Daily Punch 12-29-14 Dark Lance spell for DnD 5e

I think there should be a spell that does negative energy at range.  Who else wants this?

 

Dark Lance

Necromancy Cantrip

Casting Time: 1 action

Range: 120 feet

Components: V,S

Duration: Instantaneous

A dark lance of negative light shoots from your hand to the target.  Make a ranged spell attack against the target.  On a hit, the target takes 1d10 necrotic damage.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

 

 

Thoughts?

 

Daily Punch 12-25-14 Specialist Wizard Feat for DnD 5e

Well Yesterday was a Generalist wizard.  How about a feat for the specialist wizards out there?

 

Specialist Wizard

Prerequisite: Wizard, Arcane Tradition focusing in one school of magic

Gain the following benefits:

  • Gain a +1 bonus to intelligence to a maximum of 20.
  • When you gain this feat, choose one school of magic to specialize in and two schools of magic to ignore.  When you prepare spells for the day, gain one extra spell slot per level of magic spells you know if you do not prepare magic spells from the schools of magic you ignore.  This extra slot can only be used to cast spells of your specialized school.

 

 

Thoughts?

Daily Punch 12-24-14 Universalist Wizard for DnD 5e

How about a Universalist Wizard Arcane Tradition for DnD 5e?

 

Universalist Wizard

Instead of focusing, you choose to study longer and harder then your fellows examining all the schools of magic.  This has given you powers over all magic, but you have mastered none.

Broad Studies

You know a little about all magic.  At level 2 for every spell level of magic you know, you gain one extra spell slot.  This continues as you learn higher level spell slots.

 

Surprising Recall

You can often recall a spell from just your memory based on your studies instead of your daily preparations.  At level 6 increase the number of spell you you can prepare daily by your intelligence modifier.

 

General Focus

You’ve learned a little bit about how to maximize or minimize every school you’ve studied.  At level 10, once per day per school of magic, before the target rolls a saving throw you can grant advantage or disadvantage to its saving throw against a spell you cast.

 

Student of the Many Ways

You have a unique knowledge of how magic flows.  Instead of learning just how one type of spell moves, you see the flow of them all. At level 14, you can choose one effect per day.  You can gain advantage on all saving throws against magic and magic effects or you can choose to have disadvantage on saving throws against magic effects to impart disadvantage on all saving throws against spells you cast and advantage on all spells you cast that require an attack roll.  This choice is mad when you prepare spells for the day.

 

Daily Punch 12-22-14 Gravity Spell for DnD 5e

I had a dream about walking on the ceiling.  Maybe I should stop watching bad 80’s music videos before bed….  But, this spell came out of that!

 

Gravity

1st level Transmutation

Casting Time: 1 action

Range: one target in 60 ft., must way less then 1 ton at normal gravity

Components: V, S, M (a piece of lead and a glass of air)

Duration:concentration, up to 1 hour

You alter the attraction of another or an object  to the ground.  You can either make a creature more attracted to the ground or less.  This choice is chosen at the time of casting and can not be changed.  If you make the creature or object more attracted to the ground, it moves at 1/2 speed, weights twice as much, makes all jump, acrobatics, and swim checks with disadvantage, but makes all climb checks and checks to avoid being moved without wanting to with advantage (it climbs at the normal half its regular speed).  If you make the creature less attracted to the ground, it moves at 1 1/2 is land speed, weight half as much it usually does, makes all jump, acrobatics, and swim checks with advantage, but makes all climb and checks to avoid being moved with disadvantage.

Casting at higher level: For every level cast above one add one ton to the maximum weight of the target, and add one target to the spell.

 

Thoughts?

 

Daily Punch 12-18-14 Angelic Path for DnD 5e

Maybe you did so much wrong you get a chance to try again.  You’ve been bound into service of a higher power, like it or not….

