Haven’t done a Shadowrun thing in a while. How about a program for your RCC or your deck?
Cushion-reduce all damage the deck/rcc takes by 1.
Thoughts?
Haven’t done a Shadowrun thing in a while. How about a program for your RCC or your deck?
Cushion-reduce all damage the deck/rcc takes by 1.
Thoughts?
How about a spell to help with saves in DnD 5e?
Cushion the Blow
3rd-level abjuration
Casting Time: reaction
Range: 60 feet
Components: V
Duration: Instantaneous
As you call out words of dismay, you select a creature in range. That creature gains protection against a single spell or ability. If the creature receives half damage on a successful save of a spell of 2nd level or lower or an ability with a save DC of 12 or lower, the spell has no effect. If the creature fails a saving throw against such a spell or effect, instead treat the creature as if it had succeed. If the a saving throw does not reduce damage from the spell or effect, this spell has no effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the level of the spell or DC of the effect that can be targeted increases by 1 for each slot level above 3rd.
You are a protector of nature and the guardian of and from the fey. An enemy of both is the Fomoire,, a race of giants who may come from under the land or across the see. Seeing your devotion against these monsters, the Tuatha De Danann, possibly gods among the fey and man, have blessed you in your fight with powers and gifts to fight this war against the giants in the dark.
When you choose this circle at 2nd level, they very lands aids you and teaches you. You gain proficiency in Intelligence(nature) checks and can use your Wisdom score in place of Intelligence. If you are already proficiency in Intelligence(nature) checks, gain expertise as a rogue with Intelligence(nature).
Starting at 2nd level, when you touch the ground you can access the blessing of the Stone of Fal. As an action, while standing on the ground, you can spend as many hit dice as you want and heal as normal for each one. These hit dice return as normal
Your mystical connection to the gods who struggled against the Fomoire infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to extra spells. Once you gain access to these spells, you always have them prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Circle Spells |
|---|---|
| 3rd | enlarge/reduce, protection from poison |
| 5th | bestow curse, remove curse |
| 7th | conjure woodland beings, divination |
| 9th | commune with nature, hold monster |
Starting at 6th level, Lugh blesses you with his guidance and his spear. Instead of using Strength or Dexterity for spear attacks, you can now use Wisdom. Also, you can enchant your spear using own magical power. At the start of a day, you can expend two 2nd level spell slots to make any spear you wield a +1 magical enchanted weapon for 24 hours. At later levels you can spend two 4th level spell slots to make the spear a +2 magical enchanted weapon or spend two 6th level spell slots to make the spear a +3 magical enchanted weapon. You can spend higher level spell slots as if the were lower level slots for this effect.
In addition, against creatures with the giant creature type, any enchantment bonus your spear currently has is added as a bonus to your spell attack rolls and as a bonus to your spell save DC.
When you reach 10th level from now on when you take a short or long rest you a.can create a stew that receives the blessing from Dagda’s Cauldron itself. Up to eight creatures who eat from this stew increase their maximum hit points by a number equal to your level. A character may be affected by other effects the increase their maximum hit points, but may only receive this bonus once per 24 hours, even from other creatures brewing the stew. This increase last for 24 hours or until your next long rest.
When you reach 14th level, you are blessed by Nuada to use a tiny piece of her sword. As an action, you can raise your weapon into the air. A enemies within 30 feet of you must make a Charisma saving throw (DC equal to your spell save DC) or be blinded by the power of the Sword of Light for one round. Creatures with the giant type have disadvantage on this saving throw. You can use this feature twice. You regain expended uses when you finish a short or long rest.
You are also immune to damage from poison and the poisoned condition.
Thoughts.
Keeping with our anti-giant theme, here is our cleric domain-the Disciple of David!
Disciple of David
Some heroes of old guide clerics almost as much as the gods you both follow. You’ve chosen to follow an old hero who teaches that no matter how small you may be, you can stand tall against the odds.
| Table: Disciple of David Domain Spells | |
| Cleric Level | Spells |
| 1st | true strike, shield of faith |
| 3rd | enhance ability, enlarge/reduce |
| 5th | haste, spirit guardians |
| 7th | guardians of faith, banishment |
| 9th | dispel good and evil, hold monster |
While your chosen saint was young, he was a man of action. When he was older, he was known for his Wisdom. When you choose this domain at 1st level, you gain a +2 bonus to Wisdom, to a maximum of 20.
