Daily Punch 4-17-20 Rapid Healing spell for Pathfinder 2nd ed

How about some healing in a reaction? I wonder can we play with the reaction action?

Rapid Healing SPELL 1

Healing Necromancy Positive

Traditions divine, primal

Cast reaction

Range 30 feet; Targets 1 willing living creature


You channel positive energy to heal a living creature when it starts it turn or it takes damage. You restore 1d4 Hit Points to the creature.


Heightened (+1) The amount of healing or damage increases by 1d4.

Thoughts?

Daily Punch 4-16-20 Jolt cantrip for DnD 5e

I want to keep exploring the idea of giving every character something for each action.  How about a quick cantrip for the wizards and warlocks out there?

 

Jolt

evocation cantrip

Casting Time: reaction

Range: 20 feet
Components: V, S
Duration: Instantaneous

When a creature enter within 20 feet of you, as a reaction, you can cause  the creature to make a Dexterity saving throw.  If the creature fails the save, it is dealt lightning damage equal to your level divided by 2, minimum 1.

 

 

Thoughts?

Daily Punch 4-15-20 Rapid Healing spell for DnD 5e

Had a character want to heal, but couldn’t and it slowed up the combat.  How about a way to make this work!

 

Rapid Healing

1st-level evocation

Casting Time: reaction

Range: 30 feet
Components: V, S
Duration: Instantaneous

A concentration on a creature in range that just started its turn or one that just took damage, and it regains a number of hit points equal to 1d3 + your spellcasting ability modifier.

This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d3 for each slot level above 1st.

 

 

 

Thoughts?

Daily Punch 4-14-20 Heavenly Hitman class for DCC RPG

One more DCC RPG class!  How about a cleric/rogue?

 

Heavenly Hitman

Sometimes a church needs to fix a problem.  Sometimes that problem takes the form of a person.  In these cases the church sends someone specially trained in the ways of the faith to solve those problems employing spell and stiletto to silence these heretics.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 0 1d8/II 1d20 1 1 1 1 1
2 1 1d10/II 1d20 1 1 1 1 1
3 2 1d12/II 1d20 2 1 2 2 2
4 3 1d14/II 1d20 2 2 2 2 2
5 3 1d16/II 1d20 3 2 3 3 3
6 4 1d20/II 1d20+1d14 3 3 4 4 4
7 5 1d24/II 1d20+1d16 4 3 4 4 4
8 5 1d24/II 1d20+1d20 4 4 5 5 5
9 6 1d30/II 1d20+1d20 5 4 5 5 5
10 7 1d30/III 1d20+1d20 5 5 6 6 6
Titles
Level Title (all alignments)
1 Assaulting Alterboy
2 Death Decon
3 Massacre Minister
4 Murder Missionary
5 Brutal Bishop

 

Skill\Level 1 2 3 4 5 6 7 8 9 10
Backstap 0 1 2 3 4 4 5 5 6 6
Sneak silent 3 5 7 8 9 11 12 13 14 16
Hide in shadows 1 3 5 7 8 9 10 11 12 13
Climb sheer surfaces 0 1 2 3 4 4 5 5 6 6
Pick locks 0 1 2 3 4 4 5 5 6 6
Find trap 1 2 3 4 4 5 5 6 6 7
Disable trap 1 2 3 4 4 5 5 6 6 7
Forge documents 0 0 0 1 1 2 2 3 3 4
Disguide self 1 3 5 7 8 9 10 11 12 13
Read languages 0 0 1 1 2 2 3 3 4 4
Handle poison 0 0 1 1 2 2 3 3 4 4

 

Channel Harm Check Damage
1-11 Failure
12-13 1d6
14-19 2d6
20-21 3d6
22+ 4d6

 

Hit points: A heavenly hitman gains 1d6 hit points at each level.

 

Weapon training: A heavenly hitman is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves can’t use any armor besides leather armor.

 

Alignment: Heavenly Hitman walk the line between the orders of a church and the chaos of murderers.  They tend to be neutral because of this.

 

Magic: A heavenly hitman cast spells as a cleric.

 

Divine Wrath: A heavenly hitman chooses not to heal, but instead focuses on hurting.  Instead of healing as a cleric, a heavenly hitman can instead choose to make a channel harm check when the heavenly hitman makes a backstab and succeeds.  Instead of damage, the heavenly hitman makes a 1d20 + heavenly hitman level + personality modifier roll and consults the table below. You add your normal attack and backstab damage to the damage.