 

Angelic Path

You were give another chance.  This chance may not have been by choice, but you made the choice of your own free will…kind of.  You are now bound to a higher authority who rules you with an iron rod.  Step out of line again, and the creature currently trying to kill you will be the least of your problems!

 

Expending Spell List

The Angel lets you choose from an expanded list of spells when you learn a warlock spell.  The following spells are added to the warlock spell list for you.

1st        bless, shield of faith

2nd      aid, lesser restoration

3rd       daylight, protection from energy

4th       death ward, guardian of faith

5th        hallow, greater restoration

 

Font of Healing

Starting at level one, gain the lay on hands class feature from the paladin.  But your patron wants you to learn humility, so you may never use these to heal yourself.

 

Voice of the Master

Starting at 6th level, when you make a persuasion check to improve your relationship with an NPC and truthfully mean your intention with no malice, you gain advantage on the check.  However, you are racked with pain if you scream at or lie to others, so your first intimidate or deception check with any NPC is made with disadvantage.  After using this ability, you can not use it again until you finish a short or long rest, but your penalty to intimidate and deception is always active .

 

Celestial Blessing

Starting at 10th level, you gain resistance to radiant damage and immunity to being charmed or frightened.

 

One’s Own Wickedness

Starting at level 14, as an action you can target a creature you can see for divine retribution.  The target must make a Charisma saving throw with the DC equal to your Warlock spell save DC.  If it fails, it evaporates in a pillar of light and it teleported to foot of your master where it sins are examined.  Each round, at the start of its turns, it takes damage depending on its alignment.  Good creatures take 2d6 radiant damage, neutral creatures take 3d8 radiant damage, and evil creatures take 4d10 radiant damage.  At the end of the creatures turn it may plead to be released and sent back a with a Charisma saving throw equal to your Warlock spell save DC.  The creature can also voluntarily take a geas from your master cast as a 9th level spell with no saving throw to be teleported back at the end of its turn.

After using this ability, you can not use this again until you finish a short or long rest.

Daily Punch 12-16-14 Blood Sorcerer Sorcerous Origin for DnD 5e

How about a completely different way to cast spells as a Sorcerer in 5e?

Blood Sorcerer

Magic is in your blood….., and in blood in general.  Life is power, and you know how to extract power from your own life.

Power in the blood

You no longer have  a Sorcery Points pool, but you add any point you would gain as hit points.  You also no longer have a limit to the number of spells you can cast per day.  When you cast a spell of any level, lose double the spell level in hit points.  You can cast spells as long you still have positive, non-zero hit points, but you must take the damage.  Cantrips cause one hit-point loss.

Spilled blood, released power

Starting at 6th level, when you are dealt damage as a reaction you can use that hit point loss to cast one spell as a reaction.  The spell level must be less then or equal to double the lost hit point total.  You do not take damage for casting this spell.  You can not use this ability again until you take a short or long rest.

Shared Power

Starting at 14th, another can donate a small vial of blood to you.  Another creature can take any amount of damage and donate that damage to you as hit points you can use to cast spells.  A creature can take up to 30 point of damage.  You can use these points of damage as you would normally use hit point for Power in the Blood.  This donation of blood is usable until that creature takes a long rest.

Stolen Power

Starting at 18 level, you can now use the suffering of your targets to energize your spells.  As a swift action on your turn, when you cause damage to a creature using one of your spells, you can capture up to double your level in hit points of damage from that creature.  You can use these points of damage as you would normally use hit point for Power in the Blood. You must use these points within an hour.  Or, the power leaves them, and they are lost.  You can not use this power until you take another long rest.

Daily Punch 12-4-14 Holy Touch Feat for DnD 5e

I’m working my way through all the classes, and now I think the paladin needs some extra.  How about a feat to help with lay on hands?

 

Holy Touch

You have been touched by your god, and that flows through you to others.  Double the total amount of hit points you can restore each day by Lay On Hands.

 

Thoughts?  Should that be triple? What do you think is appropriate for a paladin?