D&D is inherently magical. However, anything that exists as a magical item or ability can be reflavored as something else. A Flametongue sword could just be a sword with a vial of "jet fuel" embedded within the grip. Spells could be reflavored as biohacking. e.g. The dragon breath spell could reflect that they grew dragonlike glands in their throat.
Magic items and spell slots are just a mechanic for tracking resources. The rest is just flavor.
Think of the effect you want, not the method, then look for non magical ways to get the same effect. Example: the grease spell - Dex check or fall prone. Instead of a spell you buy ball bearings and toss a bunch into the 10’ square area for the same effect. Talk tour DM about how many you need - does it have to be 1000? Will 500 do? Will 200 do? Stinking cloud (stink bomb): talk to an alchemist about collecting nasty smelling air under pressure in a glass vial then throwing it so it shatters.
We know 5e is kind of bland for weapons, but you can always increase your combat versatility with some few things. One of them is the infamous Net. It basically states that you always have disadvantage to attack unless you mitigate it (CBE and SS both circumvent that), it also restricts your extra attacks (Quick Toss maneuver solves that), but the effect of a net is huge: restrain your target with an attack roll (not saving throws like spells) and they would need to spend an action to get rid of it (although is fairly easy to do so).
I usually make use of nets against nimble enemies with hit and run tactics.
Play one of the many fighter subclasses that doesn't have any magical abilities? What non-magical magic effects do they want in particular? Because the easiest answer is "don't use anything magical".
I’m a fan of reflavoring spells as masterful but physically draining weapon techniques.
Shield can be an intensely focused 6 seconds of blocking and parrying attacks.
Absorb Elements can be where the warrior spins their weapon like a baton to dissipate an incoming wave of elemental damage, before striking with the left over heat,etc. on their next attack.
Booming blade can be a masterful samurai style strike that the foe doesn’t realize how badly hurt they really were until moving, etc.
it’s harder to do with some spells (I have no idea what tensers floating disk could be without going really cartoonish, like swing a sword to cut a boulder into rollers).
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have a fighter in the party that doesnt like magic and prefers manual or natural options
D&D is inherently magical. However, anything that exists as a magical item or ability can be reflavored as something else. A Flametongue sword could just be a sword with a vial of "jet fuel" embedded within the grip. Spells could be reflavored as biohacking. e.g. The dragon breath spell could reflect that they grew dragonlike glands in their throat.
Magic items and spell slots are just a mechanic for tracking resources. The rest is just flavor.
herbal drinks (that everybody else calls potions).
Think of the effect you want, not the method, then look for non magical ways to get the same effect. Example: the grease spell - Dex check or fall prone. Instead of a spell you buy ball bearings and toss a bunch into the 10’ square area for the same effect. Talk tour DM about how many you need - does it have to be 1000? Will 500 do? Will 200 do? Stinking cloud (stink bomb): talk to an alchemist about collecting nasty smelling air under pressure in a glass vial then throwing it so it shatters.
Wisea$$ DM and Player since 1979.
We know 5e is kind of bland for weapons, but you can always increase your combat versatility with some few things. One of them is the infamous Net. It basically states that you always have disadvantage to attack unless you mitigate it (CBE and SS both circumvent that), it also restricts your extra attacks (Quick Toss maneuver solves that), but the effect of a net is huge: restrain your target with an attack roll (not saving throws like spells) and they would need to spend an action to get rid of it (although is fairly easy to do so).
I usually make use of nets against nimble enemies with hit and run tactics.
Play one of the many fighter subclasses that doesn't have any magical abilities? What non-magical magic effects do they want in particular? Because the easiest answer is "don't use anything magical".
I’m a fan of reflavoring spells as masterful but physically draining weapon techniques.
Shield can be an intensely focused 6 seconds of blocking and parrying attacks.
Absorb Elements can be where the warrior spins their weapon like a baton to dissipate an incoming wave of elemental damage, before striking with the left over heat,etc. on their next attack.
Booming blade can be a masterful samurai style strike that the foe doesn’t realize how badly hurt they really were until moving, etc.
it’s harder to do with some spells (I have no idea what tensers floating disk could be without going really cartoonish, like swing a sword to cut a boulder into rollers).