Daily Punch 11-19-14 Master of the Elemental Fist quality for Shadowrun 5e

One more for Shadowrun, I promise

 

Master of the Elemental Fist

Cost: 1 PP

Prerequisite: Minimum Two Different Elemental Strikes

You are a master of martial arts and magic all rolled into one.  When you use the Elemental Strike, you may manifest two different types of elemental effects in one attack.  It takes two separate simple actions to activate both of these elemental effects.

 

Thoughts?

Daily Punch 11-18-14 Focus quality for Shadowrun 5e

More Shadowrun 5e fun for today, this on for my mages out there-

 

Focus

Cost: 10 karma

You can split you concentration easily to the point you can keep two conversations running simultaneously in different languages at the same time.  That’s child’s play compared to what you do with magic.  When maintaining a spell, the dice pool penalty drops to a -2 instead of a -3 when you cast another spell.

 

Thoughts?

Daily Punch 11-13-14 Dedicated Philanthropist quality for Shadowrun

Most of my mages have cash to burn in Shadowrun Missions.  Let’s see if we can help with that….

 

Dedicated Philanthropist

Cost: 1 Karma

You work for the people, and you pay for the people too.  In addition to the normal, once per mission exchange of 2,000Y for one karma, you may make an additional 2,000Y for one extra karma per missions exchange.

 

Thoughts?

 

Daily Punch 11-12-14 Discipline Training Feat for DnD 5e

I love spellcasting monks, but I think they don’t get enough options.  How about giving them a few more.

 

Discipline Training

You have spend most of your life in the temple training body and mind.  Gain the following:

  • Gain +1 to wisdom to a maximum of 20.
  • Gain two more disciplines from those currently available to you.  These may be changed as per the normal rules when gaining new disciplines.

Thoughts?

Daily Punch 11-11-14 Monk of the Heavens Monastic Tradition for DnD 5e

I love monks, and I love clerics.  Let’s see if I can mix these two together into one great class.

 

Monk of the Heavens Monastic Tradition

Monks of the Heavens spend much of their time in practice and prayer.  They are chosen to execute the will of the gods as they strike out from their lone monasteries to hopefully make the world a better place.

You know the touch of silence and one other divine discipline of your choice.  You gain additional disciplines at 6th, 11th, and 17th level.  When you learn a new discipline, you may replace any others you know as you see fit.

Casting Cleric Spells.  Most divine disciplines allow you to cast spells.  These spells are cast as per the Casting Elemental Spells rules on page 80 of the Players handbook.

Divine Disciplines

Touch of Silence.  You may touch a dying ally or enemy and either stabilize or kill that enemy as a bonus action.  If you kill, that creature must make a constitution saving throw or die immediately.

Touch of the Healer. You may cast cure wounds.  You may spend one additional ki point to cast this again and target another creature.  You must still follow the maximum number of ki points allowed per level however.

Touch of the Damned.  You may spend two ki points to cast inflict wounds.

Sights Unseen. You may spend 1 ki point to cast Detect Magic.

Songs of the Heavens. You may spend 1 ki point to cast Bless.

Discords of Hell. You may spend 1 ki point to cast Bane.

Authority of the Teacher. You may spend 1 ki point to cast Command.

Guard of Heaven.  You may spend 1 ki point to cast Shield of Faith.

Heaven’s Training (6th Level Required).  You may spend 2 ki oint to cast Enhance Ability.

Guard from on High(6th Level Required). You may spend 2 ki point to cast Spiritual Weapon.

Master’s Quite(6th Level Required).  You may spend 2 ki point to cast Silence.

True Strength in Self(11th Level Required). You may spend 3 ki point to cast Dispel Magic.

Guide the Soul(11th Level Required). You may spend 3 ki point to cast Revivify.

Speed of Steps(11th Level Required). You may spend 3 ki point to cast Water Walk.

Protect the Faithful(11th Level Required). You may spend 3 ki point to cast Spirit Guardians.

Avatar of the Master(17th Level Required). You may spend 5 ki point to cast Guardian of Faith.

Master’s Castigation(17th Level Required). You may spend 5 ki point to cast Banishment.

 

Thoughts?

Daily Punch 11-10-14 Netherese Shade Sorcerer

I’ve been reading a bunch of old Forgotten Realm’s stuff, and I think its time for the stuff of nightmares to take their place on the world stage.

Netherese Shade Sorcerer

You are the stuff of legend.  You are born from shadow.  Somewhere in your family line, someone was a Shade-a creature of pure darkness who stalked a world of negative energy.  You can now channel that, and it’s slowly consuming you.

 

Shade Resilience

You begin to get hints of your family history.  At first level you gain resistance on all necrotic energy damage and stealth becomes a trained skill for you.  If you are already strained in stealth, double your proficiency bonus with that skill instead.

 

Shadows Increase

At 6th level, when you cast a spell that does necrotic energy, you my add your charisma modifier to that damage.  You may spend 1 sorcery point to cast Inflict Wounds.

 

Shadow Adaption

You are beginning to learn to be a shadow.  At level 14 by spending 1 sorcery point, you may travel from any area of shadow to another area of shadow as a move.  These areas of shadow must not be more then three times your movement speed apart.

 

Shade Apotheosis

At level 18, you have stopped being mortal and moved beyond.  You are now a shade.  Your race changes to shade.  You now have advantage on stealth checks made in shadow and are now immune to necrotic energy.  In addition, you may now spend 5 sorcery points to cast teleport to teleport as if teleporting to a portal to any area of shadow you know about.

 

 

Thoughts?

11-7-14 Name cards for the Lord of the Rings Card Game

My wife and I love the Lord of the Rings Card Game.  We play a ton of games together, but we really don’t have any desire to play with others at game store or con events.  A problem with that is, among other things, names can be a problem.  Named heroes can’t play in the same table, so some players have to quickly fix up their decks to play.  How about his idea FFG….

 

 

Name/Title cards-  As part of the game night kits, new cards come out that are the nicknames and titles for the characters.  If two or more players want to play Aragorn from the same sphere or just with the same exact name, then these two players take a nickname/title card specific for that character.  These cards could say-Dúnadan,  Longshanks,  Wingfoot, and/or Strider.   Now these same players can play together, tables are not as hard to legally make, and there is some in game effect for having the same cards in play.

 

I even propose expanding this out for allies.  If a deck has a card like Gandalf and a hero Gandalf is played, then both players take a one time threat increase at the start of the game.

 

Thoughts?