Stat Changes for Lumen
These are all of the non-world-specific stat changes I am working with in Lumen campaign (familiars and steeds have their own page). Please let me know if I am missing anything.
5th level divination
Casting Time: 10 minutes
Range: Self
Target: See text
Components: V S M (Incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Duration: Instantaneous
Classes: All casters
Name or describe a person, place, object, or event. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named is of legendary importance, you may gain more information or information about tangentially related people, places, objects, or events. If the lore has a person, place, or object tied to its significance, the spell will give a vague location or name in order to point the caster in the direction of more information. The more information you already have about the targeted thing, the more precise and detailed the information you receive is. This is especially true for the information received through a previous casting; the vague hints of the spell themselves don't count as new information, but by following the lead the spell provides you may learn new, significant lore that will affect a new casting of the spell. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information - "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips. Go to the mountains of Bahguul and speak with the woman of fairest skin, for she knows of the axe’s resting place." Commune
5th level divination
Casting Time: 8 hours
Range: Self
Target: Self
Components: V S M (Incense worth at least 250 gp, which the spell consumes, and a vial of holy or unholy water)
Duration: 30 minutes
Classes: Special
You perform a grand ritual to contact your deity, a divine proxy, your patron, or a messenger of your patron. This spell can be learned by someone with a significant connection to a god, demon, or other force powerful enough to grant features and/or abilities, and can only be cast by such individuals (AKA, clerics and warlocks by their base flavor, otherwise someone with a patron/godly special or subclass would fit). Once the casting is complete, the caster may ask up to five questions that can be answered in a variety of ways: a yes or no, one word, a short phrase, a cryptic rhyme, or anything that would suit the entity as long as the answer is no longer than a short paragraph. You must ask your questions before the spell ends, and the entity will answer you as you ask. They may decide to answer more than five questions or entertain a conversation with you if it suits them and their goals. Beings that can be contacted by this spell aren’t necessarily omniscient, looking for your best interest, or willing to give you the full answer. You might receive “unclear” as an answer if a question pertains to information that lies beyond the entity's knowledge, you may receive an answer that is untrue, or you may receive a hint to where you might gain this information instead of a direct answer, for example.
Heroic Rest
A heroic rest requires the players to spend 7 days of downtime at a Waypoint.
Field Rests
A Field Rest is a period of extended downtime—at least 8 hours long. During a Field Rest, you sleep (remain Unconscious) for at least 6 hours and spent the rest on light activity, such as standing watch, reading, talking, or eating. You can take only 1 Field Rest per day; going 24h without one risks exhaustion (see the section on New Exhaustion below).
Benefits: When you finish a Field Rest, regain hit points (hp) equal to 1/10 of your maximum, or set your current hp to half your maximum, whichever is greater. (Round up for both.) Then recover one of the below:
Girding Up is a period of at least 2 hours of downtime, during which you spend at least 1 hour concentrating on preparations like meditation, study, training, or prayer. Benefits: When you finish Girding Up, you gain the benefits of a Breather (below; same as Short Rest), and can do any combination of the below:
Breather
A Breather takes 10 minutes of resting/tending wounds. You can take a Breather up to twice per day. Benefits: Gain the benefits of a standard Short Rest**
**to regain all Pact Magic slots, you must spend 1HD, or 2HD if they are at least 3rd level slots. Bonus to “Song of Rest”: A party with a bard can take one additional Breather per day. Misc Rest Rules
Heroes’ Feast: When cast by the party OR by a beneificary of a higher level (or equivalent CR value) than the party, the targets of the spell get the benefits of a Field Rest.
Catnap: This spell gives the benefits of Girding Up, during which the cost of one benefit is reduced by 1HD.
You immediately get a level of exhaustion when you fall to 0hp.
After >24h without sleep, you must make a DC10 Endure check against exhaustion. Repeat this saving throw every 12 hours, increasing the DC by 3 each time.
After using the Dash Action more than (3 + Con modifier) times in a row (watch this video for rules on how a chase works in D&D), you must make a DC10 Endure check against exhaustion. Each subsequent turn spent dashing increases this DC by 3.
Enticing a Spirit
For a séance to have a reasonable chance for success, the sought spirit must be offered something to seize its attention. The most commonly used object to entice a spirit is a personal belonging; this is used especially in communicating with the dead and undead. Offerings of incense, provisions, and other objects valuable to the specific spirit can work well for enticing celestials, fey, and fiends. Other offerings may work, as determined by the DM for a particular spirit.
