Been running through different systems, so why not take an idea from one to another?
DISRUPT BALANCE CANTRIP 1
Acid Cantrip Transmutation
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Saving Throw Fortitude
Range 30 feet; Targets 1 creature
You subtly change the chemistry of a creature altering the small balances they keep them working dealing 1d4 acid damage this turn and the same damage the next turn. If the creature critically fails the save, it is also dealt the acid damage for a third turn.
Heightened (3rd) The damage increases to 1d4+ your spellcasting ability modifier.
Heightened (5th) The initial damage increases to 2d4 + your spellcasting ability modifier.
Heightened (7th) The initial damage increases to 3d4 + your spellcasting ability modifier.
Heightened (9th) The initial damage increases to 4d4 + your spellcasting ability modifier.
If its good for one, it will be good for another!
PARKPOUR FEAT 1
Prerequisite(s) trained in Acrobatics
Your more noble than muscles, so you move smoother instead of forceful. Choose high jump, long jump, or climb action. Instead of using Athletics for this skill, you can use Acrobatics instead.
Note-you can take this multiple times each time choosing a different action.
How about some love for Pathfinder 2e?
MIND PUNCH CANTRIP
MENTAL Attack Cantrip Evocation
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
You whisper into your fist and punch into a creatures head a mind. Make a melee spell attack. If you hit, you deal 1d4 mental damage . On a critical success, the target is stupefied 1.
Heightened (3rd) The initial damage increases to 1d4 + your spellcasting ability modifier and the target is stupefied 1. On a critical success, the target is stunned 1.
Heightened (5th) The initial damage increases to 2d4 + your spellcasting ability modifier and the target is stunned 1 and stupefied 1. On a critical success, the target is stupefied 2 instead.
Heightened (7th) The initial damage increases to 3d4 + your spellcasting ability modifier and the target is stunned 1 and stupefied 2. On a critical success, the target is stunned 2 and stupefied 2 instead.
Heightened (9th) The initial damage increases to 4d4 + your spellcasting ability modifier and the target is stunned 1 and stupefied 2. On a critical success, the target is instead stunned 2 and stupefied 3.
Can’t stop won’t stop with items in different systems!
Earthglass Item 5
Usage held in 1 hand
This dark glass orb can allow the user to steal items from other rooms.
Activate 3 actions Interact; Frequency once per day; Trigger You place the item against a wall of up to five feet of earth, one foot of stone, or 1 inch of metal; Effect You can look into the other room as the orb comes translucent and you can see into the other room up to 50 feet distance. You can select an unattended item of up to 50 pounds and slowly pull the item toward the wall you are against at a rate of 5 feet per round. If the item reaches the wall you are against, it is teleported to your space and you can grab it.
Had a game this weekend where my players were stumped when it came to a religion check in a haunt. All wizards! So let’s help with that.
THEORY AND PRACTICE FEAT 1
Prerequisite(s) trained in Arcana, Occultism, or Religion
Through study of one art, you have learned how to use similar skills to answers similar problems. During a haunt you can use a Arcana, Occultism, or Religion skill in place of Arcana, Occultism, or Religion skill.
Thoughts? It’s situational, but it will help you in a pinch!
Tinkering lately in the lab with barbarians, so what do you think of this one? Instead of threatening an area, what if you made everyone hit you?
COME AT ME! [ONE ACTION] FEAT 2
Barbarian Rage Stance
Trigger A foe within reach attacks a target who is not you.
As a reaction, make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Had a discussion, and an idea that might be fun.
THRILL OF BATTLE [REACTION] FEAT 12
Barbarian Concentrate Rage
Prerequisite(s) Renewed Vigor
Violence fuels you more than anything else.
When make an attack and hit, once per turn as a reaction, you can use your renewed vigor ability. If you critically hit, double the number of temporary hit points you gain.
Ya know, sometimes ya just want a crap ton of extra hit points.
STURDY FEAT 1
You’ve always been built thick. Gain 3 additional hp per barbarian class feat you have and for each additional barbarian class feat you gain.
Why not go full force?
COMMITTED ASSAULT [ONE-ACTION]FEAT 1
Barbarian Rage Stance
You fully commit to hurting your foes at the expense of hurting yourself. When you enter this stance, you reduce your multiple attack penalty from -5 to -3 for each additional strike beyond the first, but you gain the clumsy 1 condition or increase your clumsy condition level by 1.
I remember when you could take a -4 to deal subdual damage. Some of you are thinking back to when the penalties were different (you’re old!) and some of you have no idea what the heck I am talking about (oh god I am old!). how about something to help with that in Pathfinder 2nd Ed.
Flat of the Blade [ONE-ACTION] FEAT 6
You change the grip on your weapon and the way you wield the weapon. Your can do damage as normal with a weapon you are using, but now change the damage type from piercing, slashing, or bludgeoning to piercing, slashing, or bludgeoning. Each time you enter this stance you can choose a different damage type.