I thought of a little add-on to help casters customize the way they access magic. Hopefully someone is inspired! Feedback is appreciated.
Magic specializations (a little add-on for high magic games)
Sorcerers can, like any other magic using class, choose any specialization, but most of their magic tends to be inborn. Clerics and Druids tend to favour 'Relic' but can choose any specialization if their Deity permits it.
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1) Spellbooks - You focus on traditional spellbook(s), either inherited, found, or created. Benefit: Flex: In addition to your normal spells, you may learn spells from ONE of the four major spell lists not your own (Cleric, Druid, Wizard, Sorcerer), but each 'flex' spell is prepared and cast as though one level higher. For example, Cure Wounds would be a 2nd level spell for a Wizard with this specialty.
2) Runes - You prefer to store and use magic by carving on stone or metal plates. Benefit: Hardy: You may only move half as far during your move on a turn in which you cast a spell. Your AC and saving throw bonuses increase by 1 on any turn in which you cast a spell or are concentrating on a spell.
3) Scrolls - You store and use magic in unbound parchments and the cases that hold them. Benefit: Extra Spells:
Non-Wizard or Warlock: You know/prepare one less spell of each level. Gain two additional level 1 spell slots. At level 6, gain an additional level two spell slot. All scribing costs are increased by 20%.
Wizards: You only gain one spell per level (instead of two). Gain one additional level 1 spell slot and one spell slot from the highest level you can cast. All scribing costs are increased by 25%.
Warlocks: You know/prepare one less spell of each level. Gain one additional spell slot. At level 5, gain an additional spell slot. All scribing costs are increased by 20%.
4) Tattoos - Your magic is channeled through temporary and permanent tattoos, visible or invisible. Benefit: Infusions:
Non-Warlocks: You have one less level 1 spell slot. You gain an additional 1 hit point (maximum) per level, including first level. Your carry weight increases by 25lbs. You may move an additional 5 feet on a turn in which you cast a spell.
Warlocks: You have one less spell slot. You gain an additional 1 hit point (maximum) per level, including first level. Your carry weight increases by 35lbs. Your AC increases by 1.
5) Relic - This specialization is only available at first level. Your magic is associated with a relic such as a wand, orb, chalice, cauldron, or musical instrument bonded solely with you. Your magic is mysterious and difficult to access for others. (Some DMs may limit certain relics to certain classes).
CHOOSE ONE Relic: Obscura, Gloria, Timora, or Ventia.
Obscura: Your relic is invisible to others and see invisibility is required for it to be seen by others. Your spells of first or higher level all do one additional point of damage or heal one additional point (Magic missile will only do 1 additional damage, not 1 damage per missile). Others cannot use your relic while you are alive - you are bonded to the relic. If you lose possession of the relic, you temporarily lose 2 spell slots of the highest level you can cast. The one in possession of another's Obscura Relic takes 1d6 damage per level of the relic's creator per day at dawn. (Cha save DC 15 half damage) The damage type is chosen by the creator of the relic during creation and can be changed during level up). If you find the Obscura Relic of a dead person, you can cast or scribe the spells, but with an additional 20% cost for scribing, or taking 1d6 damage (no save) if casting the spell directly from another's relic. For the creator to break the bond and create a new relic will cost 125 gold pieces, destroying all the magic of the original.
OR Gloria: Your relic is meant to inspire others. You gain the use of the Guidance cantrip while in possession of this relic. You heal an extra 1d6 per short or long rest while in possession of this relic. You may lend out your relic for up to 1 day before temporarily losing access to one spell slot of the highest level you have - this grants the healing ability but not the Guidance ability. For the creator to break the bond and create a new relic will cost 200 gold pieces, destroying all the magic of the original. A Gloria Relic is destroyed upon the death of its creator.
OR Timora: Your relic is meant to intimidate others. You have one less level 1 spell slot. Three times per day, you may cast Bane using this relic. If lost, replacing this relic costs 50 gold, destroying the original. You lose access to two level 1 spell slots if you lose possession of the relic.
OR Ventia: Your relic is bound to nature. Once per day, you may cast Control Weather using this relic (lasts 2 hours instead of 8). If lost, replacing this relic costs 200 gold, destroying the original. You lose access to two of your highest level spell slots if you lose possession of the relic.
6) Inborn / Patron - This specialization is typical of sorcerers and warlocks, but even a few wizards have started out with inborn magic. Benefit: Rawness: You have +1 to any saving throw involving magic. You may use castable items such as scrolls from other specialties, but take one damage each time you do so. This magical damage does not heal normally - instead 1 point per level is restored after a long rest. You have disadvantage to any other interactions with unfamiliar magic, such as arcana checks about other specializations. This would not apply to the inborn/patron magic of others.
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At first level, a character will have one specialization. This allows them to learn and use magic through their chosen specialty. By ninth level, a character will be able to use magic from a second specialization, but does not gain the 'Benefit' associated with the second specialization.
