-1d6-1d8-1d10-1d12/2d6-2d8-2d10-4d6-4d8-4d10.  This damage does not count as magical unless the weapon was already magic and is of the same type as the weapon usually deals.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the weapon’s damage increases by one additional step each slot level above 2nd.

 

Thoughts?

Daily Punch 3-27-18 Inflame Passions spell for DnD 5e

Working my way through the cleric/druid spells-here’s one for second level!

 

Inflame Passions

2nd-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You incite the anger of a group of people.  Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it instantly gains the effect of Barbarian rage using your level to determine effects and becomes hostile to all other creatures in range.  It randomly attacks a different target each round while under the effects of this spell.  This effect continues until the target is dead or unconscious or you end the spell.

 

Thoughts?

Daily Punch 3-26-18 Turn the Other Cheek spell for DnD 5e

I’m going to finish up my giants book from over two years ago.  Time to put this one to bed, so let’s build up some material for the book!

Turn the Other Cheek

1st-level abjuration

Casting Time: bonus action or reaction
Range: Touch
Components: V, S
Duration: 1 round

Until the spell ends, one willing creature you touch is charged with the power of a vengeful god.  If a target is attacked while the spell is active or you cast this as a reaction to an attack, the target makes an attack as no action against any creature in melee range that attacks this spell’s target with a weapon or spell with a +1 bonus on the attack.  If the attack caused by this spell hit, the creature takes equal damage to the amount dealt to the target of this spell.

 

 

Thoughts?

Daily Punch 12-12-17 Beasts of the Field spell for DnD 5e

I want one more level 7 druid spell. Here we go!

Beasts of the Field

7th-level conjuration

Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

With an ululating cry, you summon from around you two beast , magical or otherwise, appropriate to the terrain you are in of challenge rating 7 or lower. These are not conjurations, but real beasts from the area.

The beasts are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you), as long as they don’t violate their alignment. If you don’t issue any commands to the beasts, they defends themselves from hostile creatures but otherwise takes no actions.

If your concentration is broken, the creatures don’t disappear. Instead, you lose control of the beasts, they becomes indifferent toward you and your companions, and it might attack. An uncontrolled creature can’t be dismissed by you, and it leaves 1 minute after you summoned it.

Ring Side Report- RPG Review of Finders Keepers

Product– Finders Keepers

System-Dungeons and Dragons 5th Ed.

Producer– Janek Sielicki

Price– $3.95 here http://www.dmsguild.com/product/215482/Finders-Keepers  

TL; DR-The Great and the Mixed of the DMs Guild 93%

215482

Basics-Need a 20th level adventure in a hurry?  Here you go!  Finders Keepers is a 20th level adventure set in the Forgotten Realms, but easily ported to any place.  Players start in town, but soon enough a rampaging dragon attacks the land.  Players then have to save the town, and perusing the dragons leads down a rabbit hole of dead gods, hidden powers, and words that can literally destroy the world!

 

Mechanics or Crunch-This book is fine, completely fine, but that’s the one problem with the book the author can’t fix.  The monsters are all directly from the Monster Manual, the items from the DMG, and traps come from there as well.  That all works well, but if things are just exactly what you’ve seen before, it’s a tad bland.  But, the way the DMs Guild and the AL runs, writers can’t change that fact.  That little bit hurts the book a bit, but honestly as constrained by the rules as this book is, the mechanics work.  What’s here is good and runs well, but I would like the author to do a bit more, even though I know he can’t.  4.25/5

 

Theme or Fluff– This is an awesome story!  We get dead gods, demons, devils, entering alternative worlds, and a goal off saving everything.  The author can’t write new mechanics, but he CAN write a crazy new story!  I love what’s here!  It might not be completely the most original as I’ve seen tiny bits of other things, but I’m happy to see all the pieces come back together in a great new way.  4.75/5

Execution–  Hay, this book made me change my opinion of how books are put together.  This is one guy at a computer putting out fantastic materials.  There is art to break up text, there is the standard template to break up text, and there is formatting that works welo.  What I have here that puts it over the top is hyperlinking to pages, maps that the GM can copy/past into any software, and a new art that is made just for this material and handouts.  This caught me off guard.  WHY ARE OTHER BOOKS NOT DOING THIS?  This is a less than 100 page adventure, and honestly, it doesn’t need hyperlinking, but the addition makes my life a little bit easier.  Also, not many groups make it to 20, so this book comes with pre-generated characters with and without items to make the plug and play that much easier for any group.  More books need to do that, and adding this and other little parts makes me honestly love what’s here.  5/5

Summary– This is a fantastic adventure constrained slightly by the DMs Guild.  The book itself is put together amazingly well!  As I read more and more books on my tablets and phones, simple things like hyperlinking make my life that much more simple!  The store is great.  It’s got a few elements that you may have seen before but it’s not a ripoff of any story, and it’s told well.  The mechanics are the low point, but that’s a bit harsh.  It’s far from bad in any way, but it’s limiting for the author as you can’t build new material as often.  Overall, I found this to be a solid adventure that you can plug and play into any FR game with ease that is well put together. 93%

Daily Punch 11-30-17 Song of Triumph spell for DnD 5e

I’m working a few different 5e level 7 spells, so here is an idea for the bard.

Song of Triumph

7th-level enchantment

Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

You begin a song that fills your allies with all the hope you can muster.  All allies you choose within 60 feet of you are affected by the song.  Every ally is allowed an immediate saving throw to end any fear, compulsion, charm, or any effect that affects the mind, even if the effect that not normally allow an additional saving throw.  At the start of each of the ally’s turns, it may make another saving throw to end the effect as well.  In addition, while you maintain the song, you may not give allies your bardic inspiration, however every ally gains an immediate use of your bardic inspiration that does not count against your daily limit.  This free bardic inspiration must be used before you end concentration on the spell or it is lost.  Finally, while you concentrate on this spell, every ally affected by this spell heals 1d8 hit points at the start of their turn while this spell is in effect.

Daily Punch 11-29-17 Command from on High spell for DnD 5e

I need a few level 7 spells, so let’s make a few!  Here is one for a cleric.

 

Command from on High

7th-level enchantment

Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous

You open your mouth, but instead of your voice, the raw power of your god pours forth causing all creatures within 30 feet of you to heed you words as orders from the gods themselves.  Each creature that can hear you within range is effected  based on its current hit points:

  • 50 hit points or fewer: if a creature fails a Wisdom saving throw, it is charmed for one minute, until it succeeds at a Wisdom saving throw at the end of its turn, or until it takes damage
  • 30 hit points or fewer: if a creature fails a Wisdom saving throw, it is charmed for one minute or until it takes damage
  • 10 hit points or fewer: The creature follows your commands as if affected by dominate monster for one minute.