i think that the honor score (variant rule provided in the dungeon masters guide) could be an pretty interesting abillity score to use for palladins and warlocks, if you use it, since your spells become more powerful the closer you follow your oath/ pact and weaker the further you stray from it (perhaps you even loose your spells if you stray too far), but i have no idea if that migh debalance the game one way or another since that gives an way for an player to progress and become stronger indepenent of experience points and rewards.
similarly, for mystics, warlocks and wizards having a system where your spell save DC is 8 + your proficiency bonus + your sanity abillity modifier * -1 and your spell attack is proficiency bonus + sanity modifier * -1, were the more you let go of your mortal worldview and embrace the dark beyond, themore powerful you become, but once again i have no idea how balanced this is, especially since the only way to lower your sanity is by failing sanity saves and going insane, something exclusive to adventures, making their decent into madness slow and thus their growth in strength incredebly slow as well, or verry fast depending on the source.
also, having diffrent spells be cast using diffrent abillity scores, have an warlock were some spells are taught by his patron and are cast as an wizard with intelegence and some are directly channeling the power of his patron, casting using charisma / honor, or having an ranger where some of their spells are the direct result of druidic magic and thus cast using wisdom, wereas others are more dependent on the rangers physical nimbleness like conjure barrage or swift quiver and are cast using dexterity.
also, perhaps an sorcerer could choose to cast his spells using constiution, not charisma, as his or her spellcasting abillity, however such a thing requires you to have some drawbacks becuase that would be op such as every time he or she casts a spell, they must make an con check, DC equals 10 + level of spell, and on a failure the caster takes damage equal to the level of the spell perhaps? who knows, might be a bit cruel...
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
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i think that the honor score (variant rule provided in the dungeon masters guide) could be an pretty interesting abillity score to use for palladins and warlocks, if you use it, since your spells become more powerful the closer you follow your oath/ pact and weaker the further you stray from it (perhaps you even loose your spells if you stray too far), but i have no idea if that migh debalance the game one way or another since that gives an way for an player to progress and become stronger indepenent of experience points and rewards.
similarly, for mystics, warlocks and wizards having a system where your spell save DC is 8 + your proficiency bonus + your sanity abillity modifier * -1 and your spell attack is proficiency bonus + sanity modifier * -1, were the more you let go of your mortal worldview and embrace the dark beyond, themore powerful you become, but once again i have no idea how balanced this is, especially since the only way to lower your sanity is by failing sanity saves and going insane, something exclusive to adventures, making their decent into madness slow and thus their growth in strength incredebly slow as well, or verry fast depending on the source.
also, having diffrent spells be cast using diffrent abillity scores, have an warlock were some spells are taught by his patron and are cast as an wizard with intelegence and some are directly channeling the power of his patron, casting using charisma / honor, or having an ranger where some of their spells are the direct result of druidic magic and thus cast using wisdom, wereas others are more dependent on the rangers physical nimbleness like conjure barrage or swift quiver and are cast using dexterity.
also, perhaps an sorcerer could choose to cast his spells using constiution, not charisma, as his or her spellcasting abillity, however such a thing requires you to have some drawbacks becuase that would be op such as every time he or she casts a spell, they must make an con check, DC equals 10 + level of spell, and on a failure the caster takes damage equal to the level of the spell perhaps? who knows, might be a bit cruel...
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes