As a bonus action, you can pull your future self to fight along side you. Until the beginning of you next turn, your future self from the next round is standing in a space that you can reach by the end of your turn (current you has to travel to the same square by the end of your turn if you're mobile). Future you goes after current you and whatever current you uses, future you will not be able to. Future you attacks with advantage (having the benefit of hindsight). At the beginning of your next turn, both of you disappear, with future you reappearing in the same spot they traveled to at the end of the active turn at the beginning of your next turn. If the current you loses consciousness, but the future you does not, you reappear as normal in your future self's state, but take 1d4 levels of fatigue. If your future self loses consciousness, they reappear unconscious at the proper time (no death saves need be rolled until reappearing).
What are everyone's thoughts? Is it missing something or is it overly complicated? I was thinking of making it forward and back, with the forward being really easy: you just reappear in the same square after disappearing for one turn.
Like it! Questions, with my possible answers: hp for future-you? I'd assume it was the same as current-you's hp at the beginning of the same round they cast the spell that brought their future-self backwards in time... (makes sense to me)
why couldn't future-you use what current-you has? I can't see why not - what if current-you only owns one weapon, by that reasoning future-you would be stuffed! ?! I'd allow them to make the 6 second travel back in time with all their equipment for that one round only - they're kind of like a flesh-and-blood illusion in some sense...
Future-you having advantage on attack rolls because of hindsight makes perfect sense! But why doesn't future-you go first and get advantage on DEX initiative rolls, too? I'd say yes, but current-you and future-you roll independantly.
Hindsight itself is an advantage - instead of fighting alongside current-you, would future-you know how much damage current-you was about to take and be ready with an in-combat cure wounds or the like? Maybe because future-you is only from 6 seconds in the future that's stretching it a bit, but worth pondering... Personally, I'd allow it, letting future-you go first, and knowing that future-you was about to disappear and 'become' current-you again, anyway...
Spells/spell slots? Future-you would know which spell/spell slot current-you used, so I get that future-you might not want or be able to cast the same spell again... I figure they have to use another spell slot of their own - makes sense if they go first, too...
I like it having a cap on future-you being from only the next round, otherwise you'd be opening up a huge can of worms!
Reckon' you've come up with a winner on this one, well done!
(Similar but different: for a campaign I'm running I've created (but am still refining) Remembering, a past-life regression ritual where players are taken back in meditation (via a spellsong) to remember and heal trauma from a past life... Still tweaking it a bit, but happy to share the idea:
Remembering
past-life regressionspellsong chronurgy, 9th level ritual (Clerics of Eilistraee only)
Casting time 45 min
Range 20’
Components V, S
Duration permanent
This song-spell effect needs the combined energy of at least nine Clerics of Eilistraee surrounding the recipient/s in a circle no wider than 20’ in diameter. Through the sustained use of song and dance the Clerics bathe the recipient/s with mesmeric and hauntingly beautiful, wordless soundscapes that take them deep into a meditative state. Then, with gentle guiding and soft, soothing words, they help the recipient/s gain access to their inner soul consciousness/es, accessing the deeper parts of their ‘heart mind’, where they are invited to ‘remember’ one of their past lives where they suffered a traumatic event that affected their ability to fully embrace the overarching energy of the Prime Material Plane, that of universal peace, a spark of which still ‘lives’ buried deep within the hearts of even the darkest of beings (this is the very light of remembrance that Eilistraee is constantly trying to ignite in the hearts and minds of the Drow, and, indeed, to all beings who have turned from an alignment of ‘good’ toward the darkness, particularly Her mother, Lolth/Araushnee).
The exact nature of each individual recipient’s remembering is unique to them (see tables below), and, once the process has begun, they basically relive moments from one or some of their previous lives - sometimes peacefully, sometimes cathartically, but at all times being ‘held’ in a place of emotional and spiritual safety thanks to the skill and awareness of the singers. As the events or circumstances that triggered the energetic fracturing of their inner beings is brought to their present consciousness, the songs of the Clerics of Eilistraee further infiltrate their hearts and mindsand bring them towards an understanding of how everything that had happened to them was actually what their own soul had both needed and ‘chosen' (manifested), to further its/their journey towards being able to remain in the state of inner peace, and everyone/thing else involved simply played their/its part, as it were, to both help them and for a similar reason of their/its own. The final part of the ritual involves the PC’s coming to peace with the memories and realisations gleaned.
