Daily Punch 10-10-19 Ball Lightning Arcane and Primal spell for Pathfinder 2nd Ed

Final system for ball lighting.  Now for PF 2nd Ed!

 

Ball Lightning

Ball of Lightning SPELL 4

Evocation Electricity

Traditions arcane, primal

Cast [three-actions] material, somatic, verbal

Range 120 feetDuration 1 minute


You summon a ball of crackling electricity that fires white hot bolts of electricity at your enemies.  You create  a 5-foot in diameter ball of electricity that once each round as an action fires a jolt of electricity at an enemy up to 60 feet away.  Make a spell attack. If you hit, you deal 4d6 electricity damage and then make two more spell attacks at two separate targets within 60 feet of the second target.  If you hit, you deal 4d6 electricity damage.  For two more actions, you may make a second attack following rules of the first.  Also, as an action, you may move the ball of lighting up to 60 feet.

Heightened (+1) The electricity damage increases by 1d6.

 

Thoughts?

Daily Punch 10-9-19 Galactic Storm T4 technomancer spell for Starfinder

Let’s keep ball lighting going between systems!  now off to starfinder!

 

Galactic Storm T4

School evocation (fire)

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Effect 5-ft.-diameter storm of lightning

Duration concentration + 1 round/level

Saving Throw none; Spell Resistance yes

A 5-foot cloud of Solar Storm is summoned and contained by several small drones which you control. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. Once per round, you can cause the storm to jolt a creature within 30 feet and deals 4d6 electricity damage to that creature (Reflex negates).  If the primary target is hit, you may elect for the lighting to hit up to two more creatures within 30 feet of the primary target for 4d6 electricity damage (Reflex negates).  The secondary effect does not trigger an additional time.

If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 electricity damage.  This damage caused the secondary discharge as above, but does not count as your one discharge per turn.

 

Thoughts?

Daily Punch 10-8-19 Ball Lightning spell for DnD 5e

How about a spell three ways?  First for DnD 5e

 

Ball Lightning

4th-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fulgurite )
Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of lighting appears in an unoccupied space of your choice within range and lasts for the duration. Each round, you may make a ranged spell attack emanating from the sphere at a creature within 30 feet.  Upon hitting the creature, the creature takes 4d8 lightning damage, and you make a two more ranged spell attack at two different creatures in range of the first target.  Upon a hit, each secondary target takes 4d8 lightning damage.  You do not make the secondary attacks again.  This attack takes no action.

As a bonus action, you can move the sphere up to 30 feet.  As an action, you may make a second attack with the spell with the secondary attacks performed as normal.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere sheds bright light in a 60-foot radius and dim light for an additional 30 feet.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th.

Daily Punch 10-2-19 College of the Crossroads bardic college for DnD 5e

How about some more fun for DnD 5e?

 

College of the Crossroads

You might have been the best there was or you might not have been able to pluck a string, but boy after the man or woman in black met you and tuned your fiddle at midnight at the crossroads, you became a titan of stringed instriment.  You made a deal or maybe you won a contest, but either way, you have powers most didn’t think possible all at the low cost of having to watch your back for the rest of your days lest someone come collect

College of the Crossroads Features
Bard Level Feature
3rd Bonus Proficiencies, Fiddle of Gold
6th Dark Songs
14th Hounds of Hell

Bonus Proficiencies

When you join the College of the Crossroads at 3rd level, you double your proficiency for any stringed instrument you use.  You also gain proficiency in arcana and religion if you were not proficient in those or you gain proficiency in another skill for each one with which you were already proficient.

Fiddle of Gold

Also at 3rd level, you learned to summon an instrument you got from the man in black.  The instrument is a golden stringed instrument that always is immaculate, has perfect pitch and counts as a +1 magic club for any melee attacks you make with it.  It can be used as a focus for any spells you cast giving you a +1 bonus to your DC and to any spell attacks you make with it.  At level 11, these bonuses becomes a +2, and at level 17 these bonuses becomes a +3.  You can dismiss the resummon the instrument as often as you want as a bonus action.

Dark Songs

Starting at 6th level, you’ve learned more from your former master.  You gain access to warlock spells when you gain new spells or the chance to replace a spell, but you may not know more than four warlock spells.  These spells count against your normal number of spells.