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I thought of a little add-on to help casters customize the way they access magic. Hopefully someone is inspired! Feedback is appreciated.
Magic specializations (a little add-on for high magic games)
Sorcerers can, like any other magic using class, choose any specialization, but most of their magic tends to be inborn.
Clerics and Druids tend to favour 'Relic' but can choose any specialization if their Deity permits it.
//
1) Spellbooks - You focus on traditional spellbook(s), either inherited, found, or created.
Benefit: Flex: In addition to your normal spells, you may learn spells from ONE of the four major spell lists not your own (Cleric, Druid, Wizard, Sorcerer), but each 'flex' spell is prepared and cast as though one level higher. For example, Cure Wounds would be a 2nd level spell for a Wizard with this specialty.
2) Runes - You prefer to store and use magic by carving on stone or metal plates.
Benefit: Hardy: You may only move half as far during your move on a turn in which you cast a spell. Your AC and saving throw bonuses increase by 1 on any turn in which you cast a spell or are concentrating on a spell.
3) Scrolls - You store and use magic in unbound parchments and the cases that hold them.
Benefit: Extra Spells:
Non-Wizard or Warlock: You know/prepare one less spell of each level. Gain two additional level 1 spell slots. At level 6, gain an additional level two spell slot. All scribing costs are increased by 20%.
Wizards: You only gain one spell per level (instead of two). Gain one additional level 1 spell slot and one spell slot from the highest level you can cast. All scribing costs are increased by 25%.
Warlocks: You know/prepare one less spell of each level. Gain one additional spell slot. At level 5, gain an additional spell slot. All scribing costs are increased by 20%.
4) Tattoos - Your magic is channeled through temporary and permanent tattoos, visible or invisible.
Benefit: Infusions:
Non-Warlocks: You have one less level 1 spell slot. You gain an additional 1 hit point (maximum) per level, including first level. Your carry weight increases by 25lbs. You may move an additional 5 feet on a turn in which you cast a spell.
Warlocks: You have one less spell slot. You gain an additional 1 hit point (maximum) per level, including first level. Your carry weight increases by 35lbs. Your AC increases by 1.
5) Relic - This specialization is only available at first level. Your magic is associated with a relic such as a wand, orb, chalice, cauldron, or musical instrument bonded solely with you. Your magic is mysterious and difficult to access for others. (Some DMs may limit certain relics to certain classes).
CHOOSE ONE Relic: Obscura, Gloria, Timora, or Ventia.
Obscura: Your relic is invisible to others and see invisibility is required for it to be seen by others. Your spells of first or higher level all do one additional point of damage or heal one additional point (Magic missile will only do 1 additional damage, not 1 damage per missile). Others cannot use your relic while you are alive - you are bonded to the relic.
If you lose possession of the relic, you temporarily lose 2 spell slots of the highest level you can cast. The one in possession of another's Obscura Relic takes 1d6 damage per level of the relic's creator per day at dawn. (Cha save DC 15 half damage) The damage type is chosen by the creator of the relic during creation and can be changed during level up).
If you find the Obscura Relic of a dead person, you can cast or scribe the spells, but with an additional 20% cost for scribing, or taking 1d6 damage (no save) if casting the spell directly from another's relic. For the creator to break the bond and create a new relic will cost 125 gold pieces, destroying all the magic of the original.
OR Gloria: Your relic is meant to inspire others. You gain the use of the Guidance cantrip while in possession of this relic. You heal an extra 1d6 per short or long rest while in possession of this relic. You may lend out your relic for up to 1 day before temporarily losing access to one spell slot of the highest level you have - this grants the healing ability but not the Guidance ability. For the creator to break the bond and create a new relic will cost 200 gold pieces, destroying all the magic of the original. A Gloria Relic is destroyed upon the death of its creator.
OR Timora: Your relic is meant to intimidate others. You have one less level 1 spell slot. Three times per day, you may cast Bane using this relic. If lost, replacing this relic costs 50 gold, destroying the original. You lose access to two level 1 spell slots if you lose possession of the relic.
OR Ventia: Your relic is bound to nature. Once per day, you may cast Control Weather using this relic (lasts 2 hours instead of 8). If lost, replacing this relic costs 200 gold, destroying the original. You lose access to two of your highest level spell slots if you lose possession of the relic.
6) Inborn / Patron - This specialization is typical of sorcerers and warlocks, but even a few wizards have started out with inborn magic.
Benefit: Rawness: You have +1 to any saving throw involving magic. You may use castable items such as scrolls from other specialties, but take one damage each time you do so. This magical damage does not heal normally - instead 1 point per level is restored after a long rest.
You have disadvantage to any other interactions with unfamiliar magic, such as arcana checks about other specializations. This would not apply to the inborn/patron magic of others.
//
At first level, a character will have one specialization. This allows them to learn and use magic through their chosen specialty.
By ninth level, a character will be able to use magic from a second specialization, but does not gain the 'Benefit' associated with the second specialization.