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I really dislike the way that the Spirit Index is setup in Street Grimoire. My main problem is that it doesn’t allow for a positive reputation among spirits. There should be a difference between a mage who has just atoned for bad behavior and a mage who is new to the spirit game. It basically just seems to be a mechanic introduced to punish player characters.
Anyway, it seems weird to make up a brand new system of reputation when there is a perfectly good system sitting there for the GM to use towards runners. So, Astral Rep will replace Spirit Index and represents how spirits, awakened critters, faeries, and even magicians might know and respect about each other. Remember what an astral denizen might consider noteworthy is going to be different from how a runner or the public might see things.
Astral Reputation Game Mechanics:
Spirit Cred is equal to the magician’s Grade. It provides a positive or null Social Limit Modifier and Astral Limit Modifier with the awakened, astral denizens, and spirits for social interactions and conjurations. The greater the cred the more the spirit world responds. Man-Of-Many-Names can achieve more from a whisper in the ear of the right spirit than some conjurers can with a half dozen great form spirits.
Astral Notoriety is influenced by some Qualities at character generation such as Spirit Bane, Mentor Spirit, or Spirit Champion by raising or lowering your Astral Notoriety by one. For most characters it starts off at 0. It represents various non-private actions that could be conceivably spread around about the PC that are primarily focused on the negative though it can be positive. It provides a dice pool modifier for social and conjury tests with spirits or astral denizens and especially those who respect or worship spirits. It is compatible with Spirit Cred in that an Initiate may have their Social Limit increased and have a negative dice pool penalty at the same time.
A Positive Notoriety could be earned by always banishing opposing spirits rather than disrupting them or by a habit of providing extra reagents when binding or a reputation for mentoring lost cubs and getting them on their feet. This should be used sparingly.
Notoriety can be bought off via the “Setting things right” methods in Street Grimoire or by burning off a point of Spirit Cred.
How much is bought off by an act of contrition is up to the GM but a point of Street Cred should buy off at least 5 points worth. Be generous but consistent. It might help to categorize spirit apologies by minor, major, and grand and provide a framework like 1 to 3, 3 to 5, and 6+ depending on the type of act.
The listing for Spirit Index on page 206 of the Street Grimoire would all be things that could increase Notoriety. Astral Notoriety can quickly grow and impact a conjurer’s effectiveness.
Categorize each transgression as a minor, major, and grand.
Minor transgressions like disrupting spirits would slowly build up steam and eventually increase Notoriety by 1 with a maximum of 3 for that type of transgression. Basically after disrupting a hundred spirits your reputation isn’t going to be hit any worse by 101 and 110.
Major transgressions usually impact your Notoriety after only one to three actions of that type. They start at 1 and go to 3.
Grand transgressions impact your Notoriety immediately and repeated transgressions keep adding up with no limit.
Decide with your players what constitutes a transgression and apology and what type it might be so they aren’t too surprised by it happening. Maybe make a news sheet about a recent treatise on spirits and how reputation in the spirit world is starting to impact conjury. Maybe a mentor mentions that spirits are starting to organize and punish those who abuse them. In other words introduce it gradually and don’t be a jerk about it.
Spirit Awareness represents how likely a spirit or another mage may have heard of you without having time to research about you. It starts off equal to your Spirit Cred plus your Astral Notoriety and doesn’t go down. In game it goes up whenever your Spirit Cred or Astral Notoriety goes up and whenever there might be an event that astral denizens might care about that you participated in. The key about Spirit Awareness vs Public Awareness is that the Astral Realm cares about far different things than the mundane world. Things that increase Spirit Awareness may be the same things that increase Notoriety or could be influenced because you invented a neat new spell or told a funny joke to a domovoi during downtime hiding in a safehouse in Russia. It is built by actions that impact spirits. Participating in killing an insect spirit hive or successfully sending a Master Shedim back where they came from or creating an ally spirit are all things that increase your Spirit Awareness. Maybe you’re a magical musical composer and spirits really dig your concerts or you made a pact with a free spirit. The main thing to remember with Spirit Awareness is that it is neither positive or negative as it is simply the likelihood of an astral denizen or magician knowing information about you on the spot.
