![]() ![]() ![]() A certain number of drinks give you one Drunk level. He can consume one drink of beer or wine per round, four of weak spirits, or eight of strong spirits. Same deal with which spells he can know, but give him bonus spells known (more variety in what he can cast, rather than how many per day) to counter the penalty of needing to be drunk and needing access to alcohol. Create nine levels of drunkenness with varying penalties, and then say that he has to be at least Drunk 7 before he can cast Spell Level 7.įurthermore, snap him to the Sorcerer spells per day chart. My suggestion is that he can cast spells only while drunk. Problem 2: What is the difference between him drinking 20-proof and 100-proof alcohol? He should always choose the lower alcohol content drink to maximize the number of spells he can cast. Problem 1: Neutralize Poison should cure drunkenness. I'm busy with finals so I don't want to lay out much more at the moment, and this will be expanded. Possibly to horrendously misleading (although technically more accurate) 'Spirit Sorcerer'? There would probably be a few new spells too- something to summon booze and possibly a cure drunkenness spell (at the cost of not being able to cast until you rest). Going over that (or possibly before, somewhat), you're going to be getting drunk, and hilarity ensues. I'd like them to be able to cast about as many spells per level as normal mages, give or take one, without any serious risks. Of course, we need a system for drunkenness penalties- ideally one involving fortitude saves, making constitution useful to a WW. The catch? They must drink one shot of of whiskey, or equivalent alcohol content. This class can cast spells without preparing them in the morning, and can cast any spell they know (so I would probably base this class off of Sorcerers). Specifically that's DnD 3.5, just to be clear. So, I have an idea for a DnD class (I suppose it could be applied to any magic system or fiction, but I want to talk rule specifics). Overall, I like the class but am not qualified to comment on its balance.Dunno if it belongs in this forum, but nobody ever looks at creative projects. Sixth thought: The inspiration for the Warrior Princess subclass is blatantly obvious and I have no problems with this. The guardian and handmaiden can always be modded. This isn’t a problem with your class, though nor even necessarily a problem. Third thought: It seems odd to me that the DC for majestic talents is based off of DC 8 instead of DC 10, but that may be a 5e thing.įourth thought: I am unsure of how or if 5e allows breaking the maximum 20 barrier for ability scores.įifth thought: 5e seems insistent that any assistant or “familiar” characters be automatons and that just bothers me. Second thought: I think it would be thematic to have majesty points also instantly recover if the princess gains enough experience to reach a new level. In part because the synergy of a bard and a princess in the same party, and in part because the thematics of a princess bard. Zeroeth note: 5e is not an edition I know well, so any comments I make about it, likely have flaws.įirst thought: I would allow the simultaneous possession, but not simultaneous use, of an Inspiring Call die and a Bardic Inspiration die.
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