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# Extra Content
A collection of potential add-ons to spice up your game
# Mana Casting In place of the static spell slot system, this game utilizes a mana system instead that offers more flexibility and freedom with casting spells.
## Slots to Mana The Maximum amount of mana a character can be calculated as follows
| Slot Level | Mana Conversion | |:---:|:-----------:| |1 |1 per slot| |2 |2 per slot| |3 |3 per slot| |4 |4 per slot| |5 |5 per slot| | Slot Level | Mana Conversion | |:---:|:-----------:| |6 |6 per slot| |7 |7 per slot| |8 |8 per slot| |9 |9 per slot|
#### Additional Slots Skills, Feats, and Features that add spell slots instead add mana using the same calculation as above. #### Mana Cost for Casting
| Cast lvl | Mana Cost | |:---:|:-----------:| | 0 | 0 Mana | | 1 | 1 Mana | | 2 | 2 Mana | | 3 | 4 Mana| | 4 | 5 Mana| | Cast lvl | Mana Cost | |:---:|:-----------:| | 5 | 6 Mana| | 6 | 8 Mana| | 7 | 9 Mana| | 8 | 10 Mana| | 9 | 12 Mana|
#### Sorcerry Point and Flexible Casting Sorcery points convert to Mana at a 1:1 ratio, but you cannot convert more than 5 SP into Mana at once. #### Resting to Regain Mana All Mana regenerates in full in the same manner that one would recover all their spell slots, depending on the class. Participating in a Long rest restores a number of Mana equal to your Max Mana, up to the value of your Max Mana \columnbreak #### Specialized casting and Racial Spells Specialized casting that would not use slots in Vanilla DnD, such as a Warlock's Mystic Arcanum or Racial Spells do not cost any Mana regardless of level. And Cantrips are lvl 0 spells and as such, are Mana-free casts. #### Limiting Upcasting The Slot rules of vanilla DnD still govern the mana system in that a creature cannot cast a spell at a level that they would not have spell slots for in the Vanilla DnD rule set. - A level 12 Cleric may have 16 Mana total, but since they do not have access to 6th level slots yet by Vanilla DnD rules, they can only upcast to level 5. #### Mana Underflow When at their limit, casters can still cast spells beyond the amount of Mana they have left, but not without penalty. For every point they were short of Mana, their total MP underflows in to negative values. While a caster has negative Mana, they suffer the following penalties. - They cannot cast spells or cantrips unless that spell or cantrip qualifies as a specialized cast. - When they regain Mana, the point go towards reducing your negative Mana to 0 before they can be applied to regaining normal Mana - If you take any form of rest while you have negative Mana, some of your Mana regain goes to reducing your negative Mana, and you will wake up after the rest being deficient the difference. \pagebreakNum ### Mana Conditions The Following are new status Conditions that impact how Mana works in game #### Mana Strain Each time you cast a spell that requires Mana, you consume an additional 1d4-2 (minimum of 0) Mana #### Mana Overload You gain 1d6 Mana at the beginning of each of your turns. At the end of each of your turns, for every point of Mana you are above your Max Mana, you suffer 1d4 irreducible force damage #### Mana Leech Mundane attack against a target steal 1d4-1 Mana so long as there is Mana that can be stolen #### Mana Decay You lose 1d4 Mana At the beginning of each of your turns. #### Muted You cannot use Mana to cast spells \columnbreak ## An Exhaustive Overlay This is a list of additional penalties inflicted by exhaustion, like the vanilla rules, the penalties compound on top of the lower levels. | Exhaustion Level | Mana-based Penalties | |:---:|:-----------:| | 1 | ---- | | 2 | +1 Mana cost per cast | | 3 | ---- | | 4 | Max Mana 1/2'd | | 5 | Max Mana 1/4'd | | 6 | ---- | \pagebreakNum # A Lucky Break This Game utilizes a seventh stat called Luck or LCK. This is all about your character's ability to stand agaisnt and beat high odds on a whim. #### Generating Luck Regardless of how all other stats are generated, Luck is generated by rolling 1d12+8. The Modifier is calculated as half of the raw value - 10, just like all other stats #### Lucky Charges You have a number of Lucky Charges equal to your Proficiency Bonus. Lucky charges can only be used if your Luck Modifier is positive. #### Using Lucky Charges While your Luck Modifier is positive, you may consume a Lucky Charge to do any one of the following. - As a Bonus Action, when making an Attack Roll, Skill Check, or Saving Throw, but before the dice is rolled, you may reduce the Critical Threshold by one, making it easier to land a critical hit. - As a Bonus Action when you make a Damage Roll you may add your luck modifier to the total. - As a Reaction, you may subtract your luck modifier from a single Attack Roll, Damage Roll, Ability Check, or Saving Throw made against you. #### Regaining Lost Luck If You began a rest with a positive Luck Modifier, you may regain 1d4-2 Lucky charges on that rest (Minimum of 0) #### A Skilless Stat There are no skills that use the Luck stat, though a DM may deem it appropriate to roll a Luck check for things like chance-based gambling, happening to be in the right place at the right time, or avoiding unforeseen misfortune by coincidence. #### Lucky Charms If a character is carrying a lucky charm (any item that may have good luck strongly associated with it), their Luck stat may be increased while it is in their possession, though the DM determines the potency of the charm. A single character may benefit from no more than 2 charms at once. #### Misfortune is Afoot The DM may also deem certain items or symbols unlucky, or certain superstitious deeds to cause bad luck (such as walking under a ladder, breaking a mirror, or opening an umbrella indoors). \columnbreak #### Increasing Luck Luck automatically increase by 1, to a maximum of 20 anytime a character reaches a leveling boon opportunity. This is taken in addition to the leveling boon, not in place of it. #### Daily Luck You may choose to take a chance at increasing your luck, but at the cost of potentially reducing your luck. If you choose to do so, you may roll 1d4. Your Raw Luck stat changes based on the table below
| d4 Result | Change in Raw Luck | |:---:|:-----------:| |1 |-2| |2 |-1| | d4 Result | Change in Raw Luck | |:---:|:-----------:| |3 |+1| |4 |+2|