Spirit Awareness table
0 to 6: Who?
6 to 10: Spirits from the metaplane you visited on your initiation ordeal or magicians in your Tradition in your neighborhood may have vaguely heard of you. Shamans with their ears to the spirit world in your area may know a little more.
11 to 20: Most Spirits and most magicians in your Tradition in your neighborhood/suburb/county know something about you without having to do research.
21 to 50: Most astral denizens or magicians living in your city knows your name/pseudonym and rep. They may even know more about you especially if you have the Distinctive Style Quality or less for Blandness. Most outside of your niche have heard your name and maybe something you did.
51 to 100: Almost every astral denizen or trained magician in your circles knows of you and is likely to recognize you or your name or style if given a moment. You are likely to be influential in your area for better or worse. A spirit summoned by an Initiate of St. Sylvester could nod and intone a respectful greeting upon meeting the magician while a Wiccan with a talent for making trouble might get an “Oh, no. Not you!” from the poor spirit.
101+ : You are a legend wherever you go in the astral and among the awakened.
This will be just a quick overview of my reagent house rules. More in depth rules will be covered in my Artificing Overhaul rules. I have added a new type of reagent called Flawless that is the step up from Radical. So instead of 30 Radical reagents being used to make Orichalcum it is 3 Flawless reagents.
For new Foci rules see here: New Foci
A big change is that only a single dram of a reagent can be used to aid a magical test or procedure. More than one reagent may be used in a long extended process by having the process be discrete. Each day of Artificing or building part of a Magical Lodge or each hour of Binding is a separate process for example allowing more than one reagent to be used in those cases.
Also, a reagent can be used by an Adept as long as the test is enhanced by their magic. An Adept with Nimble Fingers could benefit from the use of a reagent on a Palming test.
Each reagent has a Quality and a Grade. See Talismonger’s Guide to Harvesting Reagents for information about a reagent’s Quality. Alchemists use their skills to refine lower grade reagents to higher grade reagents following the rules on pages 210 and 211 of the Street Grimoire. The main changes are that there is one more step before making Orichalcum because of the introduction of Flawless reagents. The other is that during the process of refining reagents the Quality of a given batch is equal to the worst reagent. So, 9 Prime Quality Refined reagents mixed with a Sub par Quality Refined reagent would distill into a Sub par Radical reagent.
Quality of Reagents:
The Quality of any reagent that has undergone refining is determined by the lowest quality of any component dram. This makes accurate discovery of the grade of all reagents important during the refining process especially with Orichalcum and Flawless reagents because of their cost and use in Artificing.
Prime: 100% higher base cost and 50% faster to refine than baseline reagents.
A critical glitch is downgraded to just a glitch and a regularly rolled glitch is treated as a normal roll while the reagent is in use with any magical tests. When using a Refined or Radical reagent the magician has the benefit of spending Edge on a single magical test during the duration of the reagent as well as gaining the benefits of being unlikely to glitch.. This is compatible with the magician actually spending a point of their Edge.
Superior: 50% higher base cost and 25% faster to refine than baseline reagents.
Using a Superior reagent reduces the chance of glitching by ignoring a single rolled 1 from any magical test during the duration of the reagent. When using a Refined or Radical reagent the magician has the benefit of using the rule of 6 on a single magical test while the reagent is in effect.
Baseline: No modifer to base cost or refining time.
Sub par: 25% lower base cost and 25% slower to refine than baseline reagents.
All magical tests while the reagent is effective are modified so any 2’s rolled are counted as a 1 for declaring a glitch or critical glitch.
Inferior: 50% lower base cost and 50% slower to refine than baseline reagents.
