Daily Punch 6-27-19 Ring of Life magic ring for DnD 5e

 

 

Ring of Life

Ring, rare, very rare, legendary (requires attunement)

This twisted vine ring provides you with extra life each day.  You gain a 25(rare), 50(very rare), or 75 (legendary) temporary hit-points at dawn each day.

Advertisements

Daily Punch 6-26-19 Envoy Aid Envoy improvisation for Starfinder

Time for some Starfinder love for the Envoy!

 

Any level

Envoy Aid (Ex)

You can help your friends, you really help your friends.  When you succeed on an aid another action on a skill you have ranks in, instead of the normal +2 bonus provided, you use your expertise dice instead.

Daily Punch 6-24-19 Beast of the Field Ranger Archetype for DnD 5e

You’ve run so long among the beasts of the field, you have learned how to really run among them. You now know how to become the beast of the field and use that to stalk your prey!

Beast of the Field

At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your ranger level determines the beasts you can transform into, as shown in Table: Beast Shapes. At 3rd level, for example, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn’t have a flying or swimming speed.

Table: Beast Shapes
Level Max. CR Limitations Example
3rd 1/2 No flying or swimming speed ape
7th 1 No flying speed dire wolf
11th 3 winter wolf
15th 5 you can now become magical beasts air elemental

You can stay in a beast shape for a number of hours equal to half your ranger level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as hunters mark, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Human Cunning

At 7th level, you also add your proficiency bonus as a bonus to the AC of the creature you have changed into in addition to its normal AC bonuses.  You can still add the AC bonus of any armor you are wearing to your AC as well.

Beast body, Human Tactics

At 11th level, you add your proficiency to your attack and damage rolls for the shape you are in in addition to the normal attack and damage bonuses the shape has.

Master of the Field

At 15th level, you gain the ability to become a beast, magical beast, or elemental of up to CR 5.

Daily Punch 6-20-19 Better Barricades feat for Starfinder

I’m on a Starfinder kick, so let’s keep up with this.  How about more with the Barricade feat?

 

BETTER BARRICADES (COMBAT)

You don’t build walls, you built art.

Prerequisites: Barricade, Engineering 3 rank.

Benefit: When you build something with the barricade feat, it is automatically cover.  If you build on a space that would normally provide cover, you gain improved cover.

 

 

Thoughts?

Daily Punch 6-19-19 Good Fences and Neighbors feat for Starfinder

I like the barricade feat, but I think we can do better!

 

 

GOOD FENCES AND NEIGHBORS (COMBAT)

Why build a wall when you can build a fence?

Prerequisites: Barricade, Engineering 3 ranks.

Benefit: When you build a barricade using the barricade feat, your wall is on all sides of you, granting partial cover on all attacks.  Any enemy moving into your spaces must treat the spaces as difficult terrain, while you have no penalties to entering or exerting that space.

 

Thoughts?

Daily Punch 6-18-19 Voice of Divinity mystic spell for Starfinder

More starfinder! How about a mystic cantrip?

VOICE OF DIVINITY M0

School evocation

Casting Time 1 standard action

Range medium(50 ft. + 10 ft./2 levels)

Targets one creature or object

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

When you cast this spell, choose a creature in range. Your God directly speaks to that target and they must make a Will saving throw crushing its mind with raw psychic force. On a failure, they take 1d6 damage.

Thoughts?