Showing posts with label home-brewed rules. Show all posts
Showing posts with label home-brewed rules. Show all posts

Sunday, May 15, 2016

Apprentice Spellcasters (0-Level)



                Training to be a spellcaster on the continent of Auros is a long, arduous process, one that can take several years.  As such, many wizards are quite capable of working some magic before becoming a first level wizard, or even before reaching 1st level.  And of course, some individuals learn some of the basics of magic, and then abandon their studies, but retain their spellcasting abilities through use, maybe even making a career of their performance.  Many apprentice clerics work as physicians in hospitals, and wizard apprentices often work as cleaners or repairmen, although some memorize offensive cantrips and serve as unassuming bodyguards.  Sorcerer apprentices often make their way as entertainers.   

Casting Abilitiy
A 0-Level spellcaster has access to the cantrip spells up to or equal to those that would be available to them at 1st level.  In addition, a 0-level spellcaster who utilizes a spellbook may record any cantrip in their spellbook and prepare it as if it was a first level spell being cast by a first level spellcaster.  A 0-level spellcaster may change 1 at will cantrip once every d3 moons. 

This is mostly useful for creating NPCs, but PCs may choose to become apprentices of a new class following suitable in-game roleplaying, and at a cost of 500 XP.  If a PC wishes to make their character an apprentice in a second class at character creations, reaching 2nd level takes 1600XP, at which point 500XP is removed.  All following levels require the normal amount of XP. 

Hit Points
Apprentice Spellcasters have the HP of the average (rounded up) of their classes Hit Die, plus their Constitution Modifier.  For example, a wizard apprentice in 5th Edition with CON 12 would have HP 4+1=5.  

PCs who expend 500 XP to gain apprenticeship receive additional HP equal to either ONLY the apprencticeship’s Hit Die Average or ONLY their CON modifier, whichever is higher.  For Example, if someone gains a level of Cleric, they will gain HP6 unless their CON Mod is greater than +6.  A wizard apprentice with CON 20 would add +5HP, not 4HP.  A PC who takes an apprenticeship at character creation takes whichever HP value is lower.  A wizard apprentice with CON 20 would take only +4HP. 

Saturday, April 23, 2016

The Satchel of Mary Jane's Secret Stash



This is a magic item I made up for the Dungeons and Dragons campaign I am running, specifically for Molly's Cleric of Mary Jane, Namfoodle.  

When Clerics of the Goddess Mary Jane reach a certain level of skill with their magic, and come to be accessed at one of the Central Temples, they are given a special satchel called a Secret Stash. The special magic properties of this satchel can only be accessed by a Cleric of Mary Jane.  Everyone else just sees within it six empty compartments.  But from these compartments a Cleric of Mary Jane can draw out six breeds of Herb that are stored at the Main Stash at the HEAD TEMPLE on the Island of Jai-May-Cai in the sacred city of WATSON.  With this special satchel, the Clerics of Mary Jane never need worry about running out of Mary Jane's own special brand of good vibes. 

SECRET STASH (Uncommon Magical Item)
            You can draw about six joints of each in a day.  Smoke the whole joint to get the effect.  Smoking a joint takes 10 minutes, but can be stretched out for an hour. 
            THC-IS-GOOD-FOR-ME:  A person who gets high on this gains a +5 to any saving throws that overcome illnesses or poisonings.  A person who gets high on this after incurring a penalty may reroll with the bonus.  May imbibe again after a short rest. 
            ALL GAIN NO PAIN:  A person who gets high on this grass gains back 1D8+CON MOD lost hit points.  They must wait one hour before they can gain this effect again (IE a short rest). 
             FLOW STATE:  You are just in it, man.  The universe makes total sense.  +2 To DEX and Wisdom scores for one hour, but -2 to INT.  This lasts for just one hour and the effect can’t be experienced again for a day. 
            GOOD VIBES: Wisdom modifier doubles for a cleric when turning undead.    Anyone else with a good alignment just feels super groovy and in tune with it all, and gains Advantage on Wisdom Saving Throws.  Neutral beings are unaffected.  Evil beings take a -4 to all stats and are poisoned.  Lasts for 3 hours. 
            COCOON:  There is like a blanket of high around you, protecting you and helping you ward off evil.  -2 to all damage you take that is nonmagical.  Things just don’t bother you, man.  -2 to CHA. Lasts one hour. 
            THE DELUXE:  This just gets you really, really stoned.  -3 to INT and DEX for 3 hours.  Good for selling for cash. 
            Any effects of one strain are wiped out when a new strain is smoked.