Open Enticement
A séance can be held with a general offering that could appeal to more than one spirit. This presents a serious risk of enticing the wrong spirit, especially a naturally hostile one that may be seeking a victim.
Modifiers
The following spells / objects may be used before or during the séance to change qualities of the séance.
To perform a séance, first divide any attendees into either “host” or “participant”. A “host” is any creature that opens the channel to the spirits and allows them to feed off their energy to communicate; they are the ones who command the séance and are at highest risk of possession. To qualify as a host a creature, the creature must meet one of the following requirements:
Once the hosts and participants are selected, the next step is to make sure the offerings, spells, and objects desired before the séance are in place. Many entities in the ethereal plane will take notice of a séance as a chance to enter the living world or possess a powerful host; be prepared to meet a hostile spirit, and understand that even offerings tailored to specific creatures do not ensure a safe séance.
After all preparations are done, the séance may begin. To successfully open a connection to a spirit entity, the hosts of the séance must succeed on a DC 30 check using their power or spell attack modifier. Only one host needs to succeed on this check for the séance to successfully start, and all hosts may roll. If any host expends a spell slot of 3rd level or higher or at least 5 power points, all hosts gain a +8 bonus to this roll. Providing a valid general offering further increases the chance of successfully opening a connection by +5. If the host isn’t a spellcaster or power manifester, they can use a séance tool such as a spirit board, spirit box, or tarot cards to contact a spirit, allowing the host to add their Charisma bonus to the check. Finally, the check is made with a +1 bonus for each attendees in the séance, up to a maximum of +5.
If this check succeeds, a connection is made and contact can begin. Only one spirit per host can use the connection at a time. If the séance was conducted in hopes of contacting a specific spirit, the DM may use the offering(s), area the séance is being conducted at, and power level of the spirit as ways to measure the chance of immediate success. If an object of importance or relevance to the spirit is used, then it is usually assured that the spirit will try to make contact if it is able. If the area the séance is performed is either one the spirit had a connection to or where it died, then even weak mundane spirits are able to use the connection unless magically restrained. If the spirit is a powerful entity then it will usually be able to use the connection first. If the spirit is weak, then even if the offering and area are perfect then more powerful opportunistic spirits may be able to reach the opening first.
Once it is decided what spirit first uses the connection, the method of communication is decided. A host or participant may offer themselves up to be possessed by a spirit willingly; though obviously risky, this allows for the most natural and easy method of communication. If the spirit does not possess a creature, it may communicate through common Occult tools such as a spirit board or spirit box. A host may attempt to force the spirit to inhabit a specific attendee by making a spell/power attack roll against the spirit’s possession save DC, or 15 if it doesn’t have one. If successful, the target creature makes a saving throw against the possession as normal and the spirit remains trapped in the body for 1 minute.
Each minute, the séance host(s) or participants can ask the spirit a question. The spirit is forced to answer, but it may answer in any way it pleases. Each creature can only guarantee an answer each minute, otherwise the spirit can choose to ignore questioning. A séance host can attempt to force a spirit to answer a question honestly by making a spell/power attack check contested by the spirit’s deception check.
An enticed spirit’s attitude is neutral if it was provided with an appropriate offering, though there is a risk of finding a hostile spirit no matter what offering is used. If an attendee has a strong, friendly bond with the spirit, its attitude may be friendly as decided by the DM.
The séance will last for a number of minutes equal to the highest host’s spellcasting or manifesting ability modifier (minimum of 1 minute) or until the spirit is dismissed. If a spirit isn’t dismissed, it will linger in the area and may attack. If every host agrees, then the séance can progress past this limit, though each additional minute spent conducting the séance inflicts a level of exhaustion on all hosts.
Once each minute, a spirit with the ability to possess a creature can attempt to possess a creature. If the target of possession is a participant, the participant has advantage on the saving throw to resist possession, as long as the séance hasn’t failed. A host can choose to make the saving throw for the participant, but this must be decided at the start of the séance.
