I like the Swing feat in Pathfinder 2nd ed. Let’s build in DnD 5e.
When you are engaged with two or more opponents, when you make a melee attack, you can make a second attack as part of the same action against a different opponent than the first. The second attack is made at disadvantage. When you gain additional attacks, you can make additional attacks from this fighting style for each attack you gain but the attacks form this style all occur at disadvantage.
Starting at 3rd level, you can use the bonus action to make a Intelligence(religion), Intelligence(nature), or Intelligence(arcana) check (DC 8 + 1/2 creature CR). If you succeed, you can make an sneak attack against the target without advantage or another ally engaged with the target.
You gain proficiency in religion, nature, and arcana. You may change what skill you choose for your expertise ability
Starting at 9th level, you gain expertise in either perception or in investigation. If you have expertise in either of these, you can choose a different skill to gain expertise in.
By 13th level, if you have already succeed on a check using your study ability against a type of creature, you always can make a sneaks against that type of creature in the future. For example, succeeding against a black dragon would allow you to always make sneak attacks against black dragons in the future, but you would need to make the check against green dragons as they would be a different creature type.
When you reach 17th level, you can help your allies with the skills you have learned. Once per day, as a bonus action, you can give any number of a use of your sneak attack damage bonus dice against one creature that you have studied before or have used your document ability with. For one bonus action, you can designate as many creatures as you want against a single target. Each creature can use your sneak attack against one target. Additional bonus actions are need to choose different targets. The ability to make a sneak attack goes away after one minute. Multiple creatures can sneak attack the same target in a tern using this ability. You are limited to one of sneak attack a target a round as normal. You regain this ability after a long rest.
This cloudy glass orb is a size of a head. When placed on up to five feat of ground, 1 food to stone, or 1 inch of metal, the glass becomes instantly clear and you see through it into through the material. Then, you focus on an object in the room and summon it to you. It move at a rate of 1 foot per round floating to you. While you are silent, making no noise, it continues to float to you and will float through the wall. The moment you make a noise the object falls and the earthglass goes back to cloudy. You can use this item once per day.
You mind is trained to the point where you can shake off the horrors that would break most men. Unless something significant happens as a result of another ability, you can’t be confused, distraught, and instantly snap out of hysterics. You can ignore the first Hit of mental damage on any attack that hits you.
Set-up/Play/Clean-up– 30 to 60 minutes (2-4 players)
TL; DR– Strong euro with a good, strange theme. 94%
Basics- Who’s ready to fly? Pan Am is a game all about owning enough of Pan Am to be its leader. The basic flow of the game is worker placement with an outbid mechanic. Each turn an event is revealed, players place and replace workers called engineers, actions happen, and finally Pan Am buys routes and players buy stock. Events change the stock price and set new things in motion from free planes to giving extra actions. The options for placing engineers on the board are: build airports, win location cards, build planes, claim routes, and get directive cards. These all factor into routes. To claim a route you have to have an airport at the start or end of a route, have a location card of a start or end of the route, discard a card in the the same area as the route, or discard two cards from the same area that isn’t where the route you want is. This makes airports and location cards key. There are four types of airplanes with each being able to fly farther and farther. Claiming a route gives you money every turn as income as long as you control the route. Directives are wild cards that give you powers from free end game stock to extra planes and everything in between. The key in this game is bidding. Each airplane airport, or location space has different money amounts. You can choose any location, but if a player is willing to pay more, you are bumped and you get to redeploy that worker. The last part of the turn is Pan Am buying routes from the players. When Pan Am randomly buys a route by following a marked flow on the board from a random die roll, it gives the player money based on the size of the route, but reduces your end-of-round income as you no longer control the route. Lastly you get income based on the routes and airports you control. Income can be saved or spent to buy stock. The game lasts 7 rounds. In rounds 4 and 6 the options to buy bigger planes are revealed as action spaces. Once the game is over, the person with the most stock is the winner!
Mechanics-If you want a euro that you can give a friend to show them that there is more to life than Candyland, this is a great game for that! You place workers, maybe get outbid, but then you gain the actions. The whole game is lightning quick. Reading rules to punching out cardboard to play was 15 minutes for me. And I felt like it was playing a decent game! Now, will I bring my hard core, “twelve hours of thinking for each move” europlayers to this one? No. It’s pretty simple. But simple isn’t bad! 4.75/5
Theme- Huh. Had you told me a year ago that I would go to Target and buy a game about an old airplane company, and I’d feel like I was building a transportation empire in the 60s, I would tell you that sounds horrible. But, it’s honestly a ton of fun. You feel like you are making smart choices. You feel like you are buying stock and making company choices. I felt like I was a good businessman. Art and colors also make this a phenomenal experience. 4.5/5
Instructions– Solid rules in this one. Now, it’s a simple game so I don’t have lots of edge cases to sort out, but I honestly understood what was up and didn’t need to consult the oracle of BGG to find how to play. Well done rules that make reading a snap! 5/5
Execution– I loved this game! Check out all the pieces here: https://youtu.be/Tm3uREbgkc4 The planes are amazing. The art style is the right kind of retro. Color looks old school. Text is nice and easy to read. The one thing that bugs me a bunch is give me extra bags for all the cardboard. Bags prove you love me! 4.5/5
Summary-This is a solid, entry level euro that is well done. The rules don’t scare away new people. The aesthetic all look amazing. Actions feel like they should. I just wish I had a few more bags and maybe make things a tad heaver for the hardcore. But for the intro player, amazing. It’s not bad by any means, but if you want a deeper than an hour experience, you will be disappointed. If you want a solid intro to euro style games, then this will be a phenomenal game in your collection. 94%
Got to make up a day, so let’s make a spell for a few different systems!
Conduit of Fate
Casting Time: 1 action Range: 30 feet Components: V,S Duration: concentration, up to one minute
You speak words of power and twin two willing souls together. Chose two willing creature in range. Those souls now share a total hit point pool. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increases the number of creatures included in the hit point pool by 1 for each slot level above 1st.
Conduit of Fate SPELL 1
Traditions divine, primal
Range 30 feet; Targets 2 willing living creatures
You speak words of power and twin two willing souls together. Chose two willing creature in range. Those creatures now share a total hit point pool which is the sum of their hit points. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die as normal. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible.
Heightened (+1) The number of creatures increase by 1.
Been playing the witcher lately, and this is a potion that comes comes in pretty handy.
Potion of Escalating Assault
When you drink this potion, you feel the anger build in you.
For the next hour, when you enter a fight, after each melee hit, increase your melee damage by 1, up to double your proficiency bonus. The bonus to melee damage is reduced to zero if you miss an attack or do not make an attack in turn.