Daily Punch 3-10-21 and 3-11-21 Advisor and Improved Advisor feat for DnD 5e

Howa bout some use of knowledge to make life better on the battle field? FEAT TREES ARE NOT DEAD TO ME! lol

Advisor

You are a guide for your friends. Gain the following benefits:

  • Increase you Wisdom or Intelligence by 1, to a maximum of 20.
  • As an action, you can make an Intelligence(arcana), Intelligence(religion), Intelligence(nature) check against a creature in range (DC 8 + 1/2 creature CR). If you succeed, your allies that can hear you gain advantage against the target for one turn. You can reuse this ability after a short rest.

and how about we make it even better?

Improved Advisor

prerequisite -advisor

You’ve gotten quicker at telling others what to do. Gain the following benefits:

  • Increase you Wisdom or Intelligence by 1, to a maximum of 20.
  • You can use your advisor ability as a bonus action.

Thoughts?

Daily Punch 3-9-21 Scientist Operative specialization for Starfinder

Let’s keep the idea rolling with the operative.

Scientist

You learn how your opponents work so you can take them apart.

Associated Skills: Life Science and Physical Science. You can use Life Science or Physical Science, depending on what is appropriate to the creature, to make trick attacks. Life Science and Physical science are now considered class skills for you.

Specialization Exploit: glimpse the truth.

Share Knowledge (Ex): At 11th level, you can train your friends to see what you see. When you make a trick attack and succeed on the trick check, the target is considered flat footed to all allies who are aware of you. for one round.

Thoughts?

Daily Punch 3-5-21 Accuracy Curse spell for DnD 5e

How about some more crits in our life?

Accuracy Curse

2nd-level enchantment

Casting Time:1 action
Range:60 feet
Components: V, S, M (an arrowhead)
Duration: Concentration, up to 1 minute

Choose a target that you can see within range. The target must succeed on a Wisdom saving throw or all attacks on the target are more accurate. Until the spell ends, increase the range of attacks that score a critical hit on the target by 1.

At Higher Levels: When you cast this spell using a spell slot of 4rd level or higher, you increase the critical range by 1 for every two levels above 2nd.

Thoughts?

Daily Punch 3-3-21 and 3-4-21 Intelligent Attack and Improved Intelligent Attack feats for Starfinder

I want to build a smart guy who sees how the body works to get off those trick hits.

INTELLIGENT ATTACK (COMBAT)

You look over your opponent and find how to take them down.

Benefit: You can use knowledge checks in place of bluff to feint.

IMPROVED INTELLIGENT ATTACK (COMBAT)

You’ve gotten better at analyzing your opponents for weaknesses.

Prerequisites: intelligent attack.

Benefit: You can use knowledge checks to feint in combat as a move action.

Thoughts?

Daily Punch 3-2-21 Weakness spell for DCC RPG

How about one more version of this spell?

Weakness
Level: 1Range 50 feetDuration: 1 round per CLCasting time: 1 actionSave: Fort save
GeneralThe caster bistows weakness on a character
ManifestationRoll 1d4: 1-The target’s skin begins to crack and flake off; (2)The target begins to bleed from its nose, mouth, and eyes (3) The targets joints begin to lock in place; (4) the target begins to be pelted by a migrane
CorruptionRoll 1d4:(1)The caster’s teeth begin to rot with cavities; (2) The casters hair begins to fall out (3) The caster’s begins to dripple constantly. (4) The caster begains to limp
MisfireRoll 1d4:(1)The caster’s mouth fills with blood and sours to the point he gains a -2 attack rolls, saving throws, spell checks, and to initiative; (2) The caster’s bones begin to break easily causing double damage for 1d6 rounds. (3) The caster begins to go blind for 1d3 hours (4) The caster’s limbs become so week he can’t use them for 1d6 turns.
1Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2)corruption; (3+) misfire.
2-11Lost, failure
12-13You curse the target with weak saves. they take a -1 penalty to all saves.
14-17You curse the target with breakable bones. They take an additional 1d4 damage from each attack.
18-19You cure the target with weak body. They take a 1d6 penatly to all checks and attacks.
20-23You bring all three curses upon them! They take a 1d6 penalty to all saves, checks, and attacks, and any damage on them does an additional 1d6 points of damage.
24-27You weaken them completely. Any attack on the target uses a d24 as a base and any roll above 20 counts as a critical hit.
28-31You decimate the body. Each round the target takes 1d20 damage at the start of their turns, and any attack on the target rolls a d30 with any result over 20 on the die being a critical hit.
32+The target is on death door. All attack on the target use a d30, score a critical hit on an attack that scores over 20 and hit, and all targets add an additioanal d12 to the critical table to determin the effect.

Daily Punch 3-1-21 Weakness M1-6 spell for Starfinder

How about some extra damage?

WEAKNESS M1–6

School necromancy (Curse)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one living creature

Duration 1 round/level

Saving Throw Fortitude negates; Spell Resistance yes

With a vile gesture and a dark word, you cause a target to lose the ability to repair those small bumps and scrapes. It begins to take extra damage as all the small cushions in its body begin to fail The target takes additional damage from any attack while under the effect of this spell. The additional damage is of the same type as the original damage.

1st: 1d4 additional damage

2nd: 3d4 additional damage

3rd: 5d4 additional damage

4th: 7d4 additional damage

5th: 9d4 additional damage

6th: 11d4 additional damage

Thoughts?

Daily Punch 2-24-21 Battle Healer feat for DnD 5e

I want to run some DnD without clerics. I don’t think we can now, but how about if we build in some healing like Pathfinder 2nd Ed?

Battle Healer

prerequisite -proficiency in medicine

You are a master a caring for those who need it in a hurry. Gain the following benefits:

  • Increase you Wisdom or Intelligence by 1, to a maximum of 20.
  • As an action, you can care for a living creature. That creature may spend a number of hit dice equal to your proficiency bonus and heal based on the roll.

Thoughts?

Daily Punch 2-23-21 Battle Medic feat for Starfinder

Resolve points and hit points need more interaction. I also love how medicine is used in Pathfinder 2nd Ed. Let’s work on that!

Battle Medic

You keep your friends alive when it counts.

Prerequisites: Life Science 1 rank, Medicine 1 rank

Benefit: You can use the Medicine skill in conjunction with a medical kit or similar as an action. When you do, make a Medicine check DC 13 and the target must spend a resolve point. If you succeed, you heal the target 1d8 hit points. The resolve point is spent regardless. You may choose to increase the DC by 3 to increase the amount healed by 1d8. You may choose to increase the DC multiple times.

Thoughts?

Daily Punch 2-22-21 Expert Medic feat for Pathfinder 2nd ed.

Had a game with rogue, ranger, and barbarian. Hp was flying every which way. It was fun but two to three hour rests for medicine killed the pacing. Let’s work on that.

Expert Medic 
Feat 1

General Healing Manipulate Skill
Prerequisites trained in Medicine
Requirements You’re holding or wearing healer’s tools.

You are a master at fixing wounds. When you treat disease increase the amount treated based on the DC you attempted in addition to the amount gained at higher DCs.

DC 15 5 additional HP

DC 20 10 additional HP

DC 30 20 additional HP

DC 40 30 additional HP

DC 50 40 additional HP

Thoughts?