At the end of each minute during the séance, a new check against a DC of 20 must be made to continue the séance, using the same modifiers as the séance’s beginning. On a failed check, the séance fails and the spirit is freed and can choose to linger in the area; a hostile spirit is likely to attack or harass the séance members. Once a spirit is dismissed then a new one will typically take its place. It's common for séances to cycle through different spirits until a desired one is found, just as it is common for hostile spirits to pretend to be the spirit the attendees are looking for.
Dismissing the Spirit
In the best case, the spirit departs amicably of its own will. In any case where the spirit does not willingly depart, all hosts must use their action to dismiss the spirit; at least one host must succeed on a power/manifestation check against the spirit’s CR or 15, whichever is higher. The host gains a +1 bonus for each attendee (to a maximum of +5) and a +2 bonus if using a spirit board or similar tool. If any host is incapacitated or possessed, then a spirit cannot be dismissed without magic. The dismissal function of the Dispel Evil and Good spell will also dismiss a spirit without a save. As an action, a host may attempt to free any attendee from possession by making a save against the spirit’s possession save DC using their own modifiers. If they succeed, the possessed creature is freed and may not be possessed again for one round. If the spirit isn’t properly dismissed by the end of the séance, it can choose to linger and can attack without the ability for it to be dismissed non magically.
5th Level Divination Spells Reworked
After Hyper, spells like Contact Other Plane and (less so) Commune became major contributors to the information divide (aka part of the party divide). We've had issues with them in the past as well. I still want options to be able to essentially "contact the DM", so I'm not gutting the concept behind these spells completely. Contact Other Plane is going to be removed, and both Commune and Legend Lore are being reworked: Legend Lore5th level divination
Casting Time: 10 minutes
Range: Self
Target: See text
Components: V S M (Incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Duration: Instantaneous
Classes: All casters
Name or describe a person, place, object, or event. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named is of legendary importance, you may gain more information or information about tangentially related people, places, objects, or events. If the lore has a person, place, or object tied to its significance, the spell will give a vague location or name in order to point the caster in the direction of more information. The more information you already have about the targeted thing, the more precise and detailed the information you receive is. This is especially true for the information received through a previous casting; the vague hints of the spell themselves don't count as new information, but by following the lead the spell provides you may learn new, significant lore that will affect a new casting of the spell. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information - "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips. Go to the mountains of Bahguul and speak with the woman of fairest skin, for she knows of the axe’s resting place." Commune
5th level divination
Casting Time: 8 hours
Range: Self
Target: Self
Components: V S M (Incense worth at least 250 gp, which the spell consumes, and a vial of holy or unholy water)
Duration: 30 minutes
Classes: Special
You perform a grand ritual to contact your deity, a divine proxy, your patron, or a messenger of your patron. This spell can be learned by someone with a significant connection to a god, demon, or other force powerful enough to grant features and/or abilities, and can only be cast by such individuals (AKA, clerics and warlocks by their base flavor, otherwise someone with a patron/godly special or subclass would fit). Once the casting is complete, the caster may ask up to five questions that can be answered in a variety of ways: a yes or no, one word, a short phrase, a cryptic rhyme, or anything that would suit the entity as long as the answer is no longer than a short paragraph. You must ask your questions before the spell ends, and the entity will answer you as you ask. They may decide to answer more than five questions or entertain a conversation with you if it suits them and their goals. Beings that can be contacted by this spell aren’t necessarily omniscient, looking for your best interest, or willing to give you the full answer. You might receive “unclear” as an answer if a question pertains to information that lies beyond the entity's knowledge, you may receive an answer that is untrue, or you may receive a hint to where you might gain this information instead of a direct answer, for example.
Medium Grit Rests
Caster supremacy and Nova potential have plagued our games from day 1. There's never been a good answer to casters other than "stay at level 1", which is hardly fun for anyone. This homebrew rest ruling might be the first step in the right direction, and at the very least it will actually allow pressure to be put on resource regeneration wiothout bombarding you with combat every hour. With this system, there are 4 types of rest. Each rest includes all the benefits of all lesser types of rest. From greatest to least, they are:Rest Type | Duration | Purpose |
---|---|---|
Heroic Rest | 7 Days | "Long Rest"+, Full Recovery |
Field Rest | 8 Hours | Regain some Hit Dice (HD) overnight |
Girding Up | 2 Hours | Spend HD for spell slots or “Training” |
Breather | 10 Minutes | “Short Rest”. Spend HD for hit points |
A heroic rest requires the players to spend 7 days of downtime at a Waypoint.
