Colossal Strike increases the momentum of your weapon attacks, striking your foes as if you were a giant. Blades land as though made of lead and bows almost seem to bend gravity.
For the duration of the spell, when determining damage results for your weapon attacks you may roll from an improved category. Using the list below, in place of your weapon's normal damage stat, you may roll the damage category two stages to the right. For example, a Longsword swung with one hand would normally deal 1d8 damage, but while under the effects of Colossal Strike instead may roll 1d12 (or 2d6). Likewise, and if the Longsword was swung with two hands, normally versatility would grant 1d10 damage, instead you may roll 2d8.
This spell cannot enhance other magical effects on the weapon. For example, if you wielded a +1 Flame Tongue Longsword, you would increase it's base damage die as described previously, but the magical bonus would remain +1, and the extra 2d6 fire damage would remain the same as well. Any ammunition fired from a weapon returns to normal at the end of this attack.
The flow of damage increases goes in the following order.
1d4 > 1d6 > 1d8 > 1d10 > 1d12 or 2d6 > 2d8 > 3d6
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Posted Jan 24, 2025A spell heavily inspired by the Pathfinder spells Lead Blades and Gravity Bow but fused into one. While 5e doesn't have weapon size categories, I always liked the idea of a ranger increasing the strength of their weapon through magical means instead of just enhancing it. Major differences are I added concentration and increased damage by 2 stages to help make up for that.
1d12 and 2d6 are the same category as they can both reach the same maximum so it's a question of which would you prefer; base of 2 and better chance of average dmg or higher chance of max numbers?