Thursday, January 23, 2020

Druid/Illusionist D&D

This was an odd little idea I played with, of removing the Magic-User and Cleric classes, and replacing them entirely with Druids and Illusionists. Druids dealt in Real things; fire, earth, blood and bone. Illusionists dealt in the quasi-real... light, illusion, shadow. The result is what is below. (Sorry about the formatting; Blogger does NOT play nice with stuff copied from GoogleSheets, and has little native WYSIWYG table support).

Spellcaster Class

Spellcasters have mastered one of the two arcane arts of the world, known as "druids" and "illusionists". While mechanically similar, the two arts themselves are very different, each relying on a different secret language and very different mindsets. Druidic magic focuses on the physical world, the natural elements, and plants and animals. Illusionist magic focuses on perceptions, the mind, and, as it advances, alternate dimensions. These are not exclusive, however; any druid spell can be created as an illusionist spell with at most a two-level increase, and vice versa. 6th and 7th level spells are not usually subject to this, representing deep secrets and specializations within their respective schools. In choosing the spellcaster class, one must choose to be a Druid or an Illusionist; that choice will determine the spells available and the skills developed. The two classes share an experience chart, HD progression, and combat table.

Spellcasters must be both quick and strong of mind, requiring a 15 Intelligence and a 12 in Wisdom. They are limited in spell knowledge based on their Intelligence (see Intelligence Table II), but gain bonus spells known, and suffer spell failure chances by comparing their Charisma to Wisdom Table II; facility with the use of language helps them learn additional low-level spells, and avoid mishaps. Their maximum spell level is determined by their Wisdom (see Wisdom Table I), but they gain bonus spells per day by comparing their Constitution to Wisdom table II; spellcasting is enervating, but those with healthy constitutions can avoid those difficulties. Both classes keep spellbooks of known spells in their secret languages.

Spellcasters fight on the table for thieves, and make saving throws on the table for priests. They may not wear armor made of metal, nor use any weapon, tool, or shield of metal more than 30gp in weight. They begin with proficiency in two weapons, receive an additional proficiency every five levels, and suffer a -4 penalty with all weapons with which they are not proficient. Demi-humans and Semi-humans may be multi-classed spellcasters, including Druid/Illusionists. There are no alignment restrictions on either Druids or Illusionists, nor requirements to fight for more advanced levels. Druids tend to be more lawful, and illusionists tend to be more chaotic, but it is not a requirement or impediment.





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Experience PointsLevelHD (d6)
0-225011
2251-450022
4501-900033
9001-1800044
18001-3500055
35001-6000066
60001-9500077
95001-14500088
145001-22000099
220001-4400001010
440001-6600001110+1
660001-8800001210+2
220,000 Experience points per level beyond the 12th.
Spellcasters gain 1 HP per level after the 10th.