All magical tests while the reagent is effective are modified so any 2 or 3 rolled are counted as a 1 for declaring a glitch or critical glitch.
Tainted: 75% lower base cost and 75% slower to refine than baseline reagents.
All magical tests while the reagent is effective are modified so any non hit is counted as a 1 for declaring a glitch or critical glitch.
Unusable: No value and impossible to refine with current alchemical techniques. Can’t be used with any magic test.
Grades of Reagents:
A magical test is any test that is utilizing a magical skill as a component or is being enhanced by magic in some way. An Adept with Improved Con could enjoy the benefits of increased social limit for example.
Raw: A raw reagent raises the limit by 2 for a single magical test taking place in an action phase.
Refined: A Refined reagent raises the limit by 2 for all magical tests for an individual in a Combat Turn (6 seconds). Refined reagents are used as a component of Magical Lodges and Binding spirits. Spirits vastly prefer Refined reagents to Raw reagents. A Refined reagent is also used to craft telesma for the purposes of creating minor Foci and other minor enchantments. A Refined reagent is also used to brew potions by master alchemists, create fetishes, and used to make ink for magical scrolls.
Radical: A radical reagent raises the limit by 2 for all magical tests for a minute. Radical reagents are used to craft telesma for major Foci and other major enchantments. Radical reagents can also be used in place of spending Karma by unweaving the concentrated mana from the reagent and channeling it exactly the way a magician unweaves part of themselves to empower a Quickened spell for example.
Flawless: Flawless reagents are used exclusively in Artificing as the reagent is refined to such a point that the mana can’t be unwoven from its physical matter except with extreme caution via the refining process to create Orichalcum. A Flawless reagent is dual natured and solid in both the physical realm and astral realm. They are used to create telesma for Grand Foci and other masterful enchantments.
Orichalcum: Orichalcum is created by using three flawless reagents and can be used by master artificers to create the mightiest of Foci and Enchantments. It is also dual natured and very obvious in the astral unless covered in some way. Any Focus crafted from Orichalcum allows a magician to bond to the Focus with much greater ease than normal. Each dram used to craft the telesma halves the amount of Karma necessary to bond.
More on Orichalcum and Flawless reagents will be covered with my future Enchanting Overhaul post.
|Raw Grade||20¥ per dram||–|
|Refined Grade||450¥ per dram||6 + 1 per dram|
|Radical Grade||5000¥ per dram||8 +1 per dram|
|Flawless Grade||55,000¥ per dram||10 + 2 per dram|
|Orichalcum||175,000¥ per dram||14 +3 per dram|
|Prime Quality||+100% Base Cost||+2|
|Superior Quality||+50% Base Cost||+1|
|Subpar Quality||-25% Base Cost||-3|
|Inferior Quality||-50% Base Cost||-5|
|Enchanter’s Lab 5th Gen||75,000¥||12|
|Enchanter’s Lab 4th Gen||40,000¥||10|
|Enchanter’s Lab 3rd Gen||25,000¥||10|
|Microlab 5th Gen||100,000¥||12|
|Microlab 4th Gen||60,000¥||10|
|Alchemy Kit 5th Gen||10,000¥||12|
|Alchemy Kit 4th Gen||4000¥||10|
|Alchemy Kit 3rd Gen||1000¥||8|
|Alchemy Kit Enhancements||1000¥ each||+1|
|Minor Foci||(F x 900¥) + (F x OR x 250¥)||(F x 2)|
|Major Foci||(F x 10,000¥) + (F x OR x 250¥)||(F x2) +4|
|Grand Foci||(F x 110,000¥) + (F x OR x 250¥)||(F x 3) + 3|
|Focus Tailoring||(Days x 1000¥) + (3 x Reagent)||+2|
|OR is Object Rating of Telesma||Doesn’t include cost of Telesma|
This is my first draft and there is likely to be some minor changes going forth.
