Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 166248 times)

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #840 on: November 01, 2018, 11:02:49 PM »
Any idea for a decent name for this system? I'm just using spellcastery for now as a placeholder.

Some ideas for schools of spellcastery:

Eternal Pyre
- Basic charges: flame. Advanced charges: plasma.
- Fire-based spellcastery. Direct damage, area denial (fire walls, burning ground, etc.), retributive damage, and phoenix-themed effects (flame-based recovery, flight, etc.).

Glacial Road
- Basic charges: frost. Advanced charges: ice.
- Cold-based spellcastery. Crowd control, area-based combos (created icy ground, use it to enhance later spells), damage mitigation.

Crashing Tempest
- Basic charges: shock. Advanced charges: lightning.
- Electricity-based spellcastery. Multi-target non-area damage, speed and teleportation, stun and paralysis.

Consuming Presence
- Basic charges: corrosion. Advanced charges: consumption.
- Acid-based spellcastery. Debuffing defenses, anti-construct, anti-object, damage over time.

Clarion Tone
- Basic charges: corrosion. Advanced charges: consumption.
- Sonic-based spellcastery. Sound manipulation, morale-based buffs and debuffs, fear, sound-based detection.

Unyielding Reality
- Basic charges: force. Advanced charges: power.
- Force-based spellcastery. Auto-hit effects, bypassing defenses, unbreakable barriers, anti-incorporeal/ethereal.

Boundless Fury
- Basic charges: rage. Advanced charges: frenzy.
- Offensive combat-based spellcastery. Self-buffs, melee attacks, offense at the cost of defense, protection from mental effects, temporary removal of disabling effects.

Guardian's Edge
- Basic charges: protection. Advanced charges: endurance.
- Defensive combat-based spellcastery. Self-buffs, melee attacks, ally buffs, disrupting enemy attacks, prevention of harm.

Certain Will
- Basic charges: aligned . Advanced charges: chaos, evil, good, law.
- Alignment-based spellcastery. Variable-alignment effects, alignment-specific protection and attacks, anti-outsider, mental protection, area wards.

Bloody Tears
- Basic charges: blood. Advanced charges: siphoning.
- Health-based spellcastery. Sacrifice health for effects, stealing health, poison and disease, debilitation.

Bestial Wrath
- Basic charges: shift. Advanced charges: transformation.
- Transformation-based spellcastery. Natural attacks, polymorph, more stuff when I think of it, although polymorph is pretty versatile as-is.



Preliminary ideas for the more spellcastery of the spellcastery classes.

Magician
- 1/2 BAB, full BAB if only using spellcastery as part of a full attack.
- Access to the more magical schools of spellcastery.
- Specializes in a school of spellcastery. Basic charges from the school (flame, frost, etc.) don't count against your maximum charges limit (still limited to 1/2 level of any given charge type), and at higher levels you get to start each encounter with one or more advanced charges from the school (plasma, ice, etc.).
- Also gets to cast a small selection of Sor/Wiz spells on a per-day basis.



On a side note, this idea was conceptually inspired by Sypha Belnades's combat casting style in the recently released season 2 of Castlevania. If you haven't watched it yet, do. It's not just a good adaptation of a video game, it's damn good television, period.

The mechanics also draw inspiration from Path Of Exile's charge system and Slay The Spire's Defect class.

Offline TheGeometer

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #841 on: November 02, 2018, 03:14:10 PM »
Why do none of the schools share charge types other than Consuming Presence and Clarion Tone? I actually think it would lend a really cool element to the system if a lot of effects resulted in charges that a completely different school could use. That way, you'd benefit from constantly switching up which school you pull your next attack from. For example, you could have some ally-buffing effect that gives you flame charges (somehow - it would take a bit of fluff, calling it "Burning Determination" or whatever), so that you could follow it up with a powerful fire attack that uses up those charges.
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Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #842 on: November 02, 2018, 05:34:46 PM »
Why do none of the schools share charge types other than Consuming Presence and Clarion Tone? I actually think it would lend a really cool element to the system if a lot of effects resulted in charges that a completely different school could use. That way, you'd benefit from constantly switching up which school you pull your next attack from. For example, you could have some ally-buffing effect that gives you flame charges (somehow - it would take a bit of fluff, calling it "Burning Determination" or whatever), so that you could follow it up with a powerful fire attack that uses up those charges.