Channel Divinity: Divine Strike Guidance
Starting at 2nd level, you can use your Channel Divinity to ask your saint to guide your allies strikes.
As an action, you present your holy symbol and evoke the god’s to aid your allies.
Choose a number of creatures equal to your Wisdom modifier within 30 feet of you, and those creatures gain advantage on their next attack.
Beginning at 6th level, any ally you target with a spell gains a bonus to their defense equal to your Wisdom modifier for one turn.
At 8th level, you learn from your patron the secrets of fighting the tall. Any spell you cast that does damage or weapon attack on a giant deals extra damage equal to your level.
Starting at 17th level, you have mastered the art of fighting giants. When you cast a spell or make an attack against a giant, you always have advantage on the strike. Giants always have disadvantage on saving throws against your spells as well.
We’re working our way through giant themes for characters, so today is bards! I think bards would get a little Loki touched with a new bardic college…..
Some bards learn from time honored traditions, some get an education in buildings where the elders teach the young, and then some like you get a little more “hands on” training. Your master isn’t exactly kind, nice, or clear in his instructions, but he does grant you more power than you thought you would ever have.
When you start receiving instruction from Loki at 3rd level, you gain expertise as a rogue in Charisma(persuasion), Charisma(deception), and Wisdom(insight). Double the number of bardic inspiration dice you receive.
Also at 3rd level, you learn the secrets far beyond most others, but only to lie to others. Add all illusion spells on the wizards spell list to the available spells you can cast.
At 6th level, you learn the secret of being the best liar-believe your own lies. When you cast a spell, you can spend two bardic inspiration dice to cause the target to have disadvantage on any saves for that spell. You must spend two dice per target of the spell.
Starting at 14th level, the master has finally taught you the true ropes. When you make a Charisma check, you can expend one use of Bardic Inspiration to gain advantage on the roll.
DnD is launching a new season where the players will fight giants. I think it’s time for every class to get something dedicated to fighting the giants. Let’s start with berserker!
Long ago a man, maybe a god, fought the giants. The giants are now on the outskirts of society, but the man’s people are still here. Those who follow this hard path know the ways to make the tall bend their knees!
Starting when you choose this path at 3rd level, you gain the ability to make the tall fall hard. When raging, double your rage damage bonus against creatures that are at least one size category larger then you.
Beginning at 6th level, you’ve begun to learn the true traditions of your forefather. When you wield a weapon that does bludgeoning damage, it can be used as a thrown weapon with a range of 60/120, does electric damage with used both as a range weapon or a melee weapon, and at the end of a range attack returns back to to the wielder’s hand.
Beginning at 10th level, you uncover the secrets of the leader’s pack animals. As an action, you can move up to your speed, make an attack, and on a hit do four times your normal strength or dexterity modifier damage on a successful hit.
Starting at 14th level, you gain the armor of your forefather’s father. You gain resistance to all weapon damage from creatures that are sized larger than you.
We just had a massive reveal for the next season of DnD. Let’s build off that!
Giant Hunter
You are trained to take down the large. Gain the following benefits:
Thoughts?
How about Monday’s feat but for DnD 5e!
Intelligent Debate
You know the walk and how to talk! Gain the following:
Thoughts?
Bitter Pill
School conjuration; Level alchemist 1, bard 1, cleric/oracle1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)
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You fill the target with crippling pain and emotions as you take whatever affects them, doubles its effects and half the duration. If the target is bleeding, blinded, confused, cowering, dazed, dazzled, deafened, disabled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, stunned, or unconscious for a duration of less then 6+ 1/2 your level rounds, you can cut the duration in half (rounded down to 1 round), but the target loses all action each turn during those rounds (including swift and attack of opportunity). Unless the condition also makes the target helpless, the target is not considered helpless and defends itself as normal under those conditions. It can be moved, but may not move itself. If the duration of the effect is ended on a save, this spell has no effect.
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