The basic rules for crafting make sense when dealing with simple crafting but quickly breakdown as unrealistic when dealing with let’s say a goldsmith crafting a gold ring with a large emerald setting. At 5 g.p.’s a day the ring would take months to craft while a silver ring could take weeks or at least several days even if plain and unadorned.
So, in the rules that follow I will cover how each item has a complexity of design, a material that can modify the difficulty in successful crafting, a level of quality which can modify the value and/or functionality, and how long it takes to craft plus some basic economics on running a business or being an employee for those characters who focus on being a business owner or guildmember or master in their downtime. The more skillful the smith the less raw material is wasted or lost in the smithing process.
A common material could be a malachite stone, copper, bronze, iron, oak wood, beaver fur, cow leather, or granite. Common materials have a base minimum value of 1 g.p. a day for determining amount of work done and cost of materials though this could be modified by local conditions, prosperity of the region, and supply and demand. The base time to craft is the basic cost for the item as listed in the PHB such as 10 g.p.’s for a battle axe.
Uncommon materials could be a garnet or agate, dwarven steel, common mithril, silver, electrum, Fey-bronze, iron-oak, mink fur, wyvern leather, or marble. These have a base minimum value of 20 g.p. a day for determining amount of work done and cost of materials though depending on the material the costs can far exceed that starting value. The crafting time using most uncommon materials is twice as long as the value listed in the PHB such as 20 g.p.’s for a dwarven steel battle axe though some uncommon materials may be harder to work and have an higher multiplier.
Rare materials could be a ruby or emerald, noble mithril, admantine, gold, platinum, Ebon Ash wood, Holy Willow, fur from a Feywild Polar Bear, Shadow touched stone, and Dragon teeth or scales. They have a base minimum value of 100 g.p. a day for determining work done and cost of material. The crafting time using rare materials is usually five times that of the basic cost for the item though gold is easier and only has double the normal time when used for jewelry.
Very Rare materials could be a star ruby, royal mithril, primal gold, fur from a Primal Cave bear, a claw from an ancient dragon, marble carved from Mount Meru, and other such potent or valuable material. They have a base value of 500 g.p. a day for determining work done and cost of material. Crafting time is usually five times that of the basic cost fro the item.
Legendary materials might be a gem grown from the heart of an elder tree in the sacred grove of the first elven nation that holds an echo from that ancient time, a scale from Tiamat, iron ingots mined by undead dwarven masters in Hades and smelted by Hephaestus himself, locket of hair from the Freya, or Hide from a slain Nemean Lion.
Overhead per day of crafting is typically around 1 g.p. and covers everything from sales and property taxes, bribes, expendables such as wood or coal to burn at a smithy, and paperwork.
Labor and Lifestyle costs are based partly on the prosperity, trade, and urbanity of the locale but commonly sit at 5 s.p. a day worth of lifestyle and 1 g.p. a week for wages for apprentices and at least 1 g.p. in pay or lifestyle for a journeyman, and 5 g.p.’s a day or more for a master.
The Labor “Retail Value” equals Proficiency/Familiarity bonus + Ability Score Modifier + Tool Quality Modifier
A human Journeyman smith crafting a warhammer with iron has a Strength Modifier of +1 and a Proficiency of +2 with average “apprentice” tools that provide no bonus would do 3 g.p.’s of labor a day. This would add to the 1 g.p. in material and 1 g.p. in overhead so the total retail value of labor would be 5 g.p. a day. The smith would complete the warhammer in 3 days since the cost in the PHB is 15 g.p. There would be 6 g.p. worth of material and overhead involved and if the smith sold the warhammer to a merchant for 9 g.p. then he would have made 3 g.p. for 3 days of work if working for himself and probably less if an employee with a typical employee making a basic lifestyle for the 3 days and maybe half a gold in wages. If the smith was lucky and an adventurer commissioned the warhammer for retail price then the smith would’ve made 9 g.p. for 3 days of work or 3 g.p. a day.
