Daily Punch 12-6-17 Teleporting descriptor for Cypher System

I have a guy who wants to teleport and only do that.  I think that sounds like an awesome descriptor if you just want to do  a bit of it and it stays local.

 

Teleporting

For some reason, you can teleport across space.  You don’t go far, but far enough to get out of trouble.  It comes with a cost, but sometimes its one you’re willing to pay!

Trained:  +2 to your Intellect pool.

Ability:  Teleport(2 Intellect points): As an action, you can teleport a short distance.  You have to see where you are teleporting.  You simple move across the distance in the blink of an eye.

Choose one of the following as a connection to the starting adventure:

  1. You’ve always wanted to understand your gift, so you’ve struck out across the world to use it.
  2. You wonder where your gift comes from, and now you’re going out to find it.
  3. You’ve gained this gift at a cost, and now the cost is going out to do a favor.
  4. You like starting trouble and getting far away from it, and now its time to use that gift to get out of trouble by leaving the area!

 

 

Thoughts?

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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 12-5-17 Enduring Spell metamagic for DnD 5e

Here’s a metamagic I’ve been kicking around for a bit.

Enduring Spell

When you cast a spell, you can spend a number of sorcery points equal to the spell’s level to have that spell repeat itself on one target affected by the spell at the start of the target’s next turn. (1 sorcery point if the spell is a cantrip). The target is allowed all saved and checks to avoid the spell as the spell allows.

Thoughts?

Daily Punch 12-4-17 Caustic Bomb spell for DnD 5e

Let’s keep the 7th level DnD spells rolling with a Wizard spell!

Caustic Bomb

7th-level conjuration

Casting Time 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous

With a deafening plop a ball of acid explods in range coating everything in 30 feet in acid. All envviroments are covered dealing 12d6 acid damage to the ground,wallss,andd unattended objects. Creatures may attempt a Dexterity saving throw for half damage and to not be covered. If a creature is covered in acid, it will take additional damage at the start of each of it turns. Each turns after being covered, it takes damage equal to half the damage it took from the spell last turn. Each time it takes damage it may attempt another Dexterity saving throw to end the effect after taking damage. this effect continues until the amount of damage equals zero. In addition, an affected creature may scrap the acid of as an action to end the effect.

Thoughts?

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.