How about hiding your pet in Pathfinder 2nd ed?
Conceal Beast SPELL 1
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature you control; Duration 1 day
The target transforms into a baby form. Its stats still remain the same except for its weight and size which become normal for a baby of that species. With an action or reaction you can end conceal beast. The spell also ends if the target takes damage or attack another target.
Love grenades in Starfinder. Everybody is a wizard with fireball! How about being able to return that back to whoever sent it your way?
Return to Sender (COMBAT)
If you swing just right, you can send what comes at you right back.
Benefit: As a reaction when a grenade is throw at you, you may make an melee attack. If your attack value equals or exceeds the attack value of the person throwing the grenade, you can return the grenade to the targets square where it explodes.
One last reaction spell for DnD 5e.
Casting Time: reaction
Range: 30 feet
A creatures making an ability check that you can see within range must make Charisma saving throws. If the target fails this saving throw makes, the target must roll a d8 and subtract the number rolled from the check.
Been a while, but we’re diving into Shadowrun 6e. Here is something I think needs to exist.
Practice Makes Perfect
You spend the time putting in practice, and you just get quicker, better, and no longer requiring as much luck!
• Cost: 8 Karma
• Game Effect: Choose an edge action. That edge action costs one less.
Time to help those unarmed characters characters crank up some damage!
Gloves of the Rock Crusher
Wondrous Item, very rare
These warm leather work gloves betray the magic inside. While wearing these, you add double your Strength or Dexterity modifier to damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Ok, something the new school has over the old is wizards and clerics with cantrips that make them a wizard, not a fighter with crappy stats. Let’s fix that!
FORCE PUNCH, Level 0 wizard, illusionist
CT 1 R 50 ft. D Permanent
SV none SR yes Comp V, S, M
A ball of force is throw from the casters extended finger at a single target. The caster must succeed with a ranged touch attack to hit the target. The force punch deals 2 +1 per 2 caster levels damage if it hits.
The material component for this spell is a pebble.
Alright, time to run some games of C and C, and I want some modern in my OSR. Here is spell for the clerics out there.
CHANNEL LIGHT DIVINITY*, Level 1 cleric , 2 druid , 2 illusionist
CT 1 R 30ft. D permanent
SV see below SR yes (h) Comp V, S, DF
When the caster yells a prayer to the heavens, all creatures in the areas are healed for 1d4 hit points of damage. No saving throw is needed when the spell is cast by a cleric or druid. All undead creatures may attempt a wisdom saving throw or take 1d4 hit points damage.
The illusionist version of the spell acts in the same manner with one important exception. The spell recipient of the spell must make an intelligence saving throw. If the creature fails the saving throw, the spell acts normally. If the creature makes the saving throw, the spell fails as the creature realizes that the spell is an illusion. An illusionist cannot cause damage to undead.
The reverse of the spell causes 1d4 hit points damage to living creatures. In those situations, a successful wisdom save indicates half damage if cast by a cleric or druid, or no damage if cast by an illusionist.
How about some love for the cleric in 2nd Ed?
Armored Healer FEAT 14
Your proficiency is expert for any armors for which you are proficient.
Product– Keeping it Classy: The Bard
Price– $5 here https://www.dmsguild.com/product/281863/Keeping-It-Classy-The-Bard?affiliate_id=658618
TL; DR-Another Solid Entry in the Series. 98%
Basics-CAN YOU HEAR ME! Keeping it Classy: bards is another book in the keeping it classy series this time focusing on bards. This book has items, bard colleges, a new race, and backgrounds all focusing on the musical characters in the party.
Mechanics or Crunch-What’s here is great! I like the new mechanics, and they all feel balanced with everything else. I like the items and the backgrounds as they fit as well. I’ve never been a fan of new races because it’s strange to just have a group of creatures that have always been here just appear out of nowhere, but the new race feels balanced as well. What I want more of is feats. This book and the bard need some more feats, so this feels like a bit of a missed opportunity. Aside from missing feats, I love the stuff that’s here. 4.75/5
Theme or Fluff-This again feels right. That’s what I want in a book for a class. The stuff here feels appropriate for the class and the various settings that the bard plays in. That means its done well. 5/5
Execution– PDF? Check! Hyperlinked? CHECK! Great layout and ease of readability? CHECK! This is how I want products made. It’s got some original art, but the art that is there does exactly what it was supposed to do- break up the text and intrigue me. The layout is nice. The font reads easily, and the overall presentation is top notch. 5/5
Summary-This is a 6 dollar book that provides a solid punch of material. You get great mechanics that build the class in a new direction by playing with some different resources. You get some new backgrounds, and you get solid items. I always want more,and here I feel a few feats would help round out the product. But, aside from that, the book has an amazing execution, and all the new toys feel like they belong in the fantasy world of DnD. This is a rock solid book most bards should at least check out! 98%
We’re fighting devils in a bit, so let’s find a devil who would steal from other devils…
You’ve found a master who will grant you powers that you never knew possible. Heal yourself, have boundless energy, and control those around you all are part of the deal you made when you joined Verrine. Now you go across the land and gain power through impatiences.
Expanded Spell List
Verrine lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Table: Fiend Expanded Spells
||cure wounds , command
||aid, enhance ability
||dominate person, geas
Starting at 1st level, others hold no power over you. You gain advantage on saves and checks against any effect that would charm your or control your mind. If you already have advantage on these saves or checks, you gain immunity from those effects.
Verrine’s Dark Blessing
Starting at 6th level, your patron bestows a portion of his power unto you allowing your wounds to heal at amazing speed. You regains Hit Points equal to your Charisma modifier at the start of its turn. If you take radiant damage or damage from a silvered weapon, this trait doesn’t function at the start of your next turn. You begin to die only if you starts your turn with 0 Hit Points and doesn’t Regenerate.
Blessing of Impatience
Starting at 10th level, you gain the speed of your dark master. You may choose to gain the effect of the haste spell, but your extra action can be used to cast cantrip spell, melee attacks, dash, or disengage. You must concentrate to use this ability as normal. You regain this ability after a short or long rest.
Starting at 14th level, your masters teaches you the true power of possession. Once per day, you gain the ability to choose a creature in range and force it to make a Wisdom saving throw. On a failure, you disappear possess the creature as per dominate monster, except the duration 8 hours. When the spell ends you reappear at a point within 60 feet of the target of your choosing. Once you use this feature, you can’t use it again until you finish a long rest.