I don’t see the feat to gain a bonus to saving throws in DnD 5e. I want those back, but is this too far?
Survivor
You are just made to not die. Gain a +1 bonus to all saving throws.
Thoughts?
I don’t see the feat to gain a bonus to saving throws in DnD 5e. I want those back, but is this too far?
Survivor
You are just made to not die. Gain a +1 bonus to all saving throws.
Thoughts?
Thinking about bonuses to things lately. What do people think about this.
You were just made to not die.
Benefit(s): Three times per day after your roll a save but before you know the results, you may add +3 to the roll.
Thoughts?
Time to keep rolling with this spell into DnD 5e
transmutation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
You alter the subtle balances the keep the creature moving causing chaos in essence of the target. Choose a creature in range to makes a Constitution saving throw. On a failure the creature takes 1d6 acid damage. At the start of the creatures next turn, it must succeed at another Constitution saving throw or take the same damage again.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thoughts? Does the second saving throw prevent the damage from being too high for a cantrip?
Been running through different systems, so why not take an idea from one to another?
Acid Cantrip Transmutation
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Saving Throw Fortitude
Range 30 feet; Targets 1 creature
You subtly change the chemistry of a creature altering the small balances they keep them working dealing 1d4 acid damage this turn and the same damage the next turn. If the creature critically fails the save, it is also dealt the acid damage for a third turn.
Heightened (3rd) The damage increases to 1d4+ your spellcasting ability modifier.
Heightened (5th) The initial damage increases to 2d4 + your spellcasting ability modifier.
Heightened (7th) The initial damage increases to 3d4 + your spellcasting ability modifier.
Heightened (9th) The initial damage increases to 4d4 + your spellcasting ability modifier.
Thoughts?
How about more love for Shadowrun?
Disrupt Balance
RANGE TYPE DURATION DV DAMAGE
LOS M I 5 SPECIAL
Life is balance, and with just a simple push you can destroy it plunging a creature’s internal chemistry into chaos. Roll Sorcery + Magic vs. Willpower +Body. The target takes chemical elemental damage required to the net hits and has its body is reduced by half the net hits. This counts as a corroded for effects that remove damage and effects and a target will only have its body reduced by the arrest effect of disrupt balance, not the cumulative effect of multiple castings. This damage to body is repaired normally over time or via magic.
Thoughts?
Shadowrun 6e needs more love. How about an adept power?
Hard Target
Cost: 0.5 PP
Activation: Passive
Your just that hard to kill. Gain a point of Edge when you make a defensive test.
Thoughts?
Turned out I stumbled upon Durable! I am VERY SMRT sometimes! So… time for a new post!
Storied background
Prerequisite(s): 1st level
When you build your character, choose a second background. You gain the language, skill, and tool proficiencies of that second background. Your personality trait, ideal, bond, and flaw are chosen from between the two backgrounds.
Thoughts?
How about some more racial templates for star crawl?
Elf: Long lived, graceful, and aloof, elves have lived long enough for some of the oldest of them to see elves go from living in forest homes to living among the stars. The other races think them haughty, but honestly you deserve to be better then the rest as you are just better.
Stat Adjustments: Stamina -1, Intelligence +2, Agility +1
Special Abilities: Long-lived(Elves live up to 500 years), Magical ( choose one level one wizard spell that you cast as a wizard of your level)
Halfling: Adorable and short, halflings are the vagabonds of humanity. These small explorers took to the skies like fish to water as they drive space caravans across the stars.
Stat Adjustments: Stamina -1, Ability +2, Personality +1
Special Abilities: Lucky( when you spent a point of luck, you gain +1d4 instead), small( you are small sized)
Thoughts?
Why not bring the old races back!
Dwarf: Short, built, and hardy, dwarves are the bedrock of any group they are part of. Haling from under the earth, they find the transition to space hard, but fit in well into spaceships where a crew might not see open sky for months at a time.
Stat Adjustments: Stamina +2
Special Abilities: Burly(add 1/2 Level (minimum +1) to Fortitude Saves)
Thoughts?
Product– Star Crawl
System- DCC RPG
Producer– Tuesday Night Fiend Club
Price– $10.00 here https://www.drivethrurpg.com/product/254637/Star-Crawl?affiliate_id=658618
TL; DR– DCC Starfinder! 88%

Basics– Need some space in your DCC RPG? Want to play Starfinder and DCC? Then Star Crawl is for you. Let’s see what the new things are from DCC RPG.
Basics-Can you play DCC RPG? Then you can play this. Honestly that’s the big mechanics of this. Seriously! That’s not a bad thing.
Races- Star Crawl introduces race templates. You choose a race template that you add to a character at level 1 or 0. It’s a few ability changes and a few extra abilities. Nothing too crazy, but some solid additional crunch to the system.
Space ships- You can’t have space opera without space ships. This system adds in space much like Starfinder. Basically, pilot checks determine who goes from low to high as you outmaneuver other ships. It’s simple to keep in the flavor of DCCRPG.
This is’t a complete change so much as an incremental change. Let’s look at my thoughts on this.
Mechanics or Crunch-This is both the high point and the low point of the book. Why high? The new stuff is great! I love what’s here. Solid new classes. Solid application of the basic ideas of DCC RPG. Solid new races. Everything here is great. Why low? It didn’t feel like enough. I want more spaceships. I want more space options. It’s kind of a short book. It was great, but I was just left wishing for more to help me build my space world.
4.25/5
Theme or Fluff-I was looking for some Star Wars DCC RPG, and this delivers. You get new settings to play, and the fluff to get there. What I do need more of is world building. It’s a solid intro book with the basic ideas of the universe, but I need more. The included adventure builds that out, but I would have liked a bit more history, background, and details to draw me in and help me make it my own. 4.5/5
Execution– PDF? YEP! Hyperlinked? no…I can live without the hyperlinks, but they help, especially for an intro book. The rest of the book is well done. The art is simple, but charming. The layout works well. It reads easily, and is approachable. Overall, this is a solid book, but I still want a few more tech toys. 4.5/5
Summary– My players and I are chomping at the bit to get into this. I like this book and world. The mechanics are good, but I need more toys for the sandbox. The world is solid, but needs more to help me build and expand. All in all, for a small publisher, this is an amazing book that I really recommend to anyone who needs a bit more scifi in their fantasy. If you want some space fun, throw your DCC RPG players into this space opera. 88%