Daily Punch 8-5-21 Craft Gruel spell for Dungeons and Dragons

Sometimes you just survive. Wizards need a way to survive as well.

Craft Gruel

1st level transmutation

Casting Time:1 action
Range: touch
Components: V, S, M (4 pounds of inorganic matter)
Duration: Instantaneous

You transmute your random matter into 3 pounds of a thin gruel. It is not tasty, but it fills up to three regular humanoids for one day. After one hour the gruel returns to the normal matter if not consumed.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can use an additional pound of inorganic matter and create one additional pound of gruel feeding one additional medium creature for every slot level above 1st.

Thoughts?

Daily Punch 8-3-21 Sudden Disappearance cantrip for DnD 5e

I want to make sure my wizard dodges. Let’s make illusion better at level one!

Sudden Disappearance

Illusion cantrip

Casting Time: 1 reaction, which you take when you are targeted by an attack
Range: Self
Components: V, S
Duration: the one attack

You quickly flicker in and out of sink with reality to an enemy that is targeting you with an attack. The target must make a Wisdom saving throw. If the target fails, the attacker has disadvantage on the attack.

Thoughts?

Daily Punch 7-28-21 Cardiostimulant technological item for Starfinder

How about healing on call for Starfinder?

Cardiostimulant

This small flat panel has a number of small needles on the other side. When placed over the heart, each panel has enough battery power to deliver a single charge to the heart or heart-like organ of a creature. Upon being reduced to zero hit points and no cardiovascular activity, the cardiostimulant will deliver its charge in a massive dose reviving the wearer and healing a number of hit points a shown below. Once used, the device falls off.

TypeHealing
Mk 11d6 Hit Points
Mk 23d6 Hit Points
Mk 36d6 Hit Points

 Cardiostimulant, Mk 1

Level 1; Price 50; Bulk L


Cardiostimulant, Mk 2

Level 5; Price 425; Bulk L

 Cardiostimulant, Mk 3

Level 9; Price 1,950; Bulk L

Daily Punch 7-26-21 Rescue spell for DnD 5e

Rescue

1st-level necromancy

Casting Time:1 action
Range: touch
Components: V, S
Duration: 8 hours

A creature you touch is protected from death. When the creature could be reduced to zero hit points, the target is not completely destroyed, and the source of that damage finishes, that target regains 1d4 hit points.

Instantaneous duration damaging spells cause this spell to instantly occur once the damage completes, but spells that do continuous damage like ice storm or environmental conditions or effects like crushing rocks will cause this spell to only heal the target once the effect is removed if removed before the end of the spell. Once the spell is triggered, the spell ends

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 number of targets increases by 1 for each slot level above 1st.

Thoughts?

Daily Punch 7-21-21 Wand of Minor Healing wand for DnD 5e

I’ve been playing some Pathfinder Adventure Card Game and my favorite item is my minor healing wand. It doesn’t heal much, but its clutch when you need it. Let’s make that in DnD 5e

Wand of Minor Healing

Wand, rare (requires attunement by a spellcaster)

While holding this wand, as an action you cast a minor healing spell healing the character hit points equal to 1/2 their level (minimum 1). The wand then must recharged for one hour until it can be used again.

Thoughts?

Daily Punch 7-21-21 Herbalists feat for DnD 5e

Time for some DnD basics based on how I want to run a game.

Herbalist

You focus on using local plants to heal your allies. You gain the following benefits:

  • Gain proficiency in Wisdom(medicine) or gain a +2 bonus to Wisdom(medicine) checks.
  • You gain the ability to use a herbalism kit to make simple healing potions if you spend one hour each day gathering resources. Each day you can make a number of doses equal to 1/2 your level. As an action, you can administer as many doses as you choose to yourself or an ally. Each doses heals 1d4 hit points. If not used within 24 hours, the doses expire.

Thoughts?

