I am making a Sleigh Beggy race for one of my players who wanted to make a character based off of the main character of "Magus Bride" anime. For anyone who doesn't know much about it basically its a type of human race that can see fey. They fey are very attracted to them like a queen bee is to her hive. They also have quite the build up of natural magic in them that if not exhausted they can overflow with it and die. On the same end if they do use magic even simple spells drain their magic so heavily they can fall asleep for days or just die from exhaustion. So as you can see I have a tough time with trying to make that into a race feature. Let me know what you guys think. This is what I have come up with:
Sleigh Beggy have a natural affiliation with magic. Magic accumulates in their bodies. If that magic doesn't get used it can overwhelm their already fragile bodies. On the other hand, when they try to expend that magic it sometimes amplifies even the most basic magics to too high of an extent. If the Sleigh Beggy casts more spells than their proficiency bonus in a single day they must roll on the Magical Exhaustion Table. For every spell they cast past their proficiency bonus they must keep rolling on the table. If the Sleigh Beggy casts a spell that does NOT fall under the exhaustion rules then when they cast a spell higher than a cantrip they must roll on the Magical Amplification Table.
Magical Exhaustion Table
1d20
Result
1-10
Take 1 point of Exhaustion
11-15
Spell's damage reduced by 1 die; if non damaging spell the duration is cut in half
16-19
You take recoil damage equal to the level of the spell you cast + your proficiency
20
You fall unconscious
Magical Amplification Table
1d20
Result
1-10
You can reroll a number of the damage dice up to your spell casting ability modifier (minimum of one). You must use the new rolls
11-15
If the spell has an element roll a 1d6 and the spells element changes: 1=acid, 2=cold, 3=fire, 4=lightning, 5=poison, 6=thunder
16-19
Your spell takes two spell slots (does not count towards Magical Exhaustion) You may cast the spell twice and target two different creatures if you choose to
20
Automatic Critical on attack spells; Automatic failure on spells with saving throws
Your spell takes two spell slots (does not count towards Magical Exhaustion) You may cast the spell twice and target two different creatures if you choose to
This is too powerful if it also applies to AoE spells (e.g. Fireball) or some buff/debuff spells (e.g. Double Haste, or Double Polymorph). Also unclear how it works on spells like Spirit Guardians.
It is also problematic in that if they can get away with casting only a few spells per LR they are fine (e.g. if a paladin) they can get always the good table.
They also have quite the build up of natural magic in them that if not exhausted they can overflow with it and die. On the same end if they do use magic even simple spells drain their magic so heavily they can fall asleep for days or just die from exhaustion.
How I would do this is:
Each time you are targeted by a spell of 1st level or higher, you gain 1 energy. You can spend energy to empower any spell you cast that either deals damage or heals the target, doing so increases the damage or healing by your proficiency bonus. Alternatively, you can use an action to expend energy to cause an explosion around yourself dealing 1d6 thunder damage to each creature within 10 ft of you per energy point expended.
You can have a maximum energy equal to your proficiency bonus, if you already have this much energy and gain another point you instead gain one level of exhaustion which lasts until you have expended all your energy.
If you run out of energy you immediately fall unconscious for 1 hour or until you regain at least 1 energy. Your energy is reset to 1 when you finish a long rest.
Personally I would just take the feature from Adept of the black robes
Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.
or a modified Over Channel from evocation wizard like
Once per long rest when you cast a spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. When you do so you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. This damage ignores resistance and immunity.
If you are set on random magical effects then back when I was trying to give each sorcerer class a unique metamagic I was playing around with for wild magic sorcerer before the new version came out. There are 8 Meta magics in sorcerer so I would assign each one to a number 1-8 and the sorcerer could roll a d8 to apply a random one for a single sorcery point. If the meta magic couldn't apply they'd roll for a wild magic surge. You could give your race the same but limit it's uses per day to proficiency bonus.
Your spell takes two spell slots (does not count towards Magical Exhaustion) You may cast the spell twice and target two different creatures if you choose to
This is too powerful if it also applies to AoE spells (e.g. Fireball) or some buff/debuff spells (e.g. Double Haste, or Double Polymorph). Also unclear how it works on spells like Spirit Guardians.
It is also problematic in that if they can get away with casting only a few spells per LR they are fine (e.g. if a paladin) they can get always the good table.
They also have quite the build up of natural magic in them that if not exhausted they can overflow with it and die. On the same end if they do use magic even simple spells drain their magic so heavily they can fall asleep for days or just die from exhaustion.
How I would do this is:
Each time you are targeted by a spell of 1st level or higher, you gain 1 energy. You can spend energy to empower any spell you cast that either deals damage or heals the target, doing so increases the damage or healing by your proficiency bonus. Alternatively, you can use an action to expend energy to cause an explosion around yourself dealing 1d6 thunder damage to each creature within 10 ft of you per energy point expended.
You can have a maximum energy equal to your proficiency bonus, if you already have this much energy and gain another point you instead gain one level of exhaustion which lasts until you have expended all your energy.
If you run out of energy you immediately fall unconscious for 1 hour or until you regain at least 1 energy. Your energy is reset to 1 when you finish a long rest.
So I should probably clarify this a little. Since this is for a specific player they will only be playing either Sorcerer or Wizard. If they want to do Warlock (which I was thinking of too but am leaning against it) I can change this to when they run out of spell slots (since they only get 1 or two) or something like that. This won't be shared publicly so it really just comes down to how it will work with one of those three classes.
Personally I would just take the feature from Adept of the black robes
Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.
or a modified Over Channel from evocation wizard like
Once per long rest when you cast a spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. When you do so you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. This damage ignores resistance and immunity.
If you are set on random magical effects then back when I was trying to give each sorcerer class a unique metamagic I was playing around with for wild magic sorcerer before the new version came out. There are 8 Meta magics in sorcerer so I would assign each one to a number 1-8 and the sorcerer could roll a d8 to apply a random one for a single sorcery point. If the meta magic couldn't apply they'd roll for a wild magic surge. You could give your race the same but limit it's uses per day to proficiency bonus.
The goal isn't just to increase the damage or so its to give risk to this player so that they don't cast without thinking. It is something that they wanted because they wanted to be like the main character of this anime. They wanted to have spells gain in power at the risk of their own health and well being. Where the power can fluctuate from really strong to weak/out of energy.
I do like the little energy thing, but this player in particular is a fairly new player and I am not sure if they would be able to keep up with keeping track of the "energy"
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I am making a Sleigh Beggy race for one of my players who wanted to make a character based off of the main character of "Magus Bride" anime. For anyone who doesn't know much about it basically its a type of human race that can see fey. They fey are very attracted to them like a queen bee is to her hive. They also have quite the build up of natural magic in them that if not exhausted they can overflow with it and die. On the same end if they do use magic even simple spells drain their magic so heavily they can fall asleep for days or just die from exhaustion. So as you can see I have a tough time with trying to make that into a race feature. Let me know what you guys think. This is what I have come up with:
Sleigh Beggy have a natural affiliation with magic. Magic accumulates in their bodies. If that magic doesn't get used it can overwhelm their already fragile bodies. On the other hand, when they try to expend that magic it sometimes amplifies even the most basic magics to too high of an extent. If the Sleigh Beggy casts more spells than their proficiency bonus in a single day they must roll on the Magical Exhaustion Table. For every spell they cast past their proficiency bonus they must keep rolling on the table. If the Sleigh Beggy casts a spell that does NOT fall under the exhaustion rules then when they cast a spell higher than a cantrip they must roll on the Magical Amplification Table.
Magical Exhaustion Table
Magical Amplification Table
Looking for some advice still.
This is too powerful if it also applies to AoE spells (e.g. Fireball) or some buff/debuff spells (e.g. Double Haste, or Double Polymorph). Also unclear how it works on spells like Spirit Guardians.
It is also problematic in that if they can get away with casting only a few spells per LR they are fine (e.g. if a paladin) they can get always the good table.
How I would do this is:
Each time you are targeted by a spell of 1st level or higher, you gain 1 energy. You can spend energy to empower any spell you cast that either deals damage or heals the target, doing so increases the damage or healing by your proficiency bonus. Alternatively, you can use an action to expend energy to cause an explosion around yourself dealing 1d6 thunder damage to each creature within 10 ft of you per energy point expended.
You can have a maximum energy equal to your proficiency bonus, if you already have this much energy and gain another point you instead gain one level of exhaustion which lasts until you have expended all your energy.
If you run out of energy you immediately fall unconscious for 1 hour or until you regain at least 1 energy. Your energy is reset to 1 when you finish a long rest.
Personally I would just take the feature from Adept of the black robes
or a modified Over Channel from evocation wizard like
Once per long rest when you cast a spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. When you do so you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. This damage ignores resistance and immunity.
If you are set on random magical effects then back when I was trying to give each sorcerer class a unique metamagic I was playing around with for wild magic sorcerer before the new version came out. There are 8 Meta magics in sorcerer so I would assign each one to a number 1-8 and the sorcerer could roll a d8 to apply a random one for a single sorcery point. If the meta magic couldn't apply they'd roll for a wild magic surge. You could give your race the same but limit it's uses per day to proficiency bonus.
So I should probably clarify this a little. Since this is for a specific player they will only be playing either Sorcerer or Wizard. If they want to do Warlock (which I was thinking of too but am leaning against it) I can change this to when they run out of spell slots (since they only get 1 or two) or something like that. This won't be shared publicly so it really just comes down to how it will work with one of those three classes.
The goal isn't just to increase the damage or so its to give risk to this player so that they don't cast without thinking. It is something that they wanted because they wanted to be like the main character of this anime. They wanted to have spells gain in power at the risk of their own health and well being. Where the power can fluctuate from really strong to weak/out of energy.
I do like the little energy thing, but this player in particular is a fairly new player and I am not sure if they would be able to keep up with keeping track of the "energy"