 

Thieving skills: A heavenly hitman learns certain skills that aid his divine pursuits. A heavenly hitman can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, and handle poison.  These function as a theif’s skills.

 

Luck: A heavenly hitman adds their Luck modifier to their backstab damage.

 

Action Die:  A heavenly hitman uses his action dice for any normal activity, including attacks, skill checks, and spells.

 

 

Thoughts?

Daily Punch 4-13-20 Priest of the Old Father class for DCC RPG

I want a cleric elf!  Let’s make a Cleric Elf for DCC RPG!

 

Priest of the Old Father

 

Elves are the children of the oldest father.  Some elves choose to revere this father and channel his glory to the lesser races.  Those sad children will learn the glory of your father, even if they can never be as amazing as you will be.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 1 1d8/III 1d20 3 1 1 0 1
2 1 1d8/III 1d20 4 1 1 0 1
3 2 1d10/III 1d20 5 2 1 1 1
4 2 1d10/III 1d20 6 2 2 1 2
5 3 1d12/III 1d20 7 3 2 1 2
6 3 1d12/III 1d20+1d14 8 3 2 2 2
7 4 1d14/III 1d20+1d16 9 4 3 2 3
8 4 1d14IIII 1d20+1d20 10 4 3 2 3
9 5 1d16/III 1d20+1d20 12 5 3 3 3
10 5 1d16/III 1d20+1d20 14 5 4 3 4
Titles
Level Title (all alignments)
1 Child of the of the father 
2 Grove Guardian
3 Forest VIcar
4 Bosk Bishop
5 Fey Father /Mother

 

Hit points: A Priest of the Old Father gains 1d8 hit points at each level.

 

Weapon training: Priest of the Old Father trained in the use of the dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword. Like all elves, priests of the old father often wear armor of mithril, even though it affects their spellcasting.

 

Alignment: Priest of the old father tend to follow the father himself and therefore are often chaotic.

 

Magic: A priest of the old father cast spells as a cleric.

 

Lay on hands: Priest of the old gather as a cleric with the following exception.  All elves are treated as if they were the same alignment as the priest of the old father while all other races are healed as if they had the opposed alignment.

 

Supernatural patrons: Like wizards, elves can invoke supernatural patrons. An priest of the old father automatically receives the spells patron bond and invoke patron at 1st level in addition to his other spells.  This MUST be used for the king of elfland.

 

Infravision: An elf can see in the dark up to 60’.

 

Immunities: Elves are immune to magical sleep and paralysis.

 

Vulnerabilities: Elves are extremely sensitive to the touch of iron. Direct contact over prolonged periods causes a burning sensation, and exposure at close distances makes them uncomfortable. An elf may not wear iron armor or bear the touch of iron weapons for extended periods. Prolonged contact with iron causes 1 hp of damage per day of direct contact.

 

Heightened Senses: Elves are astute and observant. All elf characters receive a +4 bonus to detect secret doors. Moreover, when simply passing within 10 feet of a secret

door, elves are entitled to a check to detect it. 

 

Luck: A priest of the old father adds their Luck modifier to their invoke patron and patron bond checks.

 

Languages: At 1st-level, a priest of the old father automatically knows Common, the elven racial language, and one other language. An elf knows one additional language for every point of Int modifier. Additional languages are randomly determined as specified in Appendix L.

 

Action dice: An elf’s action dice can be used for attacks or spell checks at any level.

 

 

Thoughts?

Daily Punch 4-10-20 Rune Sage class for DCC RPG

How about another magic user?

 

Rune Sage

 

Dwarves long ago discovered magic, but chose to not channel the magic through themselves but into the very rock that bore them.  The Rune Sages are the children of these first conjurers. Rune sages spend time tracing magic into an item allowing others to use that magic for a price.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Runes Cast Max Spell Level Ref Fort Will
1 +d2 1d8/I 1d20 2 2 1 0 1 1
2 +d3 1d10/I 1d20 3 2 1 0 1 1
3 +d4 1d12/I 1d20 3 3 1 1 2 2
4 +d5 1d14/I 1d20 4 3 2 1 2 2
5 +d6 1d16/I 1d20 4 3 2 2 2 2
6 +d7 1d20/I 1d20+1d14 4 4 3 2 3 3
7 +d8 1d24/I 1d20+1d16 5 4 3 2 3 3
8 +d10 1d24/I 1d20+1d20 5 5 4 2 4 4
9 +d10+1 1d24/I 1d20+1d20+1d14 6 6 4 3 4 4
10 +d10+2 1d30/I 1d20+1d20+1d14 7 6 5 3 5 5
Titles
Level Title (all alignments)
1 Runic Carver
2 Earth Enchanter
3 Slag Sorcerer
4 Ore occultist
5 Magma Magus

 

Hit points: A thief gains 1d8 hit points at each level.