- A “Waypoint” means a place with its own bedding and shelter (not Tiny Hut), where most local inhabitants are not hostile, and where you don’t need to forage or stand watch.
- In Lumen Campaign, where most of your time will be spent in a city, I'm keeping the time at 7 days to compensate for your relative 24/7 environmental safety. Otherwise, this time would be much smaller.
Field Rests
A Field Rest is a period of extended downtime—at least 8 hours long. During a Field Rest, you sleep (remain Unconscious) for at least 6 hours and spent the rest on light activity, such as standing watch, reading, talking, or eating. You can take only 1 Field Rest per day; going 24h without one risks exhaustion (see the section on New Exhaustion below).
Benefits: When you finish a Field Rest, regain hit points (hp) equal to 1/10 of your maximum, or set your current hp to half your maximum, whichever is greater. (Round up for both.) Then recover one of the below:
- Hit Dice: Regain a number of HD equal to your Proficiency Bonus (PB).
- Exhaustion: Recover one level of exhaustion. Then, make a DC15 Endure check to recover 1 additional level, or a DC 20 Endure check to recover 2 additional levels.
- Features: Counts as finishing a Long Rest (or for Arcane Recovery, a “day”) for all features except spell slots.
- Rolling Initiative
- 1hr walking/ physical exertion
- Taking any damage
- Casting a leveled spell
Girding Up is a period of at least 2 hours of downtime, during which you spend at least 1 hour concentrating on preparations like meditation, study, training, or prayer. Benefits: When you finish Girding Up, you gain the benefits of a Breather (below; same as Short Rest), and can do any combination of the below:
- Re-preparation: Change any choices that you make at the end of a long rest (eg, prepared spells).
- Spell Slots (Base): Spend X HD, where X is one less than your Proficiency Bonus. For each spell level up to X, if you have less than two slots of that level remaining, regain one.
- Spell Slots (Any): Spend 1 HD per slot level to regain spell slots of any level. For example, 4 HD can get you four 1st level slots, two 2nd level slots, one 4th level slot, or one 1st level slot and one 3rd level slot.
- Training (Non-Casters and Rangers Only): Spend 2 HD. Roll 1d6. Find the benefit on this table below. You can reroll for 1HD per roll, but use only the last result.
Roll | Training Benefit |
---|---|
1 | Gain one Heroic Inspiration (AKA an inspiration dice; essentially a luck point you can spend whenever). |
2 | Turn one hit from a weapon into a critical hit. This can be done any time before the next Field Rest. Alternatively, you can grant this ability to an ally by using the Help action on them. They can then use this critical hit at any point in the next minute. |
3 | Gain one extra Bonus Action or Reaction. This can be done any time before the next Field Rest. |
4 | Gain the ability to take the Help action as a free action once. This can be done any time before the next Field Rest. |
5 | Gain the ability to disengage as a free action once. Doing so grants you +15 movement speed that turn. This can be done any time before the next Field Rest. |
6 | Gain the ability to dodge as a Bonus Action once. If you are a Monk, this becomes a free action. This can be done any time before the next Field Rest. |
A Breather takes 10 minutes of resting/tending wounds. You can take a Breather up to twice per day. Benefits: Gain the benefits of a standard Short Rest**
**to regain all Pact Magic slots, you must spend 1HD, or 2HD if they are at least 3rd level slots. Bonus to “Song of Rest”: A party with a bard can take one additional Breather per day. Misc Rest Rules
Heroes’ Feast: When cast by the party OR by a beneificary of a higher level (or equivalent CR value) than the party, the targets of the spell get the benefits of a Field Rest.
Catnap: This spell gives the benefits of Girding Up, during which the cost of one benefit is reduced by 1HD.