Changes in Luck inflicted in this way persist for 24 hours and vanish afterwards. #### An Untouchable Statistic Luck CANNOT be increased by any effects unless the effect expressly defines the luck stat by name in it's effect. \pagebreakNum # Getting Tipsy with Friends Sometimes one just needs a good stiff drink once in a while, but everyone knows drinking with friends is better. Sometimes these gatherings spawn friendly drinking contests. Who doesn't love slamming down booze to see who gets shit-faced first? #### Get a Read on the Alcohol All creatures have a drunkenness statistic that is tracked much in the same way. There are 10 levels that have cumulative effects, meaning that each level also has the effects of the levels below it. Sometimes the effects of levels conflict. If such is the case, the stronger level applies over the weaker level. When consuming large amounst of booze quickly, i.e chugging, you must make a CON save agaisnt the drink, suffering 1 level of inebriation on a success and more on a loss. The DC and inebriation level are unique to each drink. If you roll a Nat 20 on a CON save for resisting inebriation, you suffer no levels of drunkeness. If you roll a nat 1, you suffer an extra level of inebriation | Drunk level | Effect| |:---:|:-----------:| |1 |A pleasant buzz fills your head| |2 |Passive Perception drops by 5| |3 | Coordination wanes: Disadvantage on Strength, Dexterity, and Constitution checks| |4 |Words slur: Disadvantage of Intelligence, Wisdom, and Charisma checks| |5 |Poor balance: Disadvantage on attack rolls and saving throws| |6 |Speed halved| |7 |Attacks against you have advantage| |8 | Falling Over: Unless leaning against something, you fall prone at the end of your turn.| |9 |Vomiting: For 1 minute, you spend your action each turn retching. After this time, your drunkenness level drops by 1.| |10 |Unconsciousness, until the following morning| #### Competition During a competition, creatures either choose the same drink each round or roll a d20 for a random selection. Both creatures drink at the same time and make their con saves at the same time. First to pass level 8 drunkenness loses. |d20| Drink | CON DC | Fail Penalty | Additional Efects| |:-:| :-: | :-: | :-: | :-: | | 1 | Ale | 10 | 2 |-------------- | 2 | Beer | 10 | 2 |-------------- | 3 | Brandy | 14 | 2 |-------------- | 4 | Cider | 12 | 2 |-------------- | 5 | Coffee | - | - | -1 drunk level for 1 hour| | 6 | Dwarf Ale | 10 | 2 |-------------- | 7 | Dwarf Lager | 12 | 2 |-------------- | 8 | Dwarf Stout | 11 | 2 |-------------- | 9 | Elf Wine | 14 | 2 | 1 hour advantage to resist being charmed on fail| |10 | Gin | 15 | 3 |-------------- |11 | Gnome Cider | 9 | 2 |-------------- |12 | Mead | 12 | 2 |-------------- |13 | Orc Scotch | 17 | 3 | 24 hours of sustenance |14 | Perry | 12 | 2 |-------------- |15 | Pixie Punch | 13 | 3 |-------------- |16 | Rum | 15 | 2 |-------------- |17 | Tequila | 16 | 3 |-------------- |18 | Whisky | 15 | 2 |-------------- |19 | Wine (common) | 13 | 2 |-------------- |20 | Wine (fine) | 13 | 2 |-------------- \pagebreakNum # The Gorging Games Booze is fun and all, but sometimes indulging in food is much more entertaining a satisfying. So sitting down with a buddy or even a rival and stuffing yourself to the brink is a great way to enjoy a night out. Stuff your bellies and relish the gluttony of competetive face stuffing! ## How to Gorge 101 Participants continuously Roll CON saves, starting with a DC of 10 and increasing by 1 each time. Upon failing a CON save, you mark one loss. When you accumulate 3 losses, you are eliminated from the competition. Last creature left wins. ## Dangers of Over-indulging After each CON save, participants add a size 3 meal of 45 HP to their belly, which can cause problems if you go too far. If you go over your normal capacity in a Gorging Contest, you roll these CON saves with a -2 penalty. If you go over Maximum Capacity, you Roll with Disadvantage on these CON saves instead. A nat 20 or nat 1 has no special impact on these CON saves. \pagebreakNum # Gem Weapons Some minerals in the world are imbued with powerful elemental affinities. There gemstones can veil the cutting edge of a sword in fire or bathe the tip of an arrow in light. It all depends on your preference. Setting a Elemental Gem into a weapon cost 1/3 the weapon's original value and takes 2 days to carry out in a special forge known as a Mineral Infuser Smith. Once imbued, the wielder can use a bonus action to switch between the basic weapon and the elemental weapon. This only change the damage type of the weapon. Below are the list of elemental gems and their associated element.
| Gem | Element | |:-:|:-:| |Ruby |Fire| |Sapphire |Ice| |Opal |Psychic| |Topaz |Lightning| |Amethyst |Thunder| | Gem | Element | |:-:|:-:| |Diamond |Radiant| |Obsidian |Necrotic| |Emerald |Acid| |Jade |Poison| |Aquamarine |Force|