Daily Punch 12-21-20 Candy Crush Spell for DCC RPG

DCC needs a Santa Claus patron. Let’s work on that! First, some spells for that patron.

Candry Crush
Level: 1Range SelfDuration: 1 round per CLCasting time: 1 actionSave: N/A
GeneralThe caster crushes a piece of candy and gains powers based on his control of the candy!
ManifestationRoll 1d4: 1-The caster unraps a piece of candy and eats it; (2)the caster crushes a piece and blows it into the wind; (3) The caster swips into the air and glowing pieces of candy flash before everyone; (4) The caster reaches into the air and from between joined hands pulls a glowing candy cane out and waves it like a wand
CorruptionRoll 1d4:(1)The caster’s teeth begin to rot with cavities; (2) streaks like candy canes appear on the caster’s body. (3) the caster gains pieces of candy imbedded in their skin. (4)the caster’s food turns into candy corn
MisfireRoll 1d4:(1)The caster’s mouth fills with sour taste to the point he gains a -4 attack rolls, saving throws, spell checks, and to initiative; (2) The caster’s bones turn to candy and break easily causing double damage for 1d6 rounds. (3) Everything tastes like candy so the caster tries to eat everything and everyone for 1d4 rounds. (4)The caster must make a DC 10 Fort save or he turns into a cookie gingerbread man for 1d6 rounds. He can move freely as this cookie, but has a 1 for Strength, Agility, and Stamina until the spell ends.
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 shot a piece of candy at an enemy doing 1d4 points of damage. No save
14-17You summon forth a sword made of pure candy cane. the sword does 1d6 + intelligence modifier damage upon a hit and counts as magic. Any damaged tissue is turned to candy and can only be healed by magic. You may choose a lower result if you so choose.
18-19Throw three pieces of candy each doing 1d8 points of damage to a target. No save. You may choose a lower result if you so choose.
20-23You or someone of your choosing within 30 feet gain the armor of the candy knight. You gain plate armor with an additional +4 bonus to AC. You may choose a lower result if you so choose.
24-27You target one enemy you can see and they crush from the outside in like the candy between your fingers. The target takes 2d24 crushing damage. This damage my only be healed via magic. If the enemy dies from this damage, it explodes into candy. You may choose a lower result if you so choose.
28-31You or another ally becomes the candy knight. Gain plate armor with a +4 extra bonus as well as the candy sword that does 1d8 damage that can only be healed via magic as the wound turns to candy. You are also immune to any fire damage as you no longer melt in any hand. You can choose a lower result if you so choose.
32+Choose a target in range with less than 60 HP total. That target instantly explodes into hundreds of pieces of candy

Daily Punch 12-17-20 Homing Spell Wizard feat for Pathfinder 2e

How about some ideas for PF? Let’s get a homing spell into the mix!

Homing Spell [ONE ADDITIONAL-ACTION] FEAT 10

Metamagic Wizard

Frequency once per day

You’ve learned to curve magic to make it do your bidding. If you cast a wizard cantrip or a wizard spell that is at least 1 levels lower than the highest-level wizard spell that requires a spell attack, only targets a single creature, and you miss the target, you may spend an action to reroll the attack.

Thoughts?

Daily Punch 12-15-20 Homing Bolt eldritch invocation for DnD 5e

Playing Hollow Knight lately, and the bugs I hate the most are the ones with bolts that home in on me. Let’s make that happen!

Homing Bolt

Prerequisite(s): eldritch bolt cantrip

When you miss an attack with eldritch bold, you can use your reaction to reroll the attack taking the second result.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Thoughts?

Daily Punch 12-14-20 Building Strike feat for DnD 5e

Ok, one more version of this feat for DnD this time!

Building Strike

You spend extra time charging up your strike. Gain the following benefits:

  • Increase your Dexterity or Strength by 1, to a maximum of 20.
  • You gain a bonus action that you can use before an attack. If you spend a bonus action before your attack, increase the damage the next strike deals equal to your Strength or Dexterity modifier to the next attack you make this turn.

