Daily Punch 7-8-20 and 7-9-20 Conduit of Fate spell for DnD 5e and Pathfinder 2nd Ed

Got to make up a day, so let’s make a spell for a few different systems!

Conduit of Fate

1st-level enchantment

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

Healing Enchantment

Traditions divine, primal

Cast [two-actions]

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.

Daily Punch 7-6-20 Corpsebane Potion for Pathfinder 2e

Another witcher inspired potion! I like the potion that damages undead that just hang out near you. Wonder if Pathfinder needs that?

Corpsebane Item 1+

Alchemical Elixir Consumable
Usage held in 1 hand; Bulk L
Activate

Single Action

 


This flask filled with the essence of undead distilled and purified with prayer. When consumed, you emit a faint light out to 30 feet. Any undead in the area must make a Fortitude saving throw or they are damaged by holy energy at the start of their turn or when they enter the area. They must repeat this at the start of any turn in the area or when they enter the area.

Corpsebane (Lesser)Item 1

Price 3 gp
Bulk L
Saving Throw DC 17 Fortitude. It deals 1d3 positive damage.

Corpsebane (Moderate)Item 3

Price 10 gp
Bulk L
Saving Throw DC 19 Fortitude. It deals 1d6 positive damage.

Corpsebane (Greater)Item 11

Price 250 gp
Bulk L
Saving Throw DC 28 Fortitude. It deals 3d3 positive damage.

Corpsebane (Major)Item 17

Price 2,500 gp
Bulk L
You Saving Throw DC 37 Fortitude. It deals 2d6 positive damage.

Daily Punch 6-19-20 Dual Care skill feat for Pathfinder 2e

Had a long discussion regarding my last idea, and it gave me more ideas.

Dual Care Feat 7

General Skill

Prerequisites master in Medicine


You are astute at patching people up and providing other services at the same time. When you take the Treat Wounds action, you can also take either the Treat Disease or Treat Poison action as well, applying your one Medicine check to both actions. The time to do both actions is equal to your time to do your Treat Wounds action alone.

Thoughts?

Daily Punch 6-15-20 and 6-16-20 Quick Healer and Quick Harm feat for Pathfinder 2nd Ed

More healing fun for pathfinder

Quick Healer  Feat 10

Cleric Concentrate Metamagic Necromancy
Frequency once per day

Prerequisites healing font

If your next action is to cast a heal, reduce the number of actions to cast it by 1 (minimum 1 action).

Quick Harm Feat 10

Cleric Concentrate Metamagic Necromancy
Frequency once per day

Prerequisites harmful font

If your next action is to cast a harm, reduce the number of actions to cast it by 1 (minimum 1 action).

Thoughts?

Daily Punch 6-9-20 and 6-10-20 Improved Healing and Improved Harm Cleric Feats for Pathfinder 2e

I want to help the clerics when they drop a 3 action heal or 3 action harm spell. Let’ do this!

Improved Healing Feat 4

Cleric Divine Necromancy

Prerequisites healing hands

Your faith infuses your healing toward others. When you cast heal using three actions, you add additional hit points equal to your Wisdom modifier for each level of the spell used.

Improved Harm Feat 4

Cleric Divine Necromancy

Prerequisites harming hands

Your hate infuses your pain into others. When you cast harm using three actions, you add additional damage equal to your Wisdom modifier for each level of the spell used.

Thoughts?

Daily Punch 4-20-20 Zap cantrip for Pathfinder 2nd Ed.

Some of you loved it, and some of you hated it.  I still like the idea of more reaction spells.  Let’s put an option out there for a cantrip.  Fighters get to swing, why can you?

 

Zap                             Cantrip 1

Cantrip  Evocation Electricity
Traditions arcane, primal
Cast reaction
Range 20 feet; Targets 1 creature that enters the range
Saving Throw Reflex


With a quick flick of the wrist, you shoot a small dart of energy at a creature as it enters within range.  The target attempts a basic Reflex saving throw and on a failure is deals electricity damage equal to 1/2 your character level.