Once they have been brought through the experience and reawakened, the PC will be affected for the better in a number of ways, even if the life (and death) remembered had been a traumatic one - their physicality literally changing at the cellular level. After every remembering session one or some of their ability scores may increase by one (1) point, reflecting the energetic changes to their cellular consciousness and the releasing of one (or more) layers of emotional negativity (anger, hurt, woundedness, etc) they had been ‘holding onto’, albeit most likely unknowingly: roll 1d10: 1 STR, 2 DEX, 3 CON, 4 INT, 5 WIS, 6 CHA, 7 (DM) choose 2 ability scores, 8 (DM) choose 3 ability scores, 9-10 no changes.
Negative Effect caution and awareness are required to be able to use these ‘new’ attributions, though, as bringing forward memories from the past can be dangerous to the character/s’ psyches. Each individual can only have as many remembering sessions equal to their INT modifier (before adjustment), minimum one). They can have a number of remembering sessions each time they go up a level or per year, whichever happens sooner. If they go over that number they experience a similar though toned down effect as per the feeblemind spell, the difference being here there is no saving throw against it as their minds simply cannot handle the overload and literally collapse inwards upon themselves, and they lose 3 points each off both their INT and CHA, as well as the same off their their spell casting ability score if it is based on a different ability (doesn’t stack). Only a greater restoration or more powerful healing spell can undo the effect.
Note that no matter what/who they had been in the previous life experienced, the regression is first and foremost a remembering, not a re-inheriting, per se, meaning that, although they do gain access to that other life's memories, they pretty much only remember what it was like having had the racial bonuses, feats, languages, proficiencies, sex, skills, special abilities, and even spells, etc, ‘they’ once had - they are, after all, the same soul in a different form, but the form they are in in their current life is not necessarily compatible with the one/s they have remembered.
Re-inheriting while the PCs are mostly unable to access the old (‘new’) abilities they remember having, however, there is still a slight chance they can inherent them: when/if a PC decides to attempt to inherit one of their remembered racial or class abilities, feats, languages, or spells, etc, roll 1d20 +/- their INT modifier. Only on a successful DC20 or higher roll are they able to actually inherit the knowledge from the other life and/or gain from its benefits, the attempt simply not working on a fail (no penalty). On a roll of 1 their INT modifier is ignored, however, and, as their minds cannot handle the attempted ‘download’, they suffer the same negative effect as outlined above (stacks with repeated failures).
If the PC remembered any ability, feat, racial bonus, or similar they had in a previous incarnation as a humanoid that isn’t normally available to them in their current life because of race or class it is not automatically assumed they will be able to re-inherit it. The same re-inheriting process as outlined above applies, but they have a -2 penalty on the roll, and the number of successful attempts at re-inheriting required is increased (see below). If the PC remembers a previous incarnation as a non-humanoid creature of any form they are not able to ‘become’ that creature again, nor do they inherit its special abilities, breath weapons, poisons, etc.
If the PC remembered a previous incarnation as a spellcaster and they are a spellcaster in their current life, successfully rolling to be able to re-inherit a spell does not grant them the extra spell slots they used to have, they simply potentially gain partial access to more spells, with the following restrictions:
1 before any of the normal rolls used for each particular ‘new’ spell are made, players must first make another roll to see if the ‘new’ spell will actually work properly or not: roll 1d20 + their spellcasting modifier against a target number of 10 + ‘new’ spell level. Rolling under is simply a fail just like in any other action attempt, and in this case the ‘new’ spell simply does not work. Also, if the roll is failed by 5 or more, the ‘new’ spell also suffers a critical failure. On a critical failure the spell backfires and the caster suffers any effect the spell would ‘ve inflicted upon or affected a target in any way (including damage), and they also suffer the same negative effect as outlined above.
2 if the ‘new’ spell requires the caster to make a ranged spell attack they do so with disadvantage, and if it is of a higher level than he/she would normally be able to cast, the caster also suffers a -1 penalty per level of difference between the highest possible level spell they can cast at their current level and the level of the attempted ‘new’ spell itself.
3 if a saving throw against the spell’s effects is required the target takes it with advantage, and if it is of a higher level than the caster would normally be able to cast, the target receives a +1 bonus on the saving throw per level of difference between the highest possible level spell the caster can cast at their current level and the level of the attempted ‘new’ spell itself (stacks).