A dwarven master smith crafting a dwarven warhammer made of royal mithril for his king. She has a Strength Modifier of +5 and a Proficiency of +5 with rare crafting tools providing a +3 bonus would do 13 g.p. of labor a day. Each day of labor would use 500 g.p. worth of material as royal mithril is treasured for its ability to attract legend and thus magic making it highly likely to become enchanted through use over time. The dwarven smith completes the royal warhammer in five days (65/13 = 5) using 2500 g.p. worth of material and 5 g.p. in overhead. The royal commission paid 5000 g.p. so she made close to an hefty 500 g.p. a day profit though if the GM used my optional rule requiring a DC check after completion of the item and failed then that is risk of wasting a lot of expensive materials!
Optional Rule: Crafting Failure
Each item has a DC to craft as a base item which can be modified by the type of material. Difficult to work materials place the craftsman with a Disadvantage on their roll. Easy to work materials give Advantage on their DC check. Simple products lower the DC category by one while complex products can greatly increase the DC like a master poisoner’s secret recipe of instant death or the careful and precise grinding and glasswork necessary for a quality spyglass or building a massive cathedral. Failure means the item is unusable or if the roll was close has an hidden or obvious flaw such as a sword that works fine until it gets below freezing when it becomes brittle or in the case of art just doesn’t show the emotion intended or just isn’t any good.
The base DC (common) for most weapons, most small objects of art, simple housing, is the number of days spent crafting times 5 which creates a weapon or item at the level of quality of the materials.
The base DC (uncommon) for longbows, most armor, most medium objects of art, basic housing is the number of weeks spent crafting times 5.
The base DC (rare) for advanced tailored armors, vehicles, fortifications, and most large objects of art is the number of months spent crafting times 5.
The base DC (very rare) for advanced and large sea vessels or mansions, keeps, and cathedrals is the number of seasons spent crafting times 5.
The base DC (legendary) for flying citadels, planar ships, 1000 foot bronze statues, great Pyramids, and other world class projects is the number of years spent crafting times five.
Optional Rule: Exceptional Success
When you double the base DC on your crafting roll the Quality of the item goes up by 1 category. A common item that would be limited to a common enchantment now counts as an uncommon item. If you triple the base DC than it goes up by 2 categories et cetera.
Optional Rule: Item Quality and Enchanting
A quality crafted item like all things that exhibit excellence and develop interesting stories tend to attract and collect magic. A knowledgeable and powerful character can take advantage of this and craft items with the potential to become magical over time or even weave magic into the crafting of the item at the beginning. As is often the case items with minor magics at creation can achieve Legendary status when wielded by great heroes or villains or as the case of the Moonblades of the Elves of Toril when wielded by generations of heroes.
The quality of the item must match or exceed the level of the enchantment. A Legendary Quality sword could accept any level of enchantment while a common blade would be limited to a common enchantment. A common quality blade could develop into a Legendary Artifact but wouldn’t be crafted it would be earned by the blade.
When enchanting an already crafted item or when enchanting while crafting the artificer rolls either Arcana, Alchemy (potions), Nature, or Religion depending on the type of character and the type of enchantment. Any character with a Class can enchant an item though those that require a spell require a spellcaster to make who knows and can cast the spell.
An alternative rule is to replace the 25 gp in labor for enchanting with the ability modifier + proficiency + tools (Enchanting Lab or Zen garden or Sacred Grove or Cathedral Chapel) times 5=X g.p.
A cleric of a charismatic religion could focus his passion of his zeal to create an holy avenger while a monk could spend her day dwelling on the riddle of the wolf while raking sand and trimming bonsai trees and would use Wisdom and Nature and a druid could craft a magical staff while carving in the tranquility of the sacred grove.
If the character is crafting and artificing at the same time the total time crafting is doubled as long as the enchantment matches the material quality and the artificing. This increases the material cost spent on the item as it will take longer to craft. The artificing DC matches the crafting DC.