New Exhaustion
Standard exhaustion is a pain to use and keep track of. The levels differ in impact heavilly, and it's hard to hand out without potentially crippling someone. Still, it's a fun concept and the Grit Rest rules have a good workaround I'd like to try. Now, for each level of exhaustion you have, you get -1 to all your d20 checks and DCs. With 4+ levels of exhaustion, your speed is halved; 8+, your speed is 5 feet; and at 10+, you die. You can gain exhaustiuon in a number of ways that I might rule in game; if you fail a saving throw against exhaustion by 10 or more, you get 2 levels. Below are standard ways you will gain exhaustion:Séance Rules
A séance is a ritual used to communicate with spiritual forces. While mainly used to contact the departed, a séance can also be used to connect with celestials and fiends, as well as elemental and fey spirits. In order to conduct a séance, a spellcaster or power manifester must open itself to being inhabited by the spirit, or have an object, such as a spirit board, for the spirit to interact. A séance poses intrinsic risk to its participants. With the proper tools, non magical creatures can entice the attention of the spirits, but the chance for failure and disaster are much greater for them.Enticing a Spirit
For a séance to have a reasonable chance for success, the sought spirit must be offered something to seize its attention. The most commonly used object to entice a spirit is a personal belonging; this is used especially in communicating with the dead and undead. Offerings of incense, provisions, and other objects valuable to the specific spirit can work well for enticing celestials, fey, and fiends. Other offerings may work, as determined by the DM for a particular spirit.
Open Enticement
A séance can be held with a general offering that could appeal to more than one spirit. This presents a serious risk of enticing the wrong spirit, especially a naturally hostile one that may be seeking a victim.
Modifiers
The following spells / objects may be used before or during the séance to change qualities of the séance.
- Banishment. You may cast banishment on an object a spirit is possessing or in the area that you know a spirit is lingering. If the spirit fails the Charisma saving throw, it is dismissed.
- Hallow. If the spell Hallow has been cast on an area, and the undead creature type has not been excluded from the list of forbidden creature types, a séance cannot be performed in that area nor can any spirit enter that area.
- Magic Circle. Casting Magic Circle prevents a possessed creature from entering or leaving the circle.
- Spirit Ward. If the power Spirit Ward is used to target an area, it acts like the spell Magic Circle. If used to ward a structure, it acts like the spell Hallow.
- Holy Water. Splashing Holy Water on a possessed creature allows it to immediately make a possession saving throw. Submerging a creature in Holy Water allows that creature to make a save at the start of each of its turns (every 6 seconds) with advantage, unless the possessing creature has a clause that prevents this.
- Psychic Static. If the power Psychic Static is manifested as a psionic suppression field and covers each host of the séance, then the séance ends immediately with all spirits dismissed.
- Antimagic Field. If the spell Antimagic Field is cast and covers each host of the séance, then the séance ends immediately with all spirits dismissed.
- Sacred Incense (200 GP or 1 Common Divine Essence, 2 Uncommon Curative Reagents + 2 hours crafting 15 DC). If Scared Incense is lit during the séance, all hosts and participants have advantage on any séance related checks or saving throws.
- Religious Symbol (100 GP). A religious object or item bearing a religious symbol can be used as an action to free a creature from possession. It can only be used by a creature faithful to the religion represented, and the object or item is destroyed upon use. An individual religion can only be invoked once per séance.
- Infernal Focus. An Infernal Focus is any infernal trinket or tome that either has connections to the infernal planes or instructions for how to contact demons. This can be used in a séance to allow for demons to be contacted, understanding that this is much more dangerous than most spirits of the ethereal plane.
- Fae Focus. A Fae Focus is any kind of pixie dust, faerie wing, or other object with connection to the feywilds. This can be used in a séance to allow for fae creatures to be contacted, understanding that this is much more unpredictable than most spirits of the ethereal plane.
- Celestial Focus. A Celestial Focus is either a rare religious text or divine relic, or other object with connection to the celestial planes. This can be used in a séance to allow for celestials to be contacted, understanding that this is much more dangerous than most spirits of the ethereal plane.
To perform a séance, first divide any attendees into either “host” or “participant”. A “host” is any creature that opens the channel to the spirits and allows them to feed off their energy to communicate; they are the ones who command the séance and are at highest risk of possession. To qualify as a host a creature, the creature must meet one of the following requirements:
- be a Cleric, Occultist, Bard, or Wizard with access to at least 1 first level or higher divination spell
- be a power manifester with access to the Clairesentience discipline.
- have proficiency in Occult Tools.
Once the hosts and participants are selected, the next step is to make sure the offerings, spells, and objects desired before the séance are in place. Many entities in the ethereal plane will take notice of a séance as a chance to enter the living world or possess a powerful host; be prepared to meet a hostile spirit, and understand that even offerings tailored to specific creatures do not ensure a safe séance.
