Daily Punch 7-24-14 Elemental Focus feat for DnD Next

I want to be a wizard that focuses on fire wizard…let’s make it happen!

 

 

Damage Focus

You’ve studied the elements and found yourself drawn into one in particular

Benefit:  gain the following

  • Gain a +1 to wisdom, intelligence, or charisma to a maximum of 20
  • Pick an element damage type (acid, force, sonic, cold, fire, necrotic, radiant).  When you cast a spell that does that damage type, add double the spell’s level to damage or double the duration of the spell.  Cantrips add +1 to damage.

 

 

Thoughts?

Daily Punch 7-23-14 Improved Parry feat for DnD Next

Martial characters don’t get a ton of love, how about we give them some

 

Improved Parry

You know how to move a blade out of the way and how to strike lightning fast after the dodge

Benefits: Gain the following

  • You gain a +1 to dexterity or strength to a maximum of 20.
  • When you perform a parry on a melee attack, the disadvantage dice both receive a -1 to their rolls.
  • If your parry results in the attack missing, you may make a basic melee attack as a free action.

 

Thoughts?

 

Daily Punch 7-22-14 Superior Mage Hand feat for DnD Next

I’ve been reading the Sundering and I saw a character do something amazing with her hair.  She used it to grab weapons and beat the crap out of anyone who came at her.  How about a feat to make that happen?

 

Superior Mage Hand

You’re a pinnacle of spell casting and you make even the simplest cantrips do devastating effects

Prerequisite:  Wizard with the mage hand cantrip

Benefit:  Gain the following:

  1. Gain a +1 to intelligence to a maximum of 20.
  2. You may cast mage hand as a spell of any level.  For each level you cast the spell above a cantrip, you gain an extra mage hand.  The hands may grab unattended objects as a free action.  The hands can not cast spells for you.  If you dedicate a full round to making attacks with weapons, you may have each hand attack with an weapon it is welding.  The hands attack using your intelligence bonus plus proficiency if you are proficient with the weapon they are welding.  A mage hand cast in this way can use an interrupt action to provide disadvantage on a foe using a melee attack if the hand is welding a weapon.  Any action a hand tries to do beyond attack uses intelligence in place of the usual ability for the action in addition to proficiency if you are trained.  The hands last for a number of hours equal to the spell slot used to cast the spell.

 

Thoughts?

Daily Punch 7-21-14 Art of the Deal Feat for Pathfinder

How about a feat to twist fate even more in your favor?

 

Art of the Deal

When drawing from the deck of life, you stack the cards

Prerequisite: Twin Fates feat here

Benefit: When you draw from a Harrow Deck to use a class feature, you may expend two uses of your Twin Fates feat.  If you do, draw a number of cards equal to the total number of times per day you can use Twin Fates feat instead of the normal one.  You may only use one of those cards, but you may pick which one.

 

Thoughts?

Daily Punch 7-18-14 Discerning Drinker feat for Pathfinder

Next week I’m posting my review of the Numeria setting book for Pathfinder.  Here’s a feat I know my players want NOW!

 

 

Discerning Drinker

You’ve studied the strange fluids of Numeria, and you know which ones are good and which ones will kill you!

Benefit: Make a knowledge(arcana) roll before you drink a Numeria fluid.  If you make a DC 20 check, you may know the effects of a fluid before you drink it.  If you make a DC 25 check, you may roll twice on the Numeria Fluid check and chose the result.

 

 

Thoughts?

Daily Punch 7-17-14 Twin Fates feat for Pathfinder

I’ve been reading about the Harrowing Decks, and I though of a feat that would help a few classes.

 

Twin Fates

You are a child born under two signs, and that twin nature has influenced you all your life.

Prerequisite:  A class feature that requires you to randomly draw from a Harrow Deck

BenefitWhen you draw from a Harrow Deck, once per day you may draw two cards and choose which one to use.  When you reach fifth level and every five levels after, you may use this power an additional time per day to a max of five times per day.

 

 

Thoughts?

Daily Punch 7-16-14 Stealth Spell feat for DnD Next

How about a Stealth Spell for DnD Next?  How about a wizard/rogue hybrid?

 

 

Stealth Spell

Up close or hidden, you know how to stick an enemy with a spell when they don’t expect it!

Benefit: Gain the following benefits:

  1. When you cast a spell when hidden, all enemies have disadvantage on the saving throw or you have advantage on the attack roll.
  2. When you cast a spell in melee that requires you to touch an enemy and you and an ally are engaged with the target of the attack, you gain advantage on the attack roll.

 

Thoughts?

Daily Punch 7-14-14 On the Cheap quality for Shadowrun 5e

In Missions, it costs some money to fix things when they get shot up.  There is a lot of discussion currently about how much that should cost.  I’d like to throw my few neuyen into this mix….

 

On the Cheap

Cost: 7 Karma

Benefit: You know how to make things happen and cheap.  When you assist in repairing gear and have access to junk of the same kind (scrapyard for cars, broken drones for drones etc) you reduce the cost to fix any fixable item by 30% to a maximum of 95% of the total cost to fix an item.

 

Thoughts?