That's a typo. Clarion Tone was supposed to use different charges. What was intended, however, was a lot of spells like Consume Heat and Thermal Balance that use one school's charges but generate charges from another school exactly as you describe, plus a few like multicolored cards in MtG that use charges from multiple schools at once. Staying purely in one school's effects will build you up to the most powerful individual effects (make basic charges, spend basic for advanced charges, spend advanced charges for super stuff), but using cross-school effects should be more efficient across multiple casts, since you get back a lot of the charges that you put in, just in a different school's form.

Offline Samwise

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #843 on: January 02, 2019, 09:11:04 PM »
Since I poked my nose back with a comment about high level non-dungeon crawl play, I was inspired to write a rather cheeky alternative high level rulership set of rules. Henceforth:

APPENDIX N KINGDOM RULES

Every month that you rule a kingdom (or otherwise have a leadership position in politics, business, or other circumstance), roll on the following table:

D%      Event
01-50           Nothing happens.
51-90           Something good happens!
91-100           Something awesome happens!!!
101+                   Something horrible happens!!!!!


Nothing happens. Really, nothing of note happens. You are bored overseeing the bureaucracy of your kingdom. Add +10 to next month’s roll. This is cumulative until otherwise noted.

Something good happens! A good harvest, a trade agreement, or some other event that makes your people appreciate what a good ruler you are. Despite their appreciation, you are excessively bored overseeing the bureaucracy of your kingdom. Add +10 to next month’s roll. This is cumulative until otherwise noted.

Something awesome happens!!! You have a new heir, you expand your kingdom significantly, you find a source of new wealth, or some other great event that makes your people love you for being so great. Despite the parties and celebrations, you are overwhelmingly bored overseeing the bureaucracy of your kingdom. Add +10 to next month’s roll. This is cumulative until otherwise noted.

Something horrible happens!!!!! Invasion! Famine! Plague! Bankruptcy! Whatever it is, the fate of the kingdom hangs in the balance. Of course, you are supposed to be retired.
Roll a Will Save DC 10 + character level + the number of children or other heirs you have. You add +1 to your roll for every +10 you added to the random event roll. You also add +1 if you are middle-aged, +2 if you are old, or +3 if you are venerable, to your roll, because why should those miserable kids have all the fun!
If you fail, your spouse and advisors talk you into sending out some adventurers to take care of the problem for you. If you want, you can create 1st level PCs and the DM can run one of those intro adventures he has sitting around that he never ran before because he could never figure out how to fit it into a campaign. If you already have PCs that survived such an adventure, maybe he will let them do a slightly higher level adventure he has gathering dust somewhere. Either way, you are insanely bored overseeing the bureaucracy of your kingdom. Add +10 to next month’s roll. This is cumulative until otherwise noted.
If you succeed, your spouse and advisors fail to talk you out of getting your stuff out of storage and going on a rampage. Or maybe your spouse has been abducted and your advisors slaughtered, so there is no one to stop you from seeking revenge personally. Either way, you get to play a high level adventure. Woot! If you survive, reset all bonuses for the monthly random event roll to zero and go back to being bored overseeing the bureaucracy of your kingdom until you roll well enough to have another adventure.


And there it is.
Now you can have players rule kingdoms, run businesses, supervise guilds and schools, and all those other totally cool sounding but requiring egregiously complicated sub-systems that involve reams of book-keeping and custom spreadsheets to work, and go will full on Appendix N inspired playstyle options instead.
All it needs is someone to set up a couple of flavorful charts to define the specifics of what does or not happen at the various event levels, except the adventure one which requires customized charts for every individual campaign based on what the DM has available to run.

And yes, that is rather flippantly presented, it is also serious in that it reflects how most Appendix N books are. They start with a chapter (a paragraph or two for short stories) about how the hero is thoroughly bored and maybe getting out of shape with being in charge and then BAM! something happens and it is time to get medieval (or similar era) on someone.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #844 on: June 13, 2019, 12:17:07 AM »
Facetaker
PrC for Changelings and the like, although probably also for anyone who can cast Alter Self.