Daily Punch 7-12 and 7-13 Circle of the Dead Guardian druid circle and Chosen Sorcerous Origin for DnD 5e

How about two archetypes for DnD 5e on a theme-what is you get powers from a creature who is not a patron? Here is one for a druid and here is one for a Sorcerer

Circle of the Dead Guardian

While in nature, a soul bound to the woods took you for its ward. You were not a druid when you entered in the woods, but due to this creature of bone, shadow, and death love, care, or choice, you are now granted the powers of the woods and necromancy. You may not want this, but you are now given this. What will you with your new power over life?

Undead Guardian

Starting at second level, you gain an undead companion.  This creature must by of CR 1/2 or lower and undead.  You and your companion share a connection so you may give the creature mental commands, even when unconscious.  These commands are limited in scope but as an action you can command the beast to take the Attack, Dash, Disengage, Dodge, or Help actions.

If you undead falls in combat, you may seek it out again by spending eight uninterrupted hours alone in nature.

Power of unlife

Starting at level six, you gain all wizard necromancy spells as part of the divine spells you can prepare.

Undead Beast

Starting at level 10, when you use your wild shape class creature you can also change into an undead or an normal beast.

True Undead

Starting at level 10, your beast companion is immune to damage from any damage source it would normally be resistant too and has resistance to all non-magical attacks.

True Natural Terror

Starting at level 14, your animal companion can change to an undead up to CR 3.

And now a sorcerous origin!

Chosen

You were not given power by birth, but by choice. A creature of power decided that you should be cared for and cultivated. You are not beholden to this creature in a bargain, but instead it gives this freely watching what you do with this gift. It follows you and helps, but you are still watched. Weather wanted or unwanted, you now have powers far beyond those that others would wield with no expectations on what you do with them. What destiny will you follow?

Unnatural Guide

Starting at second level, you gain a companion.  This creature must by of CR 1/2 or lower and either an aberration, celestial, dragon, elemental, fey, fiend, monstrosity, ooze, plant, or undead.  You and your companion share a connection so you may give the creature mental commands, even when unconscious.  These commands are limited in scope but as an action you can command the beast to take the Attack, Dash, Disengage, Dodge, or Help actions.

If you companion falls in combat, you may seek it out again by spending eight uninterrupted hours alone meditating and it will return.

Gifts of the Guardian

Starting at 6th level, each day you can choose a resistance your companion has and gain that resistance for a day.

In addition, you gain the ability to spend a sorcerer point as a bonus action to assign your companion an action.

Guidance from your Friend

At 14th level, any skill your companion is trained in is now a sill you are also trained in. If you were already trained in those skills, gains additional skill proficiencies equal to the ones it and you knew.

Ultimate Form

Beginning at 18th level, your companion changes to a different form and becomes a creature of the same time up to CR 3. Each day it can change its form at dawn or midnight.

Thoughts? Two in one day. What do you think?

Daily Punch 7-5-21 Situational Awareness feat for DnD 5e

I’ve seen research into how a person with a knife wins vs a person with a gun if the knife person is within 30 feet. Let’s make that a piece of DnD!

Situational Awareness

Just because you are not near by doesn’t mean you are an easy target. When a ranged attack is made against you and you are within 30 feet of the target, you may move up to the target and make a melee attack as a reaction. This movement provokes attacks as normal.

Thoughts?

Daily Punch 6-15-21 Elfshot spell for DnD 5e

Saw Tasting History, so now I have an idea for today!

Elfshot

5th-level enchantment

Casting Time:1 action
Range: 200 feet
Components: V, S, M (arrow head made from a fingernail)
Duration:30 days

You throw the arrowhead at a target in range making a ranged spell attack. On a hit, the target is pierced by the spell. Unless someone directly sees you throw the arrow, the target does not know they are affected. Each day at moonrise, the target must make a Constitution saving throw. On a failure, the target gains one level of exhaustion. This level of exhaustion can not be removed until this curse is lifted or the spell ends. If the target dies from this spell, no wound is found on the surface, but a hole from an arrow will be found inside the target.

The spell can be recognized with a successful Intelligence(arcana) or Wisdom(medicine) check. You can end the spell by making a Wisdom(medicine) check using the plants feverfew, red nettles and waybread as components in the treatment. A remove cursegreater restoration, or wish spell also ends it. In either case to end the spell, you must be aware that the target is affected by this spell.

Thoughts?