Daily Punch 4-3-17 Peter and Paul Positive Quality for Shadowrun 5e

Who else rolls paychecks to stay off the Streets?  Let’s do that for Shadowrun.
Peter and Paul

Cost: 10 karma

Sometimes you have to rob Peter to pay Paul.  When you’re on the streets, this might be literal, but sometimes it’s from your future self.   When you switch from hot/cold Sim to AR  or the otherway, or you switch from Astral to physical or from physical to Astral, you may do so as a simple action.  If you do so decrease you initiative by 10.

Daily Punch 3-31-17 Whip Master Feat for DnD 5e

Ok, one more whip idea I promise!
Whip Master

Not many people put the hours into practice that are needed to master the whip.  You have and it’s pays off.

  • When you hit a creature with a whip, you can use a bonus action to attempt a trip.   The creature must attemp a Strength saving throw (DC eqaual to 8 + your Dexterity modifier + your proficiency) or fall prone.
  • Each turn you can take an extra reaction action that can only be used to make a whip attack against an enemy that attempts to leave an engegement with you.  If you hit a target with this reaction attack, you can trigger the above trip attempt without the needing a bonus action.

Thoughts?

Daily Punch 3-30-17 Conjure Fire Whip spell for DnD 5e

Conjure Fire Whip

1st-level conjuration

Casting Time: bonus action
Range: Self
Components: S
Duration: 1 hour

You clap you hands, and when you pull them apart, you generate a whip of fire.  The whip functions as a normal whip, but it does an additional 1 fire damage on a hit.  While wealding the whip, increase your AC by 1.  This bonus stacks with other spells and effects.  If you ever drop the whip, the whip turns to ash, falls aprt, and the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the whip is not a +1 flame tongue whip.  When you cast the spell using a spell slot of 5th level or higher, any target hit with the whip must make a Dexterity saving throw or fall prone.

Thoughts?

Daily Punch 3-29-17 fire whip spell for Pathfinder 

Rewatched Doctor Strange.  Let’s make the whip Happen!
Fire Whip

School conjuration (creation) [cold]; Level bloodrager 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range 0 ft.
Effect one flamming whip
Duration 1 minute/level
Saving Throw none; Spell Resistance no


DESCRIPTION

You create a masterwork whip out of fire that will not burn you. The whip deals 1 point of fire damage in addition to normal whip damage. If the whip leaves your hand for more than 1 round, it turns to ash and the spell ends.  This whip does not provoke attacks of opportunity.  In addition, as a swift action, you can choose to use this whip two handed or one handed. When used two handed, you gain a +2 deflection bonus to AC but can not cast spells with somatic components.  At 6th level, the whip functions as a +1 flamming whip and can damage enemies regardless of armor.  At 11th level, you are treated as having the improved trip and greater trip feats when wielding the weapon.

Daily Punch 3-29-17 Divine Light spell for Pathfinder

My favorite spell for DnD 5e is sacred flame.  It’s time something like that happens in Pathfinder.

 

Divine Light
School
evocation; Level cleric/oracle 1, druid 1, shaman 1; Domain fire 1

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

You channel the anger of your god into a violent explosion on a target in range.  The target  of the spell takes 1d6 points of fire damage plus 1d6 more fire damage for every two levels beyond 1st (to a maximum of 5d6 at 9th level).

 

 

Thoughts?

Daily Punch 3-20-17 Rapid Exit Interrupt action for Shadowrun 5e

Been a bit since I wrote about Shadowrun.  Let’s fix that!

 

Rapid Exit

Interrupt Action (-5 initiative score, 1 Edge)

Sometimes, when you gotta go, you gotta go.  And sometimes, you want that to be before GOD tells you you gotta go!  Taking this interrupt action  immediately causes you to perform the Jack Out (P.240 SR5) action.  You suffer dump shock as normal if you are link-locked.

 

Thoughts?

Daily Punch 3-16-17 Force Ball cantrip for DnD 5e

If it’s good enough for Pathfinder, then it’s good enough for DnD!

Force Ball

evocation cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You throw a ball of pure force at an enemy.  The ball hits unerringly, automatically hitting and dealing damage, unless the enemy is behind total cover or has a spell such as shield that blocks force spells. Choose one creature within range.  That target takes 2 force damage.

This spell’s damage increases by 2 when you reach 5th level (4), 11th level (6), and 17th level (8).

Daily Punch 3-15-17 Force Ball spell for Pathfinder

 

How about a cantrip for Pathfinder?

 

Force Ball

School evocation [force]; Level magus 0, sorcerer/wizard 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION

You throw an unerring ball of force at a target in range. The target takes 1d2 points of force damage.

The ball strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.  However, spells like shield block the effects of the spell.