Daily Punch 10-09-15 Calculating fighting style for DnD 5e

How about someone who thinks through his/her actions instead of charges in?  Let’s make that happen…

Calculating

When you take the attack action, you can forgo your first attack as part of that action and instead gain an extra reaction this round.  You can take this reaction at any time until the start of your next turn.  Also, if you gain an extra attack via two weapon fighting, you must give up the attack that has your ability bonus added into damage.

Thoughts?

Daily Punch 10-8-15 Shield the Faithful cantrip for DnD 5e

I like characters that protect others.  Let’s make a cantrip for clerics who do less damage but help a bit more.

Shield the Faithful

Abjuration cantrip

Casting Time: 1 action

Range: 50 feet

Components: V,S

Duration: Instantaneous

Choose a creature in range.  That creature get +1 to armor class until the start of your next round, and then choose a creature engaged with the primary target to make a Constitution saving throw.  On a failure, that creature is bathed in scorching light and takes 1d6 radiant damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thoughts?

Daily Punch 10-07-15 Awesome Rage feat for DnD 5e

Today, let’s build on the rage barbarians already get.

Awesome Rage

You are a true source of carnage on the battlefield and a terror to behold.  None can withstand your fury!  Gain the following:

  • While raging, you can reduce the number of rounds you rage by 1/2.  If you do so, you gain advantage on all Strength-based attacks.
  • Double the damage done from your Rage Damage class feature.
  • While raging, you have also have advantage on all Constitution checks and Constitution saving throws.

Thoughts?

Daily Punch 10-05-15 Improved Raging Blood feat for Pathfinder

You can dabble as a bloodrager from a sorcerer, but let’s build on that a bit.

Improved Raging Blood

You strengthen the rage in your soul, fueling the fire in your heart.

Prerequisite: Raging Blood, 8th level

Benefit: You gain a 4th level bloodline power from the same bloodline as the one you selected when you took Raging Blood.  Increase the number of rounds you can be in a bloodrage by 2, and the bloodrage you can enter is exactly the same as a normal Bloodrager with all the same penalties and bonuses provided by the bloodrage ability.

Thoughts?

Daily Punch 10-02-15 Dual Socket module for Shadowrun 5e

We all have that friend who have has splitter on a splitter on a splitter when it comes to his jankey old laptop’s USB.  You know that would happen in the 6th world, so let’s get those rule out there.

Module Availibility Cost
Dual Socket 5 4,000Y

Dual Socket

This module is a splitter module.  When placed in a module slot, the module slot can now contain two different modules.  No deck can ever benefit from the same module twice.  When a deck is dealt damage, for each dual socket module in the deck increase the net damage by 1.

Thoughts?

Daily Punch 9-30-15 Alchemist arcane tradition for DnD 5e

Why not bottle your spells instead of casting them?  Let’s make a new Arcane Tradition for Wizards in DnD 5e.

Alchemist

You’ve learned to cast your spells as a wizard, but have found a better way cast them-by bottling them!  Every morning you wake up an in the time it take others to memorize their spells, you instead brew them instead.

Alchemist

Beginning at 2nd level, you no longer memorize spells after a long rest.  Instead, you brew them.  Each morning you have to select exactly what spells you will cast that that day instead of memorizing a number of spells and you brew these spells into spell potions.  When these spell potions are cast, you throw the bottle to an equal range as the normal spells up to 60 feet.  The spell save DC is equal to 8 + your intelligence modifier + your proficiency bonus and spell attack bonus is your intelligence modifier + your proficiency bonus, regardless of who uses the spell potion.  You can copy down any wizards spell from another spellbook in to your spellbook, but no wizard can copy from yours as you now copy the formula of the spell instead.  When you take a short rest to regain spells, you can brew any spell potions you know from your spellbook as apposed to the normal rules for arcane recovery.  Any material components are used in the brewing of these spells.  Any effects the provide additional spells or spell slots simple provide you the opportunity to brew more spell potions.  These spell potions expire after 24 hours or when your brew new potions.

Potion Master

Beginning at 2nd level, you can now know the herbalist feat from the players hand book.  You brew potions for half the cost, but can only brew a number of potion equal to your intelligence modifier this way per day.

Hand-Off Casting

Starting at 6th level, you’ve perfected your spells to a point where now anyone who uses your potions.  After you brew your potions for the day, you can hand any number of them to another character, and they can cast the spell just as if they used the potion.  These spell potions can be handed at any time through the day, and this follows the normal rules for exchanging items.  Any spell with a target of Self can be used by any character who drinks a potion brewed by you.

Mix Master

Starting at 10th level, you can take two different spell potions and mix them to brew a third, different spell potion you had not prepared today but have in your spellbook.  You lose the two spell potions, but gain a different spell potion.  This is done as a bonus action on your turn and can be done an unlimited number of times per day.

Carry Over

Starting at 14th level, you’ve learned the real meaning of waste not want not.  Every day, you can carry over a number of spell potions equal to your intelligence modifier.  These potions can be of any level, but must have been brewed in the last 24 hours and before your last long rest.

Thoughts?

Daily Punch 9-29-15 Mana Jolt positive quality for Shadowrun 5e

If you can get a hit from the physical and the matrix to gain a bit of speed, let’s add one to gain a bit from magic as well!
Mana Jolt
COST: 5 KARMA
Magic runs in your veins.  Sometimes, it weights you down as you keep pushing yourself to pull more from the wide magic world.  Sometimes, that jolt out of the astral pumps you up like no other drug could.  Every initiative pass, once per initiative pass, when you are dealt stun or physical damage from a failed drain roll your initiative score increases by +2.

Thoughts?

Daily Punch 9-27-15 Masochist positive quality for Shadowrun 5e

I saw Pain is Gain in Data Trails.  Let’s make that happen for the real world!

Masochist
COST: 5 KARMA
You’ve met them.  Some people just like to get hit.  Maybe its their viking berserk family history.  Maybe it just wakes up up after a bad soykaf.  Maybe their some freak in the bar who really into getting into fights.  Either way, they come alive when the fists hit their face.  Every initiative pass, once an initiative pass, when a character with this quality is dealt stun or physical damage, their initiative score increases by +2.

Thoughts?

Daily Punch 9-17-15 Schooled Sorcerer archetype for the arcanist in Pathfinder

Just finished the Pathfinder book Advanced Class Guide, and I have a few ideas I’d like to see from it.  Here is one for the Arcanist.

Schooled Sorcerer (Archetype)

You went to school like all other wizards did.  You hit the books hard, learned from the masters, and showed great promise, but you also had something else up your sleeve-you were a closet sorcerer.  You cultivated the talents in your own blood along side your own class-based studied.

Dual Focus(Su):  At 1st level, a schooled Sorcerer chooses a school of magic and a bloodline.  The arcanist also chooses either one to gain at a slower path.  For the one progressing at a normal pace, the Schooled Sorcerer gains all the benefits as described for that school or bloodline.  For the chosen ability gained at a slower pace, the Schooled Sorcerer gains the benefits of the school or bloodline as a wizard or sorcerer four levels lower than his or her actual level.

The archanist must select two additional schools of magic as opposition schools and has all the penalties of casting and preparing spells from those schools as a wizard would.  This ability replaces the arcanist exploits gained at 1st, 3rd, 5th, 7th, 9th, and 11th level.

Thoughts?