Crafting magical potion batches has a DC of 5 plus 5 for per level of the spell and requires common materials for a 1st level spell and one tier better for each level after that. For each level of material surpassing the requirement the DC is lowered by 5. The base cost used for how long it takes to craft the potion is the DC of the Alchemy task. Legendary ingredients allows up to 9th level potions though few would try to attempt that. Each batch has 1d6 potions of the type crafted.
If adding an enchantment to an existing item the time for artificing and the DC for artificing is the same as shown on the optional rule for Crafting Failure with the number of days, weeks, months, seasons, or years determined by the DM based on the item and what the enchantment is. A common enchantment has a DC of 5, uncommon 10, rare 15, very rare 20, and 25 for Legendary.
An elven smith Leiwand is crafting and artificing a Longbow which has a base retail price of 50 g.p. He and his adventuring party had gone deep into the Feywild and in the course of battle a treant was slain by a fire giant and some of the wood was still good so he harvested it. Using leather from a young adult red dragon he slew a few years ago for the grip and gut sinew from a fey saber tooth tiger he begins his crafting of a rare magical item. It will have a +1 to attack and damage and sets the arrows on fire as they get fired adding 2 points of fire damage to each arrow plus an extra +3d6 of damage towards Giants and Giantkin. The adjusted retail cost is 250 g.p. and the smith has a proficiency of +5 plus Expertise and a Dexterity of +4 and rare tools to provide a +3 bonus and a total of +17 and 15 days to make. This rounds up to 3 weeks which is doubled for a total of 6 weeks because of artificing. The DC for crafting is 15 and for artificing is Nature + Wisdom against a DC of 15. He rolls a 14 for a total of 31 and that doubles his craft dc so the quality goes from Rare to Very Rare. The artificer roll succeeds as well. The Quality level is Very Rare but the enchantment is Rare so the item has room to grow.
Marekanos the Barbaric’s Battle-Axe Chilldeath had been a favorite of his father and had at the time he claimed it a common enchantment but after slaying the Crimson Necromancer and the Demi-Lich of Kora it became far mightier by absorbing both the Legend and a share of the magical energies that were expelled at their destruction. After slaying and bathing in the blood of the tyrant Dragon-King Torenus who was an ancient white dragon the Battle-Axe earned its final name as it protects the wielder from the cold and cold magic while also dealing chilling and necrotic damage alongside every strike. So, a minor magical weapon became an artifact of incredible power during the century of adventuring the Half-Elven barbarian survived and continued its adventures in the hands of first his half elven daughter Tiana from an human mother as Chillend rejected the other daughters who didn’t express any elven features and after her death by her half sister the half elven Alrekanos born of an elven mother as Chillend rejected those kin who expressed only elven traits.
D&D House Rules:
The idea for this House Rule grew out of my original idea to develop Half-Elves as more of unique and variable race given their hybrid status. An Half-Elf raised among rural Humans is going to be culturally different than one raised in a cosmopolitan planar city like Sigil or raised among the Fey Lords in the Feywild or in the forests of Silvanesti. That is just the cultural differences which wouldn’t take into account variations in biology. A Liger is very different than a Tigon despite both being half lion and half tiger. I also remember a version of D&D that had a whole lot of options at character creation using a GURPS style point system. Anyway, before I digress any further here is my idea. The addition of Character Focus below is not enough to make the pc’s substantially more dangerous and can be easily countered by having important NPC’s partake as well. It is really for flavor, roleplaying, and differentiation between PC’s. Using these traits as a guide it should be fairly easy for a player and a gm to invent their own character foci too.
Before I go into Focus I just wanted to highlight a character trait that should actually have a big impact on pc’s in your game.
Advantage of the Majority: This trait is free to all members of the dominant race, sex, religion, or caste in a given region. The character is more likely to blend in and not attract attention and enjoys many privileges from having easy access to foods, gear, weapons, and armor for their size and shape to having the right to vote or wield certain weapons or wear certain clothes or colors. The character’s advantages may be invisible to them and should the character go into an area in which they no longer have this background applied to them they may find things to be very strange and have a hard time adapting. In most worlds this applies to human PC’s.
