I'll start by saying that it's the first game I'm hosting and so far, it's going really well. We had 4 sessions so far and my players love it. In my story, the players are part of a prophecy that has been long forgotten. A power inhabit them, but they dont know yet. They'll will eventually get in contact with medallion that will help them channel their power (they will be able to control the powers without the medallion after a couple of sessions).
So far, one character got a medallion and the power he has add some kind of aura around his weapons, adding effects (depending on his level, he can choose the effect. He can throw the item, but the aura disappear after a couple of feet.
Another character already control her power a little bit. She a warlock and has a lot of tattoos of animals and she can summon the animal, at the cost of life. The bigger the animal, the bigger the damage she takes. If the aniaml comes back to her, she regain her health, but if the animal dies, she lose the HP until she do a long rest AND meditate to "resurrect" the pet.
So, my question is : my players already took feats and they are now level 2. I wanted to make a subclass useable by every class possible (the GM can choose which power the characters inherit. So far, only 2 characters got their powers, but I already have 6 different powers noted in my campaign sheet). So should I make a subclass for everyclass or there's a better way to proceed?
Based on the effects you mentioned, a subclass shouldn't be necessary. If these are enhancements, creating a homebrew item should be enough. If they are the beginning of a different path that forces them to change class/subclass through multi-classing, then a homebrew subclass would make sense.
Would they take levels in the subclass? If this is just for tracking, I'd look at custom feats(ddb char sheets don't limit feats, but you can never have more than 20 char levels)
Would they take levels in the subclass? If this is just for tracking, I'd look at custom feats(ddb char sheets don't limit feats, but you can never have more than 20 char levels)
Well, it follows the character TOTAL level. Let's say the player is level 2 warlock and level 2 bard, the power is level 4.
Let's take the warlock's power. At first, she can cast a snake that can bite and spy on people with not much damage taken, but later, she'll be able to cast a small pheonix that does more damage, but she'll take a good amount of damage. The damage taken depends on her level as well as the level of the spell. Let's say the snake can be cast from level 1 and she takes 1d4 of damage. At higher level (not determined yet), it becomes some kind of cantrip since she can now cast it for no damage since she got full control of the "spirit" of the snake. At level 2, she can now cast a fox but take 1d8 of damage and those damage are reduced at higher level, etc.)
Each power has its own up and down. For the fighter (the one who can cast an aura around his weapon), he can cast it with no damage, but the weapon can break after a certain time and the player get a minus in constitution temporary(let's say the player gets exausted using the power). After a while, he'll be able to handle the power without much problem, but at lower level, it can be dangerous to use them.
Based on the effects you mentioned, a subclass shouldn't be necessary. If these are enhancements, creating a homebrew item should be enough. If they are the beginning of a different path that forces them to change class/subclass through multi-classing, then a homebrew subclass would make sense.
The problem with the item is that when they succeed to get every medallion, much later in the game (so far, they got 1 and need 4), they'll open a portal to a place unknown to them and the medallion will desintegrate, so the item idea aint good in that situation. I may be able to just infuse them with the power of the medallion, but my plan if to build this homebrew content to pt it here for free :)
You could create the 4 items, each with different benefits. Then, when it disintegrates, have a feat already created that represents the power transfer. If you play with live character sheets on DnDBeyond, you can have them delete the items in real time and watch their panic as they lose abilities, then add in your pre-made feats as the in-game effect happens.
"The medallion dissolves in your hand...I need you each to delete the items."
Then, "You notice a lingering effect imparted to you from the medallion... refresh your character sheets." (After you quickly dropped in the feats.)
You could create the 4 items, each with different benefits. Then, when it disintegrates, have a feat already created that represents the power transfer. If you play with live character sheets on DnDBeyond, you can have them delete the items in real time and watch their panic as they lose abilities, then add in your pre-made feats as the in-game effect happens.
"The medallion dissolves in your hand...I need you each to delete the items."
Then, "You notice a lingering effect imparted to you from the medallion... refresh your character sheets." (After you quickly dropped in the feats.)
Wow, I got chills man. That is an awesome way to do this. Thanks a ton!!!