Requires Bluff, Disguise.
Requires ability to physically change form into that of another creature. Can be through a racial ability, spellcasting, etc.

6+Int skills/level

Level
1 Stolen Faces (touch, 1 hour), Sneak Attack +1d6
2 Stolen Faces (1 day), Becoming the Mask (detection)
3 Bonus Feat
4 Stolen Faces (1 week), Sneak Attack +2d6
5 Stolen Faces (30 feet), Becoming the Mask (thoughts)
6 Stolen Faces (indefinite duration), Remembered Faces (1 face)
7 Bonus Feat, Sneak Attack +3d6
8 Remembered Faces (2 faces)
9 Becoming the Mask (truth)
10 Remembered Faces (3 faces), Forgotten Faces, Sneak Attack +4d6

Stolen Faces
- Can "steal" the face of one individual at a time.
- Transform into a near- perfect copy of an individual whose face you have stolen using your Change/Alter Self ability/spell.
- You can always take 10 on Bluff and Disguise checks to appear and act like the individual you are transformed into.
- Can steal the face of any individual you have access to. Can steal the face of any living creature or animated non-living creature. If you have access to the remains of a dead or destroyed creature, you can also use them to steal its face, as long as the remains are fully intact.
- At 1st level, stealing a face requires contact (touch) and a standard action. At 5th level, can be done at a range of 30 feet with line of sight, but requires 3 rounds of observation and study.
- At 1st level, you can retain a stolen face for up to 1 hour. At 2nd level improves to 1 day, then at 4th level to 1 week, then at 6th level to indefinitely. As long as a face is stolen, you can transform into that individual; you don't need to stay in their form the whole time, and you don't lose the face if you transform away from that individual's form.

Becoming the Mask
- At 2nd level, while transformed into an individual whose face you have stolen, detection spells pick up the individual's alignment, creature type, etc. instead of your own.
- At 5th level, while transformed, even mind reading picks up surface thoughts consistent with the individual you are transformed into. You also become vaguely aware of what the individual's instinctive response to any situation you find yourself in would be. You further gain a +4 bonus on a Knowledge checks pertaining to anything that the individual knows extremely well, and can use Knowledge skills untrained for such purposes regardless of the DC.
- At 9th level, nothing short of a True Seeing spell or similarly powerful magic/effects automatically reveals your true form or identifies you as false. A successful Spot check against a DC equal to your Disguise check or a Sense Motive check opposed by your Bluff check are enough to raise suspicion, but neither alone are enough to convince someone that you aren't the individual whose face you have stolen; unless you act sufficiently suspiciously or out of character, only by succeeding on both skills against you or by corroborating with another character who is likewise made suspicious can a character truly be convinced that you are not the individual whose face you have stolen.

Remembered Faces
- Starting at 6th level, you can "remember" a stolen face. As a standard action, while not transformed into a stolen face, you can store that face.
- Also as a standard action, or as part of the action to store a stolen face, you can steal a remembered face.
- When you get access to this ability, you can remember one face at a time. This improves to 2 faces at 8th level and to 3 faces at 10th level.

Forgotten Faces
- At 10th level, while you are transformed into an individual whose face you have stolen, others become suspicious of them, not you. When a creature observes that individual, they must make a Will save (DC 10 + PrC level + your Cha mod). On a failure, they become suspicious of the individual, believing them to possibly be an impostor. This is a mind-affecting effect.

Sneak Attack
- Gain a Sneak Attack +1d6 at 1st level, and +1d6 every 3 levels thereafter.

Bonus Feats
- At 3rd and 7th levels, gain a bonus feat from the following list: Skill Focus (Bluff or Disguise), Deceitful, Negotiator, Spell Focus (Transmutation), Iron Will, Open Minded.
« Last Edit: June 15, 2019, 01:00:06 AM by Garryl »

Offline Stratovarius

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #845 on: June 13, 2019, 07:51:43 AM »
That's pretty much a complete class there. And a good idea. I'd lean towards the Rogue benefits instead of casting, otherwise it's just really strong.