Each PC gets access to one Character Focus that shows a key part of who they are and what they spend their down time doing. A Rogue who is well connected in a legal merchant guild is going to roleplay differently than a Rogue who is a Savant with thieves tools. A Paladin carrying his father’s shield blessed by Brennan the demigod of protecting children is going to have a different feel than the Paladin Weapon Specialist.
Well Connected: Based on your character’s background you have a wide range of contacts giving you an “in” and respectability within that field or organization and a constant source of general information that can be turned towards specific information at a price. A guild member will know the gossip in the guild and a secret or two and easily find themselves well ensconced in a new city and probably find a few leads on guild and adventure work. A criminal knows the major players in the shadows and recent critical events from the point of view of the underworld. A noble knows that Baron Schwine has the finest hawks in the Marches and recently decided that he would pay a fortune to the noble adventurer who brings him a griffin egg. A travelling Sage who was well connected would be welcomed upon arrival at Candlekeep. At GM discretion the PC can have advantage on certain social or investigative rolls involving their social circle and can use the group’s influence in certain social interactions with outsiders. A lowly street gang member is easier to intimidate by a made thief of the Guild than a random no name thief. It is wise for the Well Connected PC to share time, knowledge, and money on her contacts even if it is just a drink or lunch or an hunch. The more lubricated the contacts the better the gossip flows back. The difference between a well connected Noble and a Noble with just the background would be that the Noble knows the daughter of the Duke and has maybe exchanged words once or twice but can’t get invited to her party while the well connected Noble who had never met the daughter of the Duke could in an afternoon of conversation at a local Baron’s luncheon find themselves with an invitation upon arrival back home. The DM is encouraged to have random NPC’s recognize the PC and to have heard stories about them throughout the game. The PC just knows people who know people.
Wealthy: The PC starts with an additional 100 gold pieces or adventuring equipment worth an equivalent amount, or tradeable goods worth at least 250 gold pieces that would need to be sold a sizable distance away and includes an hireling and a mule and wagon for overland travel or part of a cargo hold for overseas travel. The Wealthy PC would of course be wise to hire protection on such a journey. Wealthy PC’s tend to attract wealth but need to spend it as well and don’t take well to modest lifestyles. A Wealthy PC knows how to act and dress higher status and knows the best inn in Waterdeep before she had ever been there. If the PC’s want to sell a minor magical item legally the wealthy PC might know who would be interested and who would be able to afford it. The DM is encouraged to have money flow in the direction of this PC and the PC is encouraged to spend freely and often.
Heirloom: The PC has one very expensive and valuable piece of property that they inherited and treasure. They would never sell the item or allow the item to be taken from them. It could be a mastercrafted sword or a suit of half plate worn by a famous Paladin ancestor that inspired the PC to take on the adventuring life or even a minor magical item passed on by a loved one when they died. It should be an item that would grow in power with the PC and their legend. One cannot picture Raistlin Majere without the Staff of Magius even if the only magic he could do with the staff was a light spell at 3rd level. Torvald’s father’s battleaxe soaked in the acidic blood and soul of the adult black dragon he had slain and from that day dealt acidic damage on his foes and later slew a demi-lich forming a strong antipathic resonance against the undead. The DM should find some sort of excuse or work with the player to make the heirloom scale and remain a key part of the PC as they become more legendary. Torvald after all had passed up on some pretty looking axes with heavy enchantments on them when they arrived in Sigil.
Weapon Specialist: The warrior has a favored weapon that they spend inordinate amounts of time mastering to the exclusion of a vast chunk of their social life. With a specific weapon type the PC has a +X added to their attack with X representing the number of normal attacks they can do in a round. At first level this would be a +1 bonus but a fifth level fighter would be +2 because they have two attacks. When the PC increases their bonus they gain an additional favored weapon.
