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    Feb 2008

    Default [5E D&D] Spell Tweaks

    (WIP)
    Sleep:
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    Sleep
    1st-level enchantment
    Casting Time:
    1 action
    Range: 90 feet
    Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
    Duration: Concentration, up to 1 minute
    Effect: This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures
    this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected must make a Wisdom saving throw or fall unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatureís hit points from the total before moving on to the creature with the next lowest hit points. A creatureís hit points must be equal to or less than the remaining total for that creature to be affected.
    Undead, constructs, and creatures immune to being charmed arenít affected by this spell.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 4d8 for each slot level above 1st.



    Telekinesis:
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    Telekinesis
    5th-level transmutation
    Casting Time:
    1 action
    Range: 60 feet
    Components: V, S
    Duration: Concentration, up to 10 minutes
    Effect: You gain the ability to move or manipulate creatures or objects by thought, and form localized barriers of telekinetic force. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing one effect of your choice below. These effects last until you choose a new effect, you switch targets, or until the end of your next turn.
    As an action you can attempt to fling, crush or move a creature or object with a maximum weight of 1000 pounds. If you do, make an ability check with your spellcasting ability contested by the targetís Strength check (or the Strength check of the creature possessing an attended object. Unattended objects automatically fail). Creatures larger than Huge have advantage on this contest. If the target fails, choose one of the following effects:
    Fling: You fling the creature or object. Make a ranged weapon attack against a target with proficiency using your caster ability modifier in place of your Dexterity modifier. It has a range equal to your caster ability modifier x 10 and a long range equal to twice that. On a hit, the flung object or creature deals 1d6 damage for every 100 pounds it weighs (minimum 1d6, maximum 10d6) + your caster ability modifier. A creature or object hit in this way must make a Strength saving throw or be knocked prone. The flung object or creature also takes this damage, and ends its movement adjacent to the target, falling prone.
    Move/Crush: You can move the target up to 30 feet in any direction, including upward but not beyond the range of this spell, or you can crush it, dealing 8d6 bludgeoning damage. Until the end of your next turn, the target is restrained in your telekinetic grip. A target lifted upward is suspended in mid-air. If the target is an object you can manipulate it per the Use an Object action, or have it make an attack, using your caster ability modifier in place of your Strength or Dexterity modifier for its attack and damage rolls. If that object isnít a weapon, or if it is a weapon you donít have proficiency with, it counts as an improvised weapon.
    Shield: You can form a telekinetic shield around you or a creature or object within range that you can see. This shield grants a bonus to the targetís AC, Strength, Dexterity and Constitution saves equal to your caster ability modifier (minimum 1). If an attack or effect would have an effect on the target protected by this effect on a miss or successful save this effect grants a bonus to (such as half damage), it instead has no effect on that target.
    Casting At Higher Levels: For each spell level above the 5th this is cast at, you can target a creature or object weighing up to 1000 pounds more for each spell level above the 5th, the crush damage increases by 2d6, and the range of this spell extends by 30 feet. For every two levels above the 5th, the Shield effect bonuses increase by +1 and the threshold for size categories that have advantage on Strength saves against this spell increases by one step.

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