I saw something in DnD Next that I think my players need.
Shared Fortunes-Level 1 necromancy for cleric, wizard, druid, ranger
Effect: When you cast this spell choose one other person. When an effect would increase or decrease one of the target’s hit points, you may reduce the effect by as much as half. The effect then occurs to someone else under this spell.
Adaptation:You may cast this spell at a higher level then 1st. For each level above the first, you may place this spell on one other person.
How about some more flaws for Pathfinder?
Chemical Dependence-Flaw-you need something or things go bad in a hurry-Choose one of two levels for this flaw-Minor or Major-Minor is equivalent to one feat, while Major is equivalent to two. You must consume the object of your dependence once every 24 hours for minor or twice every 24 hours for major. If you fail to do so, you take a -2 on all check for minor, and a -4 for major. When presented with an opportunity to use the object of your dependence you must make a will save-DC 10+1/2 level for minor and DC 15 15+1/2 level for major. Your dependence may be used against you to force your character to things they would normality not do.
More flaws for Pathfinder!
Quick to anger-Flaw-you find it hard to control your temper-When a character says anything that would anger or contradict your character, you must make a diplomacy check using your own charisma for the check DC. If you fail you become one step more hostile to the character. You may need repeat this check several times. If you become hostile toward the character and must attack the character. After this attack your attitude become unfriendly.
Time for another Pathfinder Flaw!
Anxiety-Flaw-You always believe the worst thing is coming and this makes it that much more likely to happen-When planning any event more then one turn in the future, you take a -2 penalty to all checks as part of this plan as your are distracted by thinking the worst thing could occur during any event. If you are making checks that are not part of any planning, you do not suffer this penalty.
Its time for some more flaws!
Defensive-Flaw-when a charactercriticizes your character you gain a -4 penalty to bluff and diplomacy checks with that character for a minimum of one hour and as long one day as determined by the DM.
Sorry to have been away for the last bit, its been a hectic time lately! However, I’m back and I have an idea based on the number of fish fries I’ve seen in the last few days…
Religious obligations-Flaw-You are devoted to your religion to the extent it interferes with your work and life-Select a religion and choose holy days for it. This must include major holidays and weekly obligations. These obligations must include at least 20% of your time. You may select a day of the week when you are fasting or some how otherwise unable to perform at your best. On those days you take a -1 to all checks. On major religions occasions you may simple be unable to contribute to your parties abilities or you taken a major penalty of -3 to all checks due to extreme hunger or thirst.
By taking a flaw, you may take an additional feat. Most flaws are taken at character generation. However, at DM’s discretion, you may take this flaw after character generation if you character becomes very religions in game.
Been a crazy day, but here are some random thoughts for you. First from Shadowrun
Alternative Rule-All nighter-when you have a skill challenge where a check constitutes a day, you may make two checks per day. Each day you make two checks, you take a -2 dice pool modifier from exhaustion. After you stop taking extra checks per day, the penalty is reduced by 1 for every day you only make one check until the penalty is 0.
Here is a feat for DnD Next-
Critical Advantage-When you make an attack with advantage and roll the same value on each die, the result is considered a critical hit if the attack would normally hits the target.