After all preparations are done, the séance may begin. To successfully open a connection to a spirit entity, the hosts of the séance must succeed on a DC 30 check using their power or spell attack modifier. Only one host needs to succeed on this check for the séance to successfully start, and all hosts may roll. If any host expends a spell slot of 3rd level or higher or at least 5 power points, all hosts gain a +8 bonus to this roll. Providing a valid general offering further increases the chance of successfully opening a connection by +5. If the host isn’t a spellcaster or power manifester, they can use a séance tool such as a spirit board, spirit box, or tarot cards to contact a spirit, allowing the host to add their Charisma bonus to the check. Finally, the check is made with a +1 bonus for each attendees in the séance, up to a maximum of +5.
If this check succeeds, a connection is made and contact can begin. Only one spirit per host can use the connection at a time. If the séance was conducted in hopes of contacting a specific spirit, the DM may use the offering(s), area the séance is being conducted at, and power level of the spirit as ways to measure the chance of immediate success. If an object of importance or relevance to the spirit is used, then it is usually assured that the spirit will try to make contact if it is able. If the area the séance is performed is either one the spirit had a connection to or where it died, then even weak mundane spirits are able to use the connection unless magically restrained. If the spirit is a powerful entity then it will usually be able to use the connection first. If the spirit is weak, then even if the offering and area are perfect then more powerful opportunistic spirits may be able to reach the opening first.
Once it is decided what spirit first uses the connection, the method of communication is decided. A host or participant may offer themselves up to be possessed by a spirit willingly; though obviously risky, this allows for the most natural and easy method of communication. If the spirit does not possess a creature, it may communicate through common Occult tools such as a spirit board or spirit box. A host may attempt to force the spirit to inhabit a specific attendee by making a spell/power attack roll against the spirit’s possession save DC, or 15 if it doesn’t have one. If successful, the target creature makes a saving throw against the possession as normal and the spirit remains trapped in the body for 1 minute.
Each minute, the séance host(s) or participants can ask the spirit a question. The spirit is forced to answer, but it may answer in any way it pleases. Each creature can only guarantee an answer each minute, otherwise the spirit can choose to ignore questioning. A séance host can attempt to force a spirit to answer a question honestly by making a spell/power attack check contested by the spirit’s deception check.
An enticed spirit’s attitude is neutral if it was provided with an appropriate offering, though there is a risk of finding a hostile spirit no matter what offering is used. If an attendee has a strong, friendly bond with the spirit, its attitude may be friendly as decided by the DM.
The séance will last for a number of minutes equal to the highest host’s spellcasting or manifesting ability modifier (minimum of 1 minute) or until the spirit is dismissed. If a spirit isn’t dismissed, it will linger in the area and may attack. If every host agrees, then the séance can progress past this limit, though each additional minute spent conducting the séance inflicts a level of exhaustion on all hosts.
Once each minute, a spirit with the ability to possess a creature can attempt to possess a creature. If the target of possession is a participant, the participant has advantage on the saving throw to resist possession, as long as the séance hasn’t failed. A host can choose to make the saving throw for the participant, but this must be decided at the start of the séance.
At the end of each minute during the séance, a new check against a DC of 20 must be made to continue the séance, using the same modifiers as the séance’s beginning. On a failed check, the séance fails and the spirit is freed and can choose to linger in the area; a hostile spirit is likely to attack or harass the séance members. Once a spirit is dismissed then a new one will typically take its place. It's common for séances to cycle through different spirits until a desired one is found, just as it is common for hostile spirits to pretend to be the spirit the attendees are looking for.
Dismissing the Spirit
In the best case, the spirit departs amicably of its own will. In any case where the spirit does not willingly depart, all hosts must use their action to dismiss the spirit; at least one host must succeed on a power/manifestation check against the spirit’s CR or 15, whichever is higher. The host gains a +1 bonus for each attendee (to a maximum of +5) and a +2 bonus if using a spirit board or similar tool. If any host is incapacitated or possessed, then a spirit cannot be dismissed without magic. The dismissal function of the Dispel Evil and Good spell will also dismiss a spirit without a save. As an action, a host may attempt to free any attendee from possession by making a save against the spirit’s possession save DC using their own modifiers. If they succeed, the possessed creature is freed and may not be possessed again for one round. If the spirit isn’t properly dismissed by the end of the séance, it can choose to linger and can attack without the ability for it to be dismissed non magically.
