Daily Punch 3-16-21 and 3-17-21 ruin and rot spells for Shadowrun 6e

how about we degrade buildings?

Rot
(Indirect Combat)
RANGE TYPE DURATION DV DAMAGE
LOS P I 5 P, Special
Ruin
(Indirect Combat, Area)
RANGE TYPE DURATION DV DAMAGE
LOS (A) P I 6 P, Special
Why cut when you can decompose and break down walls and men? Rot and Ruin degrade objects on a person or in an area as well as flesh. Creatures resist as normal, but all objects in an areas make a resistance roll as normal except if the object’s net do not beat the spellcasters successes, the object takes additional damage equal to the number of successes in addition to the damage from the spell. Creatures in the area take damage as normal.

Thoughts?

Daily Punch 3-15-21 Precision feat for DnD 5e

Had this happen this weekend, and I think it belongs here.

Precision

You’ve learned to aim true and save your friends in the clutch. When you make an attack that targets an area, you may prevent one target in the area from being affected by the attack.

Thoughts?

Daily Punch 3-12-21 Researcher rogue Archetype for DnD 5e

How about a rogue who learns things?

Researcher

You don’t need to be the quickest person, but you can be the smartest person in the room. Your goal is to find out how the world works. Now you’ve set off into the world to see what you can learn!

Contents [show]

Study

Starting at 3rd level, you can use the bonus action to make a Intelligence(religion), Intelligence(nature), or Intelligence(arcana) check (DC 8 + 1/2 creature CR). If you succeed, you can make an sneak attack against the target without advantage or another ally engaged with the target.

Learned

You gain proficiency in religion, nature, and arcana. You may change what skill you choose for your expertise ability

Observent

Starting at 9th level, you gain expertise in either perception or in investigation. If you have expertise in either of these, you can choose a different skill to gain expertise in.

Document

By 13th level, if you have already succeed on a check using your study ability against a type of creature, you always can make a sneaks against that type of creature in the future. For example, succeeding against a black dragon would allow you to always make sneak attacks against black dragons in the future, but you would need to make the check against green dragons as they would be a different creature type.

Present

When you reach 17th level, you can help your allies with the skills you have learned. Once per day, as a bonus action, you can give any number of a use of your sneak attack damage bonus dice against one creature that you have studied before or have used your document ability with. For one bonus action, you can designate as many creatures as you want against a single target. Each creature can use your sneak attack against one target. Additional bonus actions are need to choose different targets. The ability to make a sneak attack goes away after one minute. Multiple creatures can sneak attack the same target in a tern using this ability. You are limited to one of sneak attack a target a round as normal. You regain this ability after a long rest.

Thoughts?

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?