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Spell Level1234567
Character Level
12
221
3321
4422
5432
64321
74431
84432
954321
1054332
11553321
125544321
136555432
146666543
156666654
166666665
176666666
187666666
197766666
207776666
217777666
227777766
237777776
247777777
258777777
268877777
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Druids
Races Allowed:DwarvenElvenGnomeHalf-elvesHalflingHalf-OrcHuman
Level Limit788U64U
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LevelClass Ability
1
Bonus Language: Druidic
1
+2 save vs. fire and lightning
3
15% +5% per level after 3rd to identify plants, animals, and potable water
3
Able to pass through non-magical overgrowth without leaving a discernable trail at normal movement rate
3
Bonus language of an animal or animal-like monster, plus one additional language at each additional level
7
May change shape three times per day into animals or plants. New forms may be no lighter than one percent the druid's weight, and no heavier than two hundred percent (so a 200 pound druid may be as light as 2 pounds, or as heavy heavy 400 pounds). Assuming a new physical form grants any physical abilities of the form, but not explicitly magical abilities; becoming a pixie will let you fly, but not turn invisible. Changing form heals 10-60% of the druid's wounds
7Immunity to Disease and Poison
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Available Spells
1234
Affect Normal Fires BarkskinCall LightningAnimal Summoning I
Animal FriendshipCharm Person or MammalCharm Plants Call Woodland Beings
Burning Hands Create WaterCreate Food and Water Charm Monster
Detect MagicCure Light WoundsCure Blindness Control Temperature 10' Radius
Detect Snares and PitsDetect Invisibility Cure DiseaseCure Serious Wounds
EntangleEnlarge Explosive Runes Dig
Faerie FieFeign DeathFlame Arrow Dispel Magic
Feather Fall Fire TrapGust of Wind Fire Charm
Invisibility to AnimalsHeat MetalHold AnimalFire Shield
Locate AnimalsJump Levitate Hallucinatory Forest
Mending Knock Locate Object Hold Plant
Pass Without TraceLocate PlantsNeutralize PoisonLower Water
Predict WeatherObscurementPlant GrowthPlant Door
Purify WaterProduce FlameProtection from FirePolymorph Self
Resist Cold Purify Food and Drink PyrotechnicsProduce Fire
Resist Fire Shatter Slow Protection from Lightning
ShillelaghSlow Poison SnareRepel Insects
Shocking Grasp Snake Charm Stone ShapeSpeak with Plants
Sleep Spider Climb Summon Insects
Speak with AnimalsStinking Cloud Tree
Warp WoodStrength Water Breathing
Web Trip
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567
Airy water Aerial Servant Animate Object
Animal GrowthAnimal Summoning IIIChariot of Sustarre
Animal Summoning IIAnimate RockConfusion
Anti-Plant ShellAnti-Animal Shell
Conjure Elemental (as druid Conjure Fire Elemental)
Commune with NatureConjure Animals Control Weather
Control WindsCure Critical WoundsCreeping Doom
Flame Strike FeeblemindEarthquake
FlyFire SeedsFinger of Death
Hold Monster Heal Fire Storm
Insect PlagueMove Earth Ice Storm
Pass PlantPart Water Regenerate
Polymorph other Stone Tell Reincarnate
Remove Curse Stone to Flesh Restoration
Sticks to SnakesTransport Via PlantsStatue
Transmute Rock to MudTurn WoodTransmute Metal to Wood
Wall of FireWall of ThornsWall of Iron
Wall of Ice Weather SummoningWall of Stone
Wind Walk 
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Illusionist
Races Allowed:DwarvenElvenGnomeHalf-elvesHalflingHalf-OrcHuman
Level Limit5711844U
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LevelClass Ability
1
Bonus Language: Illusionist
1
+2 save vs. Blinding and Deafening
3
15% +5% per level after 3rd to locate secret or concealed doors or invisible creatures
3
Able to alter appearance as if under a Change Self spell
3
Bonus language of a demi-human, humanoid, or intelligent monster, plus one additional language per level after 3rd
7
Each day, may cast 3 bonus levels of illusionist spells without having memorized, or even necessarily learned, those spells.. These levels may be used in any combination adding up to no more than 3, and are cast as if they had been memorized (including the need for material components).
7Immunity to Charm and Fear
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Available Spells
123
Audible GlamerBlindnessBlink
Bless BlurCharm Person
Change SelfChant Clairaudience
Color SprayComprehend LanguagesClairvoyance
Command Darkness 15' radius Continual Darkness
Dancing LightsDeafnessContinual Light
DarknessDetect MagicCure Blindness
Detect IllusionFind Traps Dispel Illusion
Detect InvisibilityFog CloudFear
Erase Fool's Gold Hallucinatory Terrain
Find Familiar Hypnotic PatternHold Person
Friends Improved Phantasmal ForceIllusionary Script
Gaze ReflectionInvisibilityInfravision
HypnotismLeomund's Trap Invisibility 10' Radius
LightLocate Object Non-detection
Message Magic MouthParalyzation
Nystul's Magic Aura Mirror ImagePrayer
Phantasmal ForceProtection from Evil Rope Trick
Forget Scare Speak with Dead
Remove Fear Silence 15' radius Spectral Force
Sanctuary Spiritual Hammer Suggestion
Unseen Servant Stinking Cloud
Wall of FogWrite
Ventriloquism
Misdirection
Augury

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4567
ConfusionChaosConjure AnimalsAlