How about disappearing in Starfinder for just a second?
Sudden Disappearance
Classes Mystic 0, Technomancer 0, Witchwarper 0 School illusion Casting Time reaction Range self Effect illusory sounds Duration one attack Saving Throw Will disbelief; Spell Resistance no
Description
You quickly flicker in reality making an enemy have a harder time targeting you. An attacking enemy must make a saving throw. On a failure, the attack roll has a -2 penalty.
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.
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.
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.
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.
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.
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.
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.
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%