Daily Punch 3-8-18 Bleeder hindrance for Savage Worlds

One last SW idea for a bit.

 

Wanted (Minor or Major)
You bleed…a lot.  Maybe its a week constitution, heck maybe your a hemophiliac.  Who know, but when you get hurt, you REALLY get hurt.
As a minor hindrance, when you are hit with an attack add a 1d2 to the damage roll to see if it beats your toughness.  As a major hindrance, add a 1d4 to the damage roll.  If you are wounded, you bleed much more than normal when hurt, so all tracking you gain a +2 bonus if they use the blood to find you.

 

Thoughts?

Daily Punch 3-6-18 Distracted Advantage feat for DnD 5e

We did it for Pathfinder, so let’s do it for DnD!

 

Distracted Advantage

When they are not looking at you, you spring into action.  Gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • When you attack an enemy that you have advantage against or an enemy that you and an ally are engaged with, you apply double your ability modifier to damage instead of your normal ability modifier.

 

 

Thoughts?

Daily Punch 2-28-18 Redouble Courage feat for Pathfinder

I have players fighting a dragon now.  Some of them want this ability…

 

Redouble Courage

You can shake off the hardest frights in a moment.

Benefit: When you are subject to a Fear effect or the  frightened or shaken condition because you failed a saving throw, you can reroll that saving throw.  You must use the second result, even if it is lower.  If you fail the second saving throw, you cannot use this feat for 24 hours.  If you succeed, you may continue to use this feat until you fail a saving throw.

 

Thoughts?

Daily Punch 2-26-17 Flatfooted hindrance for Savage Worlds

Jumping back into things!  Here is a one that came up at the table for Savage Worlds!

 

Flatfooted [minor or major]

You are slow on the draw.  A minor flatfooted character’s initiative is one number lower that indicated on his or her card.  If this would put a character at one initiative, they must make an agility check or be stunned.  If the character is already stunned and fails the check, they take one nonlethal damage.

A major flatfooted character’s initiative is reduced by one number and one suit.  If the character draws a club, an agility check or be stunned.  If the character is already stunned and fails the roll, they take one nonlethal damage. If this would put a character at one initiative, they must make an agility check or be stunned.  If the character is already stunned and fails the check, they take one nonlethal damage.  A character can be subjected to both these effects with a major hindrance.

 

 

Thoughts?

Daily Punch 2-5-18 Item Specialist feat for DnD 5e

Here is a quick one that came up this weekend.

 

Item Specialist

When it comes to getting you money’s worth, you get double!  Gain the following benefits:

  • You may use two consumable items as part of the same action.
  • Drawing an item from any container is not an action for you, but a free action.
  • You do not provoke opportunity attacks for using any items.

 

Thoughts?

Daily Punch 1-30-18 Diabolical Tutor monster for DnD 5e

Let’s get caught up with an idea from a 5e game.

 

Devil, Diabolical Tutor

Tiny fiend(devil, shapechanger), lawful evil

Armor Class 9

Hit Points 10 (3d4+3)

Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 12 (+1) 18 (+4) 12 (+1) 16 (+3)

Skills Deception +5, Insight +3, Persuasion +5, Arcana +5, Religion +5, History +5,Nature +5

Damage Resistances fire, piercing, bludgeoning, and slashing from nonmagic weapons that are not silvered

Senses passive darkvision 120 ft., Perception 11

Languages infernal, Common

Challenge 1 (200 XP)

Special Traits

 

  • Shapechanger: The diabolical tutor can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Devil’s Sight: Magical darkness doesn’t impede the diabolical tutor’s darkvision.
  • Magic Resistance: The diabolical tutor has advantage on saving throws against spells and other magical effects.
  • Dark Knowledge: When you spend an action to make a knowledge check and consult the diabolical tutor, you may add the diabolical tutor’s bonus to these checks to your own.Actions

 

  • Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (2d4 – 2) piercing damage.

 

Description

A man-shaped monster that stinks of brimstone and rot but offers fel knowledge to any who listen to its evil lips.