So I have a Tabaxi player that I gave 4 unique "hexes" they could use against others. Mostly minor inconveniences that cap out at a week:
Save DC12 Roll d4 1 hacks up fur balls for a week 2 sweat smells like cat urine 3 cats will attack this person on sight 4 when spotting a mouse or rat they are compelled to hunt and eat it
They want the ability to learn more like these, but I'm not sure how mechanically/roleplay/world building wise I should go about them learning new abilities like these.
If anyone has advice on how to make the learning process in the game be done I'd appreciate it.
Would also love some ideas for new hexes I can offer (bonus points if cat themed).
I would recommend that some leveling is involved and or involve feats or spell slots. As far as what kind of magic, ask the player for ideas. They can come up with something and you can send them on a quest to find a teacher or item that will grant it.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
So I have a Tabaxi player that I gave 4 unique "hexes" they could use against others. Mostly minor inconveniences that cap out at a week:
Save DC12 Roll d4 1 hacks up fur balls for a week 2 sweat smells like cat urine 3 cats will attack this person on sight 4 when spotting a mouse or rat they are compelled to hunt and eat it
They want the ability to learn more like these, but I'm not sure how mechanically/roleplay/world building wise I should go about them learning new abilities like these.
If anyone has advice on how to make the learning process in the game be done I'd appreciate it.
Would also love some ideas for new hexes I can offer (bonus points if cat themed).
Making up new spells for a class that already has spell progression is usually fine as long as you look at existing spells to put them at the appropriate level and apply mechanics like concentration ect... They can then use the abilities the same as they would spells.
Effects like hacks up fur balls for a week or sweat smells like cat urine are arguably aesthetic effects equivalent to a cantrip. Honestly DND could probably do with a minor curse cantrip which is like prestidigitation but for minor inconveniences you can inflict on some on like warts or body odour.
If they do not typically have spell progression or you want to increase the number of spells they can cast per day then you will be making them more powerful. The best way is to treat them like magic items and give them in similar circumstances. I.e hidden as secret rewards in dungeons, as rewards in quests, or purchasable from rare sellers.
As a rough guide to cost and level you will want to match the abilities to this table.
Rarity
Max Spell Rank
Max Bonus
Common
1st
—
Uncommon
3rd
+1
Rare
6th
+2
Very rare
8th
+3
Legendary
9th
+4
In other words if you do a hex with power equivalent to a 3rd rank spell you should treat it like an uncommon item and match it to the power and cost of those items. It's also generally a good idea to give them at a level after a spell caster would gain the next tier. For example give rank 1 spell effects around player level 3, rank 2 spell effects around level 5 ect...
Finally don't give any effects above spell rank 5 in power, consider giving spells extra limitations as that often adds character and limit them to preparing 3 a day to mimic the attunement mechanic.
As for cat themed examples
Aesthetic/ cantrip level
Feline facial hair. Cursed to be unable to grow facial hair except whiskers
Hairless cat. All hair falls out
Feline mimicry. Copy bird sounds
Spell rank 1
Cat allergy. effects of hideous laughter but manifests as sneezing instead of laughing and they don't fall over.
Ill omen. Enemy mak,es a saving throw. On a fail, roll a d20 and record the number. Once in the next minute you can replace any d20 roll related to the creature who failed with the dice you rolled. E.g if you roll high you can replace an attack roll against them with a high number if you rolled high ect...
Spell rank 3
Black cats bad luck. Effects of the spell bestow curse limited to, Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score
Predatory Growl. While hidden growl like a big cat producing the effects of the spell fear. You remain hidden but the spell ends if you are spotted.
Level 4
9 lives. Effects of the death ward targeting self only. Only once a day and only negating 8 deaths throughout the life of the character max.
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
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So I have a Tabaxi player that I gave 4 unique "hexes" they could use against others. Mostly minor inconveniences that cap out at a week:
Save DC12 Roll d4 1 hacks up fur balls for a week 2 sweat smells like cat urine 3 cats will attack this person on sight 4 when spotting a mouse or rat they are compelled to hunt and eat it
They want the ability to learn more like these, but I'm not sure how mechanically/roleplay/world building wise I should go about them learning new abilities like these.
If anyone has advice on how to make the learning process in the game be done I'd appreciate it.
Would also love some ideas for new hexes I can offer (bonus points if cat themed).
I would recommend that some leveling is involved and or involve feats or spell slots. As far as what kind of magic, ask the player for ideas. They can come up with something and you can send them on a quest to find a teacher or item that will grant it.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Making up new spells for a class that already has spell progression is usually fine as long as you look at existing spells to put them at the appropriate level and apply mechanics like concentration ect... They can then use the abilities the same as they would spells.
Effects like hacks up fur balls for a week or sweat smells like cat urine are arguably aesthetic effects equivalent to a cantrip. Honestly DND could probably do with a minor curse cantrip which is like prestidigitation but for minor inconveniences you can inflict on some on like warts or body odour.
If they do not typically have spell progression or you want to increase the number of spells they can cast per day then you will be making them more powerful. The best way is to treat them like magic items and give them in similar circumstances. I.e hidden as secret rewards in dungeons, as rewards in quests, or purchasable from rare sellers.
As a rough guide to cost and level you will want to match the abilities to this table.
In other words if you do a hex with power equivalent to a 3rd rank spell you should treat it like an uncommon item and match it to the power and cost of those items. It's also generally a good idea to give them at a level after a spell caster would gain the next tier. For example give rank 1 spell effects around player level 3, rank 2 spell effects around level 5 ect...
Finally don't give any effects above spell rank 5 in power, consider giving spells extra limitations as that often adds character and limit them to preparing 3 a day to mimic the attunement mechanic.
As for cat themed examples
Aesthetic/ cantrip level
Spell rank 1
Spell rank 3
Level 4
why are they cat themed
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!