How about something to make you even better at what you already good at.
Why stop learning, keep getting better:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- Choose Intelligence, Wisdom, or Charisma. Gain a +1 bonus to a number of skill checks equal to that ability modifier. If that ability modifier increases, choose additional skill for each increase.
Here is something I want back in my 5e! Inspire Competence as a spell
Divination 1st level spell
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You begin through word or song to inspire your allies. As you concentrate on this spell, all allies within the range of this spell can roll a d4 and add the number rolled to all skill checks it makes while in the area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, your allies roll a d6. When you cast this spell using a spell slot of 5th level or higher, your allies roll a d8. When you cast this spell using a spell slot of 7th level or higher, your allies roll a d10. When you cast this spell using a spell slot of 9th level or higher, your allies roll a d12.
More Starfinder shenanigans!
ELEMENTAL SPECIALIZATION (COMBAT)
You’ve mastered an element and use that to your utmost advantage.
Prerequisites: Character level 3rd
Benefit: Choose one elemental damage type that would target EAC. When you deal damage of that type from a non-weapon source, increase the damage dealt by 1/2 your level, rounding down.
Let’s get some Starfinder spells out here!
SONIC RAY T1
School evocation (sonic)
Casting Time 1 standard action
Range 60 feet
Targets one creature or object
Saving Throw none; Spell Resistance yes
You scream at target in range, requiring a ranged attack against the target’s EAC. If your attack hits, the force of the scream deals 3d6 electricity damage to your target.
Another spell that needs to happen.
INFLICT WOUNDS M1-M6
Casting Time 1 standard action
Targets one creature
Saving Throw Will partial, Spell Resistance yes
You touch a creature and inflict horrible wounds as you rend its flesh causing damage to your target depending on the spell’s level.
1st: 1d8 + your Wisdom modifier
2nd: 3d8 + your Wisdom modifier
3rd: 5d8 + your Wisdom modifier
4th: 7d8 + your Wisdom modifier
5th: 9d8 + your Wisdom modifier
6th: 11d8 + yourWisdom modifier
If the target succeeds at its saving throw, it only takes half damage.
Casting this spell doesn’t provoke attacks of opportunity.
One more core race-time for some love for those rats.
Gotta keep looking for the next thing thats gonna eat you!
Benefit: You can no longer be flat-footed, but you can be surprised for purposes of initiative. You also gain a +1 bonus to KAC.
Let’s keep the racial feets rolling!
Angry Armored Lizard
Time to show these little races what a real lizard can do.
Benefit: Your unarmed attack damage increases to 1d6 at 1st level, 1d8 at 4th level, 2d8 at 8th level, 3d8 at 12th level, 5d8 at 15th level, and 7d8 at 20th level. In addition, increase your racial armor bonus to +2.