Note that the PC’s current ability scores do not change to match those of the remembered incarnation’s, nor does their alignment, class, level, race, creature type, or sex. Because the memories of the old abilities, feats, ‘new’ spells, etc, are faint echoes from the past only, the above process of re-inheriting and attempted reuse must be undertaken upon each attempt made for the first three (3) attempts for each ability, feat, spell, etc if it is one they are able to use in their current life, and after the first five (5) if is not. After three (or five) cumulative successful attempts they will be able to automatically access that ability, feat, spell, etc, and add it to their current life’s repertoire. Any failure means they have to restart the number of attempts.
To determine what race, class, alignment, level, sex, etc, the chracter once was, use the following tables (or DM’s discretion):
Race 1d20
1- 9 same race as current character
10 Dwarf
11 Elf
12 Halfling
13 Human
14 Dragonborn
15 Gnome
16 Half-elf
17 Half-orc
18 Tiefling
19 Other Humanoid (any type. MM, pp various)*
20 Miscellaneous Creature (any type, MM, pp317-341)*
*DM’s discretion.
Class 1d10 (if appropriate)
1 same as current character
2-3 other PC class
4 Multi-class (roll twice on PC list or DM’s decision)
why couldn't future-you use what current-you has? I can't see why not - what if current-you only owns one weapon, by that reasoning future-you would be stuffed! ?! I'd allow them to make the 6 second travel back in time with all their equipment for that one round only - they're kind of like a flesh-and-blood illusion in some sense...
Regarding what future you can use, I meant spells, abilities, and consumables. I should have better specified "expended" over "used."
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Here's the idea:
As a bonus action, you can pull your future self to fight along side you. Until the beginning of you next turn, your future self from the next round is standing in a space that you can reach by the end of your turn (current you has to travel to the same square by the end of your turn if you're mobile). Future you goes after current you and whatever current you uses, future you will not be able to. Future you attacks with advantage (having the benefit of hindsight). At the beginning of your next turn, both of you disappear, with future you reappearing in the same spot they traveled to at the end of the active turn at the beginning of your next turn. If the current you loses consciousness, but the future you does not, you reappear as normal in your future self's state, but take 1d4 levels of fatigue. If your future self loses consciousness, they reappear unconscious at the proper time (no death saves need be rolled until reappearing).
What are everyone's thoughts? Is it missing something or is it overly complicated? I was thinking of making it forward and back, with the forward being really easy: you just reappear in the same square after disappearing for one turn.
Like it! Questions, with my possible answers: hp for future-you? I'd assume it was the same as current-you's hp at the beginning of the same round they cast the spell that brought their future-self backwards in time... (makes sense to me)
why couldn't future-you use what current-you has? I can't see why not - what if current-you only owns one weapon, by that reasoning future-you would be stuffed! ?! I'd allow them to make the 6 second travel back in time with all their equipment for that one round only - they're kind of like a flesh-and-blood illusion in some sense...
Future-you having advantage on attack rolls because of hindsight makes perfect sense! But why doesn't future-you go first and get advantage on DEX initiative rolls, too? I'd say yes, but current-you and future-you roll independantly.
Hindsight itself is an advantage - instead of fighting alongside current-you, would future-you know how much damage current-you was about to take and be ready with an in-combat cure wounds or the like? Maybe because future-you is only from 6 seconds in the future that's stretching it a bit, but worth pondering... Personally, I'd allow it, letting future-you go first, and knowing that future-you was about to disappear and 'become' current-you again, anyway...
Spells/spell slots? Future-you would know which spell/spell slot current-you used, so I get that future-you might not want or be able to cast the same spell again... I figure they have to use another spell slot of their own - makes sense if they go first, too...
I like it having a cap on future-you being from only the next round, otherwise you'd be opening up a huge can of worms!
Reckon' you've come up with a winner on this one, well done!
(Similar but different: for a campaign I'm running I've created (but am still refining) Remembering, a past-life regression ritual where players are taken back in meditation (via a spellsong) to remember and heal trauma from a past life... Still tweaking it a bit, but happy to share the idea:
Remembering
past-life regression spellsong chronurgy, 9th level ritual (Clerics of Eilistraee only)
Casting time 45 min
Range 20’
Components V, S
Duration permanent
This song-spell effect needs the combined energy of at least nine Clerics of Eilistraee surrounding the recipient/s in a circle no wider than 20’ in diameter. Through the sustained use of song and dance the Clerics bathe the recipient/s with mesmeric and hauntingly beautiful, wordless soundscapes that take them deep into a meditative state. Then, with gentle guiding and soft, soothing words, they help the recipient/s gain access to their inner soul consciousness/es, accessing the deeper parts of their ‘heart mind’, where they are invited to ‘remember’ one of their past lives where they suffered a traumatic event that affected their ability to fully embrace the overarching energy of the Prime Material Plane, that of universal peace, a spark of which still ‘lives’ buried deep within the hearts of even the darkest of beings (this is the very light of remembrance that Eilistraee is constantly trying to ignite in the hearts and minds of the Drow, and, indeed, to all beings who have turned from an alignment of ‘good’ toward the darkness, particularly Her mother, Lolth/Araushnee).
The exact nature of each individual recipient’s remembering is unique to them (see tables below), and, once the process has begun, they basically relive moments from one or some of their previous lives - sometimes peacefully, sometimes cathartically, but at all times being ‘held’ in a place of emotional and spiritual safety thanks to the skill and awareness of the singers. As the events or circumstances that triggered the energetic fracturing of their inner beings is brought to their present consciousness, the songs of the Clerics of Eilistraee further infiltrate their hearts and minds and bring them towards an understanding of how everything that had happened to them was actually what their own soul had both needed and ‘chosen' (manifested), to further its/their journey towards being able to remain in the state of inner peace, and everyone/thing else involved simply played their/its part, as it were, to both help them and for a similar reason of their/its own. The final part of the ritual involves the PC’s coming to peace with the memories and realisations gleaned.
Once they have been brought through the experience and reawakened, the PC will be affected for the better in a number of ways, even if the life (and death) remembered had been a traumatic one - their physicality literally changing at the cellular level. After every remembering session one or some of their ability scores may increase by one (1) point, reflecting the energetic changes to their cellular consciousness and the releasing of one (or more) layers of emotional negativity (anger, hurt, woundedness, etc) they had been ‘holding onto’, albeit most likely unknowingly: roll 1d10: 1 STR, 2 DEX, 3 CON, 4 INT, 5 WIS, 6 CHA, 7 (DM) choose 2 ability scores, 8 (DM) choose 3 ability scores, 9-10 no changes.
Negative Effect caution and awareness are required to be able to use these ‘new’ attributions, though, as bringing forward memories from the past can be dangerous to the character/s’ psyches. Each individual can only have as many remembering sessions equal to their INT modifier (before adjustment), minimum one). They can have a number of remembering sessions each time they go up a level or per year, whichever happens sooner. If they go over that number they experience a similar though toned down effect as per the feeblemind spell, the difference being here there is no saving throw against it as their minds simply cannot handle the overload and literally collapse inwards upon themselves, and they lose 3 points each off both their INT and CHA, as well as the same off their their spell casting ability score if it is based on a different ability (doesn’t stack). Only a greater restoration or more powerful healing spell can undo the effect.
Note that no matter what/who they had been in the previous life experienced, the regression is first and foremost a remembering, not a re-inheriting, per se, meaning that, although they do gain access to that other life's memories, they pretty much only remember what it was like having had the racial bonuses, feats, languages, proficiencies, sex, skills, special abilities, and even spells, etc, ‘they’ once had - they are, after all, the same soul in a different form, but the form they are in in their current life is not necessarily compatible with the one/s they have remembered.
Re-inheriting while the PCs are mostly unable to access the old (‘new’) abilities they remember having, however, there is still a slight chance they can inherent them: when/if a PC decides to attempt to inherit one of their remembered racial or class abilities, feats, languages, or spells, etc, roll 1d20 +/- their INT modifier. Only on a successful DC20 or higher roll are they able to actually inherit the knowledge from the other life and/or gain from its benefits, the attempt simply not working on a fail (no penalty). On a roll of 1 their INT modifier is ignored, however, and, as their minds cannot handle the attempted ‘download’, they suffer the same negative effect as outlined above (stacks with repeated failures).
If the PC remembered any ability, feat, racial bonus, or similar they had in a previous incarnation as a humanoid that isn’t normally available to them in their current life because of race or class it is not automatically assumed they will be able to re-inherit it. The same re-inheriting process as outlined above applies, but they have a -2 penalty on the roll, and the number of successful attempts at re-inheriting required is increased (see below). If the PC remembers a previous incarnation as a non-humanoid creature of any form they are not able to ‘become’ that creature again, nor do they inherit its special abilities, breath weapons, poisons, etc.
If the PC remembered a previous incarnation as a spellcaster and they are a spellcaster in their current life, successfully rolling to be able to re-inherit a spell does not grant them the extra spell slots they used to have, they simply potentially gain partial access to more spells, with the following restrictions:
1 before any of the normal rolls used for each particular ‘new’ spell are made, players must first make another roll to see if the ‘new’ spell will actually work properly or not: roll 1d20 + their spellcasting modifier against a target number of 10 + ‘new’ spell level. Rolling under is simply a fail just like in any other action attempt, and in this case the ‘new’ spell simply does not work. Also, if the roll is failed by 5 or more, the ‘new’ spell also suffers a critical failure. On a critical failure the spell backfires and the caster suffers any effect the spell would ‘ve inflicted upon or affected a target in any way (including damage), and they also suffer the same negative effect as outlined above.
2 if the ‘new’ spell requires the caster to make a ranged spell attack they do so with disadvantage, and if it is of a higher level than he/she would normally be able to cast, the caster also suffers a -1 penalty per level of difference between the highest possible level spell they can cast at their current level and the level of the attempted ‘new’ spell itself.
3 if a saving throw against the spell’s effects is required the target takes it with advantage, and if it is of a higher level than the caster would normally be able to cast, the target receives a +1 bonus on the saving throw per level of difference between the highest possible level spell the caster can cast at their current level and the level of the attempted ‘new’ spell itself (stacks).
Note that the PC’s current ability scores do not change to match those of the remembered incarnation’s, nor does their alignment, class, level, race, creature type, or sex. Because the memories of the old abilities, feats, ‘new’ spells, etc, are faint echoes from the past only, the above process of re-inheriting and attempted reuse must be undertaken upon each attempt made for the first three (3) attempts for each ability, feat, spell, etc if it is one they are able to use in their current life, and after the first five (5) if is not. After three (or five) cumulative successful attempts they will be able to automatically access that ability, feat, spell, etc, and add it to their current life’s repertoire. Any failure means they have to restart the number of attempts.
To determine what race, class, alignment, level, sex, etc, the chracter once was, use the following tables (or DM’s discretion):
Race 1d20
1- 9 same race as current character
10 Dwarf
11 Elf
12 Halfling
13 Human
14 Dragonborn
15 Gnome
16 Half-elf
17 Half-orc
18 Tiefling
19 Other Humanoid (any type. MM, pp various)*
20 Miscellaneous Creature (any type, MM, pp317-341)*
*DM’s discretion.
Class 1d10 (if appropriate)
1 same as current character
2-3 other PC class
4 Multi-class (roll twice on PC list or DM’s decision)
5-10 NPC
PC list 1d12
1 Barbarian
2 Bard
3 Cleric
4 Druid
5 Fighter
6 Monk
7 Paladin
8 Ranger
9 Rogue
10 Sorcerer
11 Warlock
12 Wizard
NPC list 2d20 (MM, pp342-350)
2 Acolyte
3 Archmage
4 Assassin
5 Bandit
6 Bandit Captain
7 Berserker
8-24Commoner
25Cultist
26 Cult Fanatic
27 Druid
28 Gladiator
29 Guard
30 Knight
31 Mage
32 Noble
33 Priest
34 Scout
35 Slave
36 Spy
37 Thug
38 Tribal Warrior
39 Veteran
40 other (DM’s discretion)
Level 1d4 (if appropriate)
1 less than current level (by 1d4)
2-3 same as current level
4 more than current level (by 1d4)
Alignment 1d10 (if appropriate)
1 Lawful Good
2 Neutral Good
3 Chaotic Good
4 Lawful Neutral
5 True Neutral
6 Chaotic Neutral
7 Lawful Neutral
8 Neutral Evil
9 Chaotic Neutral
10 unaligned
Why not simplify it:
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The only addendum I'd make is that you should vanish until the end of your turn in initiative order.
Regarding what future you can use, I meant spells, abilities, and consumables. I should have better specified "expended" over "used."