Daily Punch 3-27-19 Fully Rested #feat for #Starfinder

Let’s build off some ideas for DnD and resting in Starfinder.

 

Fully Rested

When you take a break, you really feel refreshed.

Benefit: When you take a 10 minute rest and spend a resolve point, you not only gain stamina points, but you also gain HP equal to your level + your Constitution modifier.

 

 

Thoughts?

Daily Punch 3-25-19 Restful Pace spell for DnD 5e

I’m playing in a Middle Earth 5e game.  Not NEAR as much healing as regular DnD, and thats ok.  But, I’ve been thinking about playing with the short rest.  Here is a possible spell for that.

 

 

Restful Pace

2nd-level abjuration(ritual)

Casting Time: 1 minute
Range: 30 feet
Components: V, S
Duration: 8 hours

Your spell lets your allies allies rest and recuperate while they lightly walk across the country. Choose up to eight creatures within range. Each target can take a light rest for each hour of travel at a normal pace.  Traveling through difficult terrain or any mode of travel more difficult that walking will not allow the creature to rest.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,  increase the number of targets by 1  for each slot level above 2nd.

Daily Punch 3-13-19 BANE M1 mystic spell for Starfinder

If you have bless in Starfinder, you need …..

BANE M1

School enchantment (compulsion)

Casting Time 1 standard action

Range 50 ft.

Area The caster and all allies within a 50-ft. burst, centered on the caster

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

You chanel pure doubt into your enemies. Each affected creature taks a -2 moral penalty to attack rolls and saving throws against fear effects.

Bane dispels and counters bless.

Thoughts?

Daily Punch 3-14-19 BLESS M1 spell for Starfinder

I love clerics in DnD and standard procedure is bless first round. WHY BLESS IN STARFINDER! So, I’m making it!

BLESS M1

School enchantment (compulsion)

Casting Time 1 standard action

Range 50 ft.

Area The caster and all allies within a 50-ft. burst, centered on the caster

Duration 1 min./level

Saving Throw none; Spell Resistance yes(harmless)

This spells fills your allies with courage. Each ally gains a +2 moral bonus to attack rolls and saving throws against fear effects.

Bless dispels and counters bane.

Thoughts?

Daily Punch 3-15-19 Human Looking feat for DnD 5e

Something quick for DnD 5e.

Human Looking

Prerequisite: Half-Orc, half-elf, or tiefling

You’re human heritage shows through more than your other parantage. You gain the following benefits:

  • Increase your Charisma by 1, to a maximum of 20.
  • You look very human, and a very detailed, very intrusive search is needed to determine that you are anything but human.
  • While in a human civiliztion, gain a +1 bonus to all Charisma skill rolls.

Thoughts?

Daily Punch 3-11-19 INDUCE AFFLICTION M3 spell for Starfinder

Why can you cure a disease, but not inflect one?

 

INDUCE AFFLICTION M3

School necromancy

Casting Time 1 standard action

Range touch

Targets one living creature

Duration permanent

Saving Throw Fortitude negates; Spell Resistance yes

You pour raw necrotic energy into a target forging disease particles in the creature.  If the target fails its saving throw, it is affected by a mental of physical disease you choose with a save DC equal to your current spell save DC or lower.  The disease progresses as normal and can be removed as normal.

If you target a creature who is already afflicted by a disease, the creature must instead immediately succeed on a Fortitude saving throw or worsen one step on the condition track of the disease.  This saving throw does not count for their successes needed to end the condition nor does it count for their daily saving throw against the condition.

 

 

Thoughts?

Daily Punch 3-8-19 Raised in Filth feat for DnD 5e

Ok, lots of disease lately, so how about we get some tools to fight it?

 

Raised in Filth

You were raised in dirt, and some of your family didn’t survive it,  but you thrived gaining resistances to it. You gain the following benefits:

  • Increase your Constitution by 1, to a maximum of 20.
  • You have advantage on saving throws against diseases or being inflicted with any disease via a spell.
  • When you are affected by a disease, instead of making a saving throw every 24 hours, you make a save to end a disease every 12 hours.

 

Thoughts?