 

Weapon training: Rune sages are and will always be dwarves using a weapon and shield as their forefathers did before them. Like a dwarf, a rune sage is trained in the use of these melee weapons: battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two handed sword, and warhammer as well as being trained in missile fire weapons: crossbow, javelin, shortbow, and sling. Rune sages are a wall for their people wearing the strongest and heaviest armor they can afford.

 

Alignment: Rune sages are the children of dwarves and magic rock.  They follow the law of stone and never deviate from that order in the world.  Most rune sages tend to be lawful.

 

Magic: A rune sage cast spells as a wizard with a key difference.  At 1st level a spell thief determines 2 spells that he knows. To cast a spell the spell thief makes a 1d20 + Intelligence modifier + magic die.  A rune sage may spell burn as a wizard to increase this number, but this is done at the time of casting. The spell is then carved into an object taking 1 minute per spell level using the effects based on the rune sages roll upon time of casting.  The magic persists in the object for a number of days equal to the spell level. A rune sage may only have as many runes carved at a time as his rune cast number. If another spell is cast, then the oldest rune immediately triggers upon completion of the new spell.

 

Rune: The spells carved by a rune sage can be passed to anyone.  On their turn, a character can use the run as their action but that character must spellburn one point minimum to cast the spell if that character is not the rune sage who made the rune by cutting themselves and using blood to fuel the spell.  If another character is using the rune, that character can spell burn additional points to increase the previously determined result.

 

Sword and Stone.  A rune sage may trigger one spell they had previously cast as part of their action if their attack if their attack die is a 3 or better.  They may only trigger one spell per turn in this way.

 

Infravision: A rune sage can see in the dark up to 60’.

 

Slow: A rune sage has a base movement speed of 20’, as opposed to 30’ for humans

 

Language: A rune sage automatically knows dwarven at first level

 

Luck: A rune sage Luck modifier applies to their AC.

 

Action Die:  A rune sage always uses action die to attack.  Additional action die allow for additional attacks.

Daily Punch 4-8-20 Spell Thief class for DCC RPG

Working on a thing for DCC RPG!  Here is a fun combo class for DCC RPG

 

 

Spell Thief

Why work hard when you can get the magic milk for free?  You’ve spent years learning to be the smartest one in the room and along the way you learned a few tricks.  Now you’ve found a way to make a big score. Just a few more rubbes to swindle along the way and you will be set!

 

Level Attack (Magic Die) Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 +d3 1d10/III 1d20 3 1 1 1 1
2 +d4 1d12/III 1d20 3 1 1 1 1
3 +d5 1d14/III 1d20 4 1 1 2 2
4 +d6 1d16/IV 1d20 4 2 2 2 2
5 +d7 1d20/IV 1d20 5 2 2 2 2
6 +d8 1d24/V 1d20+1d14 5 3 2 3 3
7 +d10 1d30/V 1d20+1d16 6 3 3 3 3
8 +d10+1 1d30/V 1d20+1d20 6 4 3 4 4
9 +d10+2 2d20/V 1d20+1d20+1d14 7 4 4 4 4
10 +d10+3 2d20/V 1d20+1d20+1d14 7 5 4 5 5
Titles
Level Title (all alignments)
1 Spell Swindler
2 Mugger Mage 
3 Sorcery Sneak
4 Hex Hijacker
5 Eldritch Embezzler

 

Skill\Level 1 2 3 4 5 6 7 8 9 10
Backstap 0 1 2 3 4 4 5 5 6 6
Sneak silent 1 2 3 4 4 5 5 6 6 7
Hide in shadows 2 3 4 4 5 5 6 6 7 8
Climb sheer surfaces 0 1 2 3 4 4 5 5 6 6
Pick locks 0 1 2 3 4 4 5 5 6 6
Find trap 1 2 3 4 4 5 5 6 6 7
Disable trap 1 2 3 4 4 5 5 6 6 7
Forge documents 0 0 0 1 1 2 2 3 3 4
Disguide self 0 0 1 1 2 2 3 3 4 4
Read languages 2 3 4 4 5 5 6 6 7 8
Handle poison 0 9 1 1 2 2 3 3 4 4
Bonus on spell theif check and against magic traps 3 5 7 8 9 11 12 13 14 `5

 

Hit points: A thief gains 1d4 hit points at each level.

 

Weapon training: A spell thief is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves can’t use any armor besides leather armor.

 

Alignment: Spell thieves walk a hard line between the order needed to cast magic the the disorder needed to steal.  Most spell thieves tend to be neutral.

 

Thieving skills: A spell thief learns certain skills that aid his illicit pursuits. A thief can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, handle poison, and a bonus against magic trips and spell thief checks.  These function as a theif’s skills.

 

Magic: A spell thief cast spells as a wizard.  At 1st level a spell thief determines 2 spells that he knows.  To cast a spell the spell thief makes a 1d20 + Intelligence modifier + magic die.

 

Spell Thief: A spell thief gains the ability to negate and learn a spell cast against him.  If the subject of a spell, the spell thief can choose to make a 1d20 + Intelligence modifier + spell thief check + magic die.  If the spell thief succeeds, the spell thief learns the spell in addition to its normal spell amount. If the spell thief fails, he is subject to the spell as normal.

 

Luck: A spell thief’s Luck modifier applies to rolls for checks to steal spells.
Action Die:  A thief uses his action dice for any normal activity, including attacks, skill checks, and spells.

 

 

 

Thoughts?

Daily Punch 4-6-20 Tortured Shield sentient magic item for DnD 5e

Welp I got a dare to make a shield that enjoys being hit, let’s make this happen!

 

 

Tortured Shield

Armor (shield), legendary (requires attunement by a character with a Constitution score of 14 or more)

The tortured shield  is a battered, broken and repaired tower shield that is little more than scraps of metal bolted together that stands taller than a man.

History This shield containing the soul of a paladin who was captured by the agents of the king of hell. Dragged to the lower planes, he was tortured till he forgot his name but never giving up his faith.  He only remembered defending the weak and learned to love the pain inflicted on himself.  His soul was used to forge a shield that was gifted to the greater gods as a token of how any could be broken.  As he never broke his oath, he now continues to serve as a defender of his people

Enhanced defense Tortured Shield grants its barer a +3 bonus to AC.

Ever Defender When attuned to this item, you gain a reaction where you can be the target of any attack targeting an ally in the same engagement as you.

Love of the Lash When a creature makes an attack against the wielder of the Tortured Shield and fails to hit you is within three of your armor class, you can choose to have the attack hit.  If you do so, you can resistance to that attacks damage and all damage for one round as well as advantage on all checks, attacks, and saves for one round.

Unfailing Once per day, when you would fail a saving throw against a mental effect, you can choose to succeed instead.

 

Sentience. The Tortured Shield is a Chaotic Good shield, that can only provide the barer with emotions of a duty and a desire to be in the middle of any combat with a desire to take the blows instead of your friends to whoever is attuned to it as long as they hold the shield.  Telepathy feeling only Intelligence:8 Charisma:20 Wisdom:16
Personality. The Tortured Shield is a hero that has been beaten, but not had his faith broken.  He has lost words and knows only the joy of pain and service.  He will not do evil and will fight who hope the hurt the naive or innocent.  He likes it when the user is battered in the service of others while preventing his or her friends from balling.  Though as his bond with the wielder grows he hates any and all praise being heaped upon the barer or the shield, finding joy only when mocked and critiqued for either of their failings.

Destruction of The Tortured Shield It is possible that the shield to be finally broken.  If used as a focus of an evil spell to hurt another by an attuned user, the shield is finally broken as the paladin inside fully falls from grace.

Daily Punch 4-3-20 Conceal Beast primal spell for Pathfinder 2nd Ed.

How about hiding your pet in Pathfinder 2nd ed?

 

Conceal Beast                     SPELL 1

Transmutation

Traditions primal

Cast [two-actions] somatic, verbal

Range touchTargets 1 creature you controlDuration 1 day


The target transforms into a baby form.  Its stats still remain the same except for its weight and size which become normal for a baby of that species.  With an action or reaction you can end conceal beast.  The spell also ends if the target takes damage or attack another target.

 

 

 

thoughts?

Daily Punch 4-2-20 Conceal Beast Ranger spell for 5e DnD

Missed April fools, but I hae some ideas for some awesome tricks!

 

Conceal Beast

1st-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hour

You touch a friendly creature you control. The target transforms into a baby form.  Its stats still remain the same except for its weight and size which become normal for a baby of that species.  With a free action or reaction you can dispel conceal beast.  The spell also ends if the target takes damage or attack another target.

 

 

 

 

Thoughts?