Thoughts?

Daily Punch 12-10-20 Build Up positive quality for Shadowrun 6e

Let’s keep this idea alive with Shadowrun 6e!

Build Up
You reel back and get ready to decimate your enemies with your strikes.
• Cost: 8 Karma
• Game Effect: You may spend any number of minor actions before a major action to do a melee attack. For each action spent this way, increase the damage and attack rating by one for each minor action spent.

Thoughts?

Daily Punch 12-8-20 Charge Up! feat for Pathfinder 2nd Ed.

Been playing LOTS of metroidvania games lately, and I keep looking for that charge up weapon attack ability in them all. How about that in Pathfinder 2nd ed?

Charge Up! FEAT 7

General  Manipulate Skill

Prerequisite(s) expert in Athletics or Acrobatics

You build power into a single strike by further pulling the bow back or winding up even further for the strike. Increase the number of actions a single weapon strike uses and increase the damage from the single strike by one step. You may use this with other abilities you have beyond a basic melee or ranged attack.

Thoughts?

Daily Punch 12-7-20 Repulser armor modification for Starfinder

Keep the hits going to starfinder!

How about some armor addons just like other ?

NAMELEVELPRICESYSTEMDamageFORTITUDE DCUsage
Repulser, lesser52,700Armor1d614 
1/minute
Repulser1018000Armor2d6181/minute
Repulser, greater15105000Armor3d6221/minute

This black circuit patch magnetically attaches to your armor. When you have this attached to your armor, if you are grabbed or swallowed, the attacker must make a fortitude save based on the level of the item. If the attacker fails, it takes electricity damage depending on the level of the item and must release you. If it succeeds, it takes half damage and can maintain the grab.

Thoughts?

Daily Punch 12-2-20 Belt of Shocking Grasp magic item for Castles and Crusades

Hoping between systems for fun!

BELT OF SHOCKING GRASP: This simple dark leather belt is inlayed with tracery of silver prevents the wearer from being grabbed. When you are grabbed, the belt deals 3d6 points of electricity damage to the grabbing creatures and force them to let you go (a dexterity save reduces the damage by half and allows them to hold on to you).

Thoughts?

Daily Punch 12-1-20 Belt of Shocking Grasp worn item for Pathfinder 2e

How about some love for Pathfinder 2e for Monday’s item?

Belt of Shocking Grasp Item 3+

Evocation Magical
Bulk L (or —)


This simple dark leather belt is inlayed with tracery of silver prevents the wearer from being grabbed. 

Activate you are grabbed or swallowed (no action); Effect The grabbing creature must make a DC 19 Fortitude save.

Critical Success The target is unaffected.
Success The target takes 1d3 electricity damage.
Failure The target takes 1d6 electricity damage and must end the grab.
Critical Failure The target 1d6 electricity damage, must end the grab, and is stunned 1.

Craft Requirements You must supply a casting of shocking grasp of the appropriate level.

Belt of Shocking Grasp (Lesser)Item 3

Price 60 gp

Belt of Shocking Grasp (Moderate)Item 10


Price 900 gp
The base damage is increased to 3d6 electricity damage, half on a successful save, and the DC increases to 27.

Belt of Shocking Grasp (Greater)Item 18

Price 19,000 gp
The base damage is increased to 4d6, half on a successful save, and the DC increases to DC 37.

Thoughts?

Daily Punch 11-30-20 Belt of Shocking Grasp for DnD 5e

Playing way too many video games lately, but saw a fun spell that I think a character might want as a belt.

Belt of Shocking Grasp

Wondrous item, rare (requires attunement)

This simple dark leather belt is inlayed with tracery of silver. While wearing this belt, if you are grabbed or swallowed by a creature, that creature must immediately make a DC 17 Constitution saving throw. On a failure, the creature take 3d8 lightning damage and must end the grab. On a success, the creature takes half damage and does not need to end the grab. If the creature is unable to release you in the case you were swallowed whole, then the creature must make a save at the beginning of each of its turns until it saves ending the damage each turn.

Thoughts?