Daily Punch 6-19-15 Signature Spell feat for DnD 5e

Everyone has that one spell they always throw out in a pinch.  Let’s build on that.

Signature Spell

You’ve practiced your spells to the point that their second nature.  It’s impressive how well you wield them.  Gain the following benefits:

  • Increase your wisdom, charisma, or intelligence by 1 to a maximum of 20.
  • Select one spell you know, when you use this spell the DC of saving throws against this spell is increased by 2 or increase the attack roll of this spell by 2.

Thoughts?

Daily Punch 6-18-15 Built like an Ox Feat for DnD 5e

Last of the dual saves!

Built Like an Ox

You beat obstacles with your muscles and when those fail you, you beat them by running through them.  Sometimes…. it’s a bit of both.  Gain the following benefits:

  • Constitution saving throws can be made using your Strength modifier, and Strength saving throws can be made using your Constitution modifier.
  • If you add your proficiency bonus to both Constitution and Strength saving throws, add 1 and 1/2 (rounded down) your proficiency bonus instead.

Thoughts?

Daily Punch 6-17-15 Speed of Thought Feat for DnD 5e

Let’s keep building on the dual save feats.

Speed of Thought

You can either out think your opponents or simple out move them.  Maybe it’s a bit of both.  Gain the following benefits:

  • Dexterity saving throws can be made using your Intelligence modifier, and Intelligence saving throws can be made using your Dexterity modifier.
  • If you add your proficiency bonus to both Dexterity and Intelligence saving throws, add 1 and 1/2 (rounded down) your proficiency bonus instead.

Thoughts?

Daily Punch 6-16-15 Force of Will feat for DnD 5e

I liked the 4e DnD ideas of Will saves being Charisma or Wisdom.  Let’s see if we can’t bring that back…

Force of Will

Your mind is a fortress unto its own.  Gain the following benefits:

  • Wisdom saving throws can be made using your Charisma modifier, and Charisma saving throws can be made using your Wisdom modifier.
  • If you add your proficiency bonus to both Charisma and Wisdom saving throws, add 1 and 1/2 (rounded down) your proficiency bonus instead.

Thoughts?

Daily Punch 6-8-15 Weak in the Knees negative quality for Shadowrun 5e

If you can stand tall, you can also fall quick.

Weak in the Knees

Bonus: 3 karma

When you take a hit, you don’t get to choose to take a dive-you just do it automatically.  You’re a lightweight when it comes to taking a hit, falling more times than Glass Jaw Joe.  When determining if you are knocked down from a strike, divide your physical limit by 2 (rounding down, minimum 1).  You automatically are knocked down if you take five damage.

Thoughts?

Daily Punch 6-4-15 Escalating Assault feat for DnD 5e

I see a lot of builds out there for two weapon fighters.  Let’s build on that.

Escalating Assault

You are a master of multiple strikes making each more painful than the last.  Each time you attack with a melee weapon, do damage, and are able to add your strength modifier to the damage, increase the damage by the number of times your successfully damaged the target.  As an example, your second attack would do double damage, your third would do triple, and so on.

Thoughts?

Daily Punch 6-2-15 Medic Magic quality for Shadowrun 5e

You can’t heal stun from a Medkit.  Some people would like too.  Let’s work on that.

Medic Magic

Cost: 7 karma

You were the kind of kid who always had to get a band-aid when you scuffed your knee.  Now as an adult, it hasn’t really gotten better.  When you use a medkit to heal damage, you can choose to heal physical or stun damage.  If you choose stun, you heal half as many boxes of damage as the kit is not designed to heal that kind of damage.  The normal amount of medkit reagents are used when you heal however.

Thoughts?

Daily Punch 6-1-15 Dual Training positive quality for Shadowrun 5e

Let’s keep building of the small unit tactics idea.  What if you could double up on the abilities?

Dual Training

Cost: 5 karma

You don’t do anything by halves.  You don’t work small scale.  You like your cake, and you want to eat it too.  When you do a small unit tactics test, you can, in the same free action, name two different abilities.  You can make your small unit tactics test as normal, but the needed successes is the sum of both selected abilities.  Only other characters with this same quality can assist with your small unit tactics test, but characters without this quality can benefit from its result.  If you don’t get the needed successes of both abilities, neither triggers.

Thoughts?