Hounds of Hell

At 14th level, the devil begins to claim his due, but you’ve becomes a silver tongued fiend in your own right having mastered the first monsters sent to collect you.  Once per day, you may as an action summon three hell hounds.  These creatures obey your commands, but you must use a bonus action each turn to direct them or they act according to their own interests.  If they die or are dismissed as an action, you can resummon them again after a long rest.

 

 

 

Thoughts?

Daily Punch 9-25-19 Medical Savant Alchemist feat for Pathfinder 2nd Ed.

I like being able to heal without magic. Let’s help those alchemists who specialize in medicine!

Medical Savant Feat 1

Alchemist

Prerequisite(s) trained in medicine

You mastered rapid fire medicine. You can attempt a treat wounds action as two actions instead of 10 minute. The target cannot be treated again as normal. If you roll a critical failure on this check, you get a failure instead.

Thoughts?

Daily Punch 9-24-19 Overt Threat feat for Starfinder

How about some more Starfinder?

OVERT THREAT

You are not subtle and after you speak, people continue to do exactly what you want them to do.

Prerequisites: Cha 17, Intimidate 10 rank, subtle threat.

Benefit: When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes friendly rather than indifferent.

Thoughts?

Daily Punch 9-19-19 Freedom Fighter character theme for Starfinder

This came up in my latest Starfinder game, and I think it might be fun to play.

 

 

Freedom Fighter (+1 CHA)

You have a deeply held belief about something in the world, but the powers that be are holding you back somehow.  So, you have joined or started a group of like minded people who are actively fighting the authority who is against you.  The news labels you with horrible names, but you know one day your people or ideals with be lauded by all and children will say your name with pride.

Theme Knowledge (1st)

You’re reading of history and political thought has given you an edge over other when discussing governance or political philosophy.  Reduce the DC of Culture checks to recall knowledge about governance, political ideology, and history by 5. Bluff is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Bluff checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Use the Crowd (6th)

You know how to move among a crowd and get into and out of places you should not be. When you attempt a Stealth check to hide among a group of people, you can roll twice and take the higher result. Additionally, whenever you are trying to sway a group of people to your side via a Diplomacy or Bluff check, once per day you gain a +4 bonus to this check.

Civilian (12th)

You have mastered the art of looking harmless until it is time to strike.  When you make an attack against someone who is aware of your presence but does not suspect you are a threat, instead of the normal -2 flat-footed penalty they take, they take a -5 penalty to AC instead and your critical range for any weapon you are wielding is tripled on this first attack.  This only applies to the first attack against that target in a day.

Revolutionary (18th)

You are now fueled by the victories you achieve over those in wrongful power against you.  Up to twice per day, when you successfully defeat someone who has authority over you that you do not agree with such as an oppressive military group, you recover 1 Resolve Point.

Daily Punch 9-18-19 Skill Savant rogue feat for Pathfinder 2nd ed

I love rogues, and I want them to be the skill masters they were made to be. How about this feat?

Skill Savant FEAT 8

ROGUE
You pick up and learn skills at an amazing pace. You gain training in two skills, increase your skill level up one level to master in two skills, or gain training in one skill and increase your skill level one level up to master in a second skill.

Thoughts?

Daily Punch 9-11-19 Grave Spike magic item for Pathfinder 2nd ed.

Took a bit, but here is the Pathfinder 2nd Edition version of the item!

 

Grave Spike ITEM 10
MAGICAL NECROMANCY
Usage held in 1 hand; Bulk 1
This heavy cold iron spike contains some of the oldest necromancy in existence.
Activate [two-actions] Make a melee attack against an undead creature that is adjacent to a surface, either vertical or horizontal.  You are considered trained with this attack and the spike counts as a finesse weapon.  If a hit the creature, the target must make a DC 30 Fortitude save.  On a failure, the creature is impaled against the surface.  The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control.  A creature may willingly removed the spike ending the effect against the original target.  On a successful save, the creature just takes 1d6 piercing damage with no other effect.
Type greater; Level 10; Price 900 gp

 

 

Thoughts?