Acrobatic Defender: +1 bonus to AC as long as the character has freedom of movement.
Shield Specialist: The character adds their Proficiency +1 to their AC when using a Shield instead of the +2 to AC a Shield normally provides. Whenever an attacker misses the Shield Specialist by more than 10 they open themselves up to a bonus action called a shield bash which is an attack that uses the shield and does 1d4 + Strength damage. A Magical Shield provides the AC bonus to the attack and damage rolls just as if the Shield was a magical weapon.
Elemental Affinity: PC is resistant to a type of energy damage like acid, fire, cold, or thunder. The PC gains a +1 bonus to Skill rolls involving the element and +1 damage when using weapons or magic involving the element. For example a PC with a fire affinity would have a talent for starting the camp fire, wielding a flaming sword, or casting a fireball. More exotic resistances are possible with DM approval and PC background such as being a Fire Priest’s acolyte or being a distant descendant of a race resistant to that type of energy.
Magical Prodigy: The PC is extremely talented with a school of magic and gains an extra cantrip and an extra level 1 spell slot for that school. For those without a spellcasting class they gain just a cantrip. Should the Prodigy ever get trained in a spellcasting class and gain a level they would then gain access to the extra level 1 spell slot.
Studious Spellcaster: The PC has worked very hard to learn how her magic works and how to stretch her capabilities. Her Spell save DC has a bonus of +1 and she learns 1 additional spell at character creation.
Battlemage: The PC is talented with combat spells and cantrips. The PC adds their Dexterity Modifier to their Spell Attack Modifer for combat magic that needs a spell attack roll.
Savant: Character is extremely proficient at the basics of a skill or tool or instrument. The Savant counts a roll of 7 or less as a 7 with any tasks involving that skill.
Attractive: The attractive PC has advantage on social rolls with someone who finds them attractive at the DM’s discretion based on the social situation at that time. The PC spends an inordinate amount of time focused on highlighting their beauty or handsomeness at least from the point of view of the Weapon Specialist. The PC might be reluctant to undertake tasks that might diminish their attractiveness like crawl around in a sewer. A troubadour, artist, or actor can really leverage their attractiveness when performing and often earn more pay than other entertainers of greater skill.
Gifted Healer: Any use of a Healer’s kit or Herbalist’s kit or magic to provide aid to an injured or otherwise hurt individual gains the injured character a bonus hit point per die rolled.
Fleet Footed: Speed increases by 10 feet. The PC spends much of their spare time running or swimming and can also run longer distances as well compared to less focused characters.
Green Thumb: The PC has a special knack with plants and has advantage with all rolls using an herbalism kit or Nature rolls involving growing or tending plants. Plants just seem to be brighter and healthier around them. Sentient and semi sentient plants react positively to the PC who has Advantage on any social rolls involving plant creatures.
Tough: Has an extra 2 Hit Points at character creation and an additional 2 HP per level afterwards.
Sentinel: +5 bonus to passive Perception rolls. Pick one sense and have advantage on all rolls using it.
Well Traveled: Familiar and comfortable with different cultures and races the PC has a very cosmopolitan view of the world. The PC is unlikely to make a faux pas when interacting with exotic beings, foreigners, nobles, and rustic folks and counts a 5 or lower as a 5 with all skills they are proficient in that involve interacting socially or involving academic knowledge of them and their traditions. Common among traveling sages who can become quite valuable to leaders and merchants hoping to begin diplomacy or trade with little known peoples. Well traveled PC’s gain an extra language and have an easier time learning new languages as they can learn without the need of an instructor if they are immersed in an area with the language and culture. Their training time is also cut in half.
Darkvision: A PC of a race that doesn’t have this trait gains Darkvision of 60′. It may be as a result of pact with infernal or fey beings or as a result of an ancestor from another race or from exposure to wild magic or even an experimental potion.
D&D House Rules: