Daily Punch 3-29-19 Quick Breather feat for DnD 5e

More ideas to play with a rest.

 

Quick Breather

You’ve always been able to spring back quicker than others.  Once per day, you make spend a full turn resting in combat.  If you do, you gain the effects of a full rest.  You may dodge attacks as normal, but you may not move or do any other actions of your own choosing.  You can be the subject of spells during this time, and you you may choose how ever many hit dice you wish to use during this rest.  You regain this ability after a long rest.

 

 

thoughts?

Daily Punch 3-28-19 Well Rested feat for Dnd 5e

More resting fun for DnD 5e.

 

Well Rested

You’ve learned to get the sleep and rest you can when you can. You gain the following benefits:

  • Increase your Constitution by 1, to a maximum of 20.
  • When you spend a hit die, you double your Constitution modifier to determine how many hit points you regain per hit die.

 

Thoughts?

Daily Punch 3-25-19 Restful Pace spell for DnD 5e

I’m playing in a Middle Earth 5e game.  Not NEAR as much healing as regular DnD, and thats ok.  But, I’ve been thinking about playing with the short rest.  Here is a possible spell for that.

 

 

Restful Pace

2nd-level abjuration(ritual)

Casting Time: 1 minute
Range: 30 feet
Components: V, S
Duration: 8 hours

Your spell lets your allies allies rest and recuperate while they lightly walk across the country. Choose up to eight creatures within range. Each target can take a light rest for each hour of travel at a normal pace.  Traveling through difficult terrain or any mode of travel more difficult that walking will not allow the creature to rest.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,  increase the number of targets by 1  for each slot level above 2nd.

Daily Punch 3-13-19 BANE M1 mystic spell for Starfinder

If you have bless in Starfinder, you need …..

BANE M1

School enchantment (compulsion)

Casting Time 1 standard action

Range 50 ft.

Area The caster and all allies within a 50-ft. burst, centered on the caster

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

You chanel pure doubt into your enemies. Each affected creature taks a -2 moral penalty to attack rolls and saving throws against fear effects.

Bane dispels and counters bless.

Thoughts?

Daily Punch 3-14-19 BLESS M1 spell for Starfinder

I love clerics in DnD and standard procedure is bless first round. WHY BLESS IN STARFINDER! So, I’m making it!

BLESS M1

School enchantment (compulsion)

Casting Time 1 standard action

Range 50 ft.

Area The caster and all allies within a 50-ft. burst, centered on the caster

Duration 1 min./level

Saving Throw none; Spell Resistance yes(harmless)

This spells fills your allies with courage. Each ally gains a +2 moral bonus to attack rolls and saving throws against fear effects.

Bless dispels and counters bane.

Thoughts?

Daily Punch 3-15-19 Human Looking feat for DnD 5e

Something quick for DnD 5e.

Human Looking

Prerequisite: Half-Orc, half-elf, or tiefling

You’re human heritage shows through more than your other parantage. You gain the following benefits:

  • Increase your Charisma by 1, to a maximum of 20.
  • You look very human, and a very detailed, very intrusive search is needed to determine that you are anything but human.
  • While in a human civiliztion, gain a +1 bonus to all Charisma skill rolls.

Thoughts?

Daily Punch 3-11-19 INDUCE AFFLICTION M3 spell for Starfinder

Why can you cure a disease, but not inflect one?

 

INDUCE AFFLICTION M3

School necromancy

Casting Time 1 standard action

Range touch

Targets one living creature

Duration permanent

Saving Throw Fortitude negates; Spell Resistance yes

You pour raw necrotic energy into a target forging disease particles in the creature.  If the target fails its saving throw, it is affected by a mental of physical disease you choose with a save DC equal to your current spell save DC or lower.  The disease progresses as normal and can be removed as normal.

If you target a creature who is already afflicted by a disease, the creature must instead immediately succeed on a Fortitude saving throw or worsen one step on the condition track of the disease.  This saving throw does not count for their successes needed to end the condition nor does it count for their daily saving throw against the condition.

 

 

Thoughts?