Specials
Specials are fully custom pseudo-subclasses that provide stat bonuses specific to your character's story/lore. They replace backgrounds and have abilities at levels 1, 6, and 12. A special can be designed however you like so long as it remains around the power of a subclass or less. If possible, I will try to strip specials of any lore implications or provide fake lore explanations in order to share with the other players and let everyone gague the special's power and give feedback as necessary. Let me know the vision for your character and I can either make a special for you or coach you on how to make one yourself if you'd like!Spells
Spells have been added, removed, and reworked in Reese's Big Book of Spells. Please make sure to reference this document in case a spell you want has been reworked or removed, and of course to see what new content may be available for your class.Skills, Expertises, Jack of All Trades, and Ability Score Increases
Please use this page to reference changes to skills, skill gain, expertise gain, tool proficiency gain, ability score increase levels, and Jack of All Trade changes.Kibbles Classes and Feats
Additional content created by KibblesTasty may be used for this campaign and may be used for NPCs you meet as well. Full Document Occultist WardenLuck Score and Luck Points
WILL BE REMOVED, REWORK IN PROGRESSCrafting and Using Spell Scrolls
Below are the altered rules for using and crafting Spell Scrolls. A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list and of a level you can currently cast, you can read the scroll and understand the casting without the need to make a check. Otherwise, the scroll is unintelligible and must be studied in order to understand the spell's effects and cast without issue. Casting the spell by reading the scroll requires the spell’s normal Casting Time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the scroll is unintelligible to you, you may learn the nuances of casting spell in your free time. You must spend a total number of hours equal to twice the level of the spell (minus Intelligence + Arcana, minimum of one) studying the scroll. This can be done while doing light activity, but not during a short or (sleepless) long rest. A warlock with the invocation "Aspect of the Moon" may study while resting. Once you have studied a spell, any scroll containing that spell is legible to you and requires no further studying. This level of study is not adequate enough to be able to cast the spell normally or make scrolls of the spell. When using a scroll without understanding the spell, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 13 + the spell’s level. On a failed check, your action is wasted, regardless of the casting action used, but the scroll remains in-tact. You cannot cast another spell of 1st level or higher, or use another Spell Scroll, during your turn once you attempt to use a Scroll (regardless of your success). Once cast, unless it is on your class’s spell list and your own saving throw DC and Attack bonus would be higher (in which case, you use your own bonuses), the level of the spell on the scroll determines the spell’s saving throw DC and Attack bonus, as well as the scroll’s Rarity, as shown below:- Level: Cantrip Rarity: Common DC: 13 Attack Roll: +5
- Level: 1st Rarity: Common DC: 13 Attack Roll: +5
- Level: 2nd Rarity: Uncommon DC: 13 Attack Roll: +5
- Level: 3rd Rarity: Uncommon DC: 15 Attack Roll: +7
- Level: 4th Rarity: Rare DC: 15 Attack Roll: +7
- Level: 5th Rarity: Rare DC: 17 Attack Roll: +9
- Level: 6th Rarity: Very rare DC: 17 Attack Roll: +9
- Level: 7th Rarity: Very rare DC: 18 Attack Roll: +10
- Level: 8th Rarity: Very rare DC: 18 Attack Roll: +10
- Level: 9th Rarity: Legendary DC: 19 Attack Roll: +11
- Scrollscribing Modifier = your Calligrapher’s Tools proficiency bonus + your Intelligence modifier.
- Have it in your spellbook as a Wizard.
- Have it in your spellmanual as an Infusionsmith Inventor.
- Have it in your ritual book as a ritual caster.
- Have a spell scroll of it (DC +2) and be a level of which a Full Caster can normally cast the spell (even as a Martial or Half Caster; This requirement is ignored by an Artificer with the Magic Item Savant feature).
- Study its magical formula, record it, and be a level of which a Full Caster can normally cast the spell (even as a Martial or Half Caster; This requirement is ignored by an Artificer with the Magic Item Savant feature). To learn a spell in this way requires proficiency in arcana and 1 day (8 hours per day) of study per level of the spell, as well as access to a teacher or book that records the spell. Once learned, you can record it in a Magical Formula book and can subsequently make scrolls of it.
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