I like giving players unique things like this. I just created weapons that gave the abilities or spells to players once they attune to it. More they use the weapon they change and grow in their abilities. They are powerful weapons so a once a day limit was put on them to make the player think of the best time to use them.
So there are a lot of ways to give your players fun abilities and ones that are unique to their character based on their role play and backgrounds.
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Hi everyone,
I'll start by saying that it's the first game I'm hosting and so far, it's going really well. We had 4 sessions so far and my players love it. In my story, the players are part of a prophecy that has been long forgotten. A power inhabit them, but they dont know yet. They'll will eventually get in contact with medallion that will help them channel their power (they will be able to control the powers without the medallion after a couple of sessions).
So far, one character got a medallion and the power he has add some kind of aura around his weapons, adding effects (depending on his level, he can choose the effect. He can throw the item, but the aura disappear after a couple of feet.
Another character already control her power a little bit. She a warlock and has a lot of tattoos of animals and she can summon the animal, at the cost of life. The bigger the animal, the bigger the damage she takes. If the aniaml comes back to her, she regain her health, but if the animal dies, she lose the HP until she do a long rest AND meditate to "resurrect" the pet.
So, my question is : my players already took feats and they are now level 2. I wanted to make a subclass useable by every class possible (the GM can choose which power the characters inherit. So far, only 2 characters got their powers, but I already have 6 different powers noted in my campaign sheet). So should I make a subclass for everyclass or there's a better way to proceed?
Thanks a ton!
Max
Based on the effects you mentioned, a subclass shouldn't be necessary. If these are enhancements, creating a homebrew item should be enough. If they are the beginning of a different path that forces them to change class/subclass through multi-classing, then a homebrew subclass would make sense.
Would they take levels in the subclass? If this is just for tracking, I'd look at custom feats(ddb char sheets don't limit feats, but you can never have more than 20 char levels)
Well, it follows the character TOTAL level. Let's say the player is level 2 warlock and level 2 bard, the power is level 4.
Let's take the warlock's power. At first, she can cast a snake that can bite and spy on people with not much damage taken, but later, she'll be able to cast a small pheonix that does more damage, but she'll take a good amount of damage. The damage taken depends on her level as well as the level of the spell. Let's say the snake can be cast from level 1 and she takes 1d4 of damage. At higher level (not determined yet), it becomes some kind of cantrip since she can now cast it for no damage since she got full control of the "spirit" of the snake. At level 2, she can now cast a fox but take 1d8 of damage and those damage are reduced at higher level, etc.)
Each power has its own up and down. For the fighter (the one who can cast an aura around his weapon), he can cast it with no damage, but the weapon can break after a certain time and the player get a minus in constitution temporary(let's say the player gets exausted using the power). After a while, he'll be able to handle the power without much problem, but at lower level, it can be dangerous to use them.
The problem with the item is that when they succeed to get every medallion, much later in the game (so far, they got 1 and need 4), they'll open a portal to a place unknown to them and the medallion will desintegrate, so the item idea aint good in that situation. I may be able to just infuse them with the power of the medallion, but my plan if to build this homebrew content to pt it here for free :)
For ease of use, maybe homebrew some cantrips that the medallions bestow. That way each cantrip can level with the player.
Much that once was is lost.
You could create the 4 items, each with different benefits. Then, when it disintegrates, have a feat already created that represents the power transfer. If you play with live character sheets on DnDBeyond, you can have them delete the items in real time and watch their panic as they lose abilities, then add in your pre-made feats as the in-game effect happens.
"The medallion dissolves in your hand...I need you each to delete the items."
Then, "You notice a lingering effect imparted to you from the medallion... refresh your character sheets." (After you quickly dropped in the feats.)
Wow, I got chills man. That is an awesome way to do this. Thanks a ton!!!
I like giving players unique things like this. I just created weapons that gave the abilities or spells to players once they attune to it. More they use the weapon they change and grow in their abilities. They are powerful weapons so a once a day limit was put on them to make the player think of the best time to use them.
So there are a lot of ways to give your players fun abilities and ones that are unique to their character based on their role play and backgrounds.