Daily Punch 7-27-21 Rescue spell for Pathfinder 2nd Ed.

I have players who keep dropping. Let’s help those players!

Rescue Spell 1

Healing Necromancy
Traditions divine, occult
Cast

Two Actions

somatic, verbal
Range touch; Targets 1 willing creature
Duration 1 hour


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 and prevents the target from gaining the wounded condition, 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 but the target still gains the wounded condition but regains the hit points. Once the spell is triggered, the spell ends.

Heightened (+1) The number of targets increases by 1.

Thoughts?

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 7-22-21 Wand of Minor Healing wand for Pathfinder 2nd Ed

How about some minor healing in Pathfinder as well? If you can’t overcast, but could cast every four hours would you use it?

Wand of Minor Healing Item 5

Healing Necromancy Magical Wand

Usage held in 1 hand; Bulk L

Price 160 gp


This wand a simple clear gem cut into the shape of a cross that glows when the item can be activated.

Activate 2 actions; Frequency once every four hours. This wand can not be overcharged; Effect The target heals hit points equal to 1/2 its level.

Craft Requirements Supply a casting of heal.

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 7-19-21 Repulser Gloves weapon for Starfinder

Still obsesed with throwing a coffee cup into the head of a god at the speed of light BUT NOW IN STARFINDER!

Repulser Gloves

Repulser gloves allow even the weakest to throw common items at close to the speed of sound via gravaton particles. When a character grabs any non weapon item and activates the gloves via an attack, the item is thrown at the target.

 Repulser Gloves, Mk 1

Level 1; Price 100
Hands 1; Proficiency Basic Melee
Damage 1d4 B; Critical —
Bulk L; Special powered (capacity 20; usage 1), thrown (20 ft.)


Repulser Gloves, Mk 2

Level 10; Price 16,100
Hands 1; Proficiency Basic Melee
Damage 2d8 B; Critical —
Bulk L; Specialpowered (capacity 20; usage 1), thrown (20 ft.)

Repulser Gloves, Mk 3

Level 13; Price 52,500
Hands 1; Proficiency Basic Melee
Damage 3d10 B; Critical —
Bulk L; Special powered (capacity 20; usage 1), thrown (20 ft.)

 Repulser Gloves, Mk 4

Level 17; Price 214,850
Hands 1; Proficiency Basic Melee
Damage 5d10 B; Critical —
Bulk L; Special powered (capacity 20; usage 1), thrown (20 ft.)

Ring Side Report-RPG Review of DCC Day #2: Beneath the Well of Brass

Product– DCC Day #2: Beneath the Well of Brass

System- Dungeon Crawl Classics

Producer– Goodman Games

Price– $6.00 here https://www.drivethrurpg.com/product/352617/DCC-Day-2-Beneath-the-Well-of-Brass?term=beneath+the+well+of+brass?affiliate_id=658618

TL; DR– Great intro fun with some crazy story elements. 97%

Basics–  Dragged by a brutal “king”, you have to find the secret of immortality or your village dies.  You are nobodies when you go into the volcanic tunnel under a mountain, but you will emerge heroes if you survive!

Mechanics or Crunch-This is a great adventure for starter heroes.  The players will get a kick out of this adventure as they get the basics overall.  One issue is that there isn’t much combat here.  There are traps, some crazy bits, and a finale, but not a ton of fights.  A bit more would make this more fun.  Also, most of my players get through this adventure in about three hours, so it’s a bit short.  A few more fights might help this one.  But what is here is nicely balanced, and a fun intro for your newer players.  4.5/5

Theme or Fluff– Oh DCC, never change!  This story is crazy as you just get dumped into the dungeon, and then planar transport before level 1!  Solid crazy stuff here; hellknights, a city of djinn, and a thug who needs killing all feature into this adventure.  This adventure is just crazy gonzo fun for your players.   5/5

Execution– PDF? Yes.  Hyperlinked?  Yes.  THIS IS LESS THAN 20 PAGES AND IT HAS HYPERLINKS!  Goodman games knows how to put out some solid stuff.  It has crazy, old school art.  It’s easy to read.  It’s fun to read on its own.  It’s all the things I want in an intro adventure.  5/5

Summary-Solid work here for DCC Game Day.  If you want to have some quick intro fun for your players to enter the world of DCC RPG.  This is a well written, well crafted, easy to read adventure that is something almost every DCC gamer and honestly every RPG player should try.  Check this one out quickly!  97%

Daily Punch 7-14-21 Throwing Gloves worn magic item for Pathfinder 2nd Ed.

I always hated magic thrown weapons. Unless you have a returning weapon, its gonna be rough. Let’s help with this

Throwing Gloves Item 8+

Evocation Magical
Usage worn gloves; Bulk L


These leather gloves show signs of ware and tare, but never break. When you throw weapon or item that does not have a rune, the weapon gains the striking and potency properties based on the level of the gloves.

Throwing Gloves Item 8

Price 500 gp
Bulk L

The throw weapon or item gains the striking and +1 weapon potency properties.

Throwing Gloves (Greater) Item 13

Price 3000 gp
Bulk L
The throw weapon or item gains the striking (greater) and +2 weapon potency properties.


Throwing Gloves (Major) Item 20

Price 70000 gp
The throw weapon or item gains the striking (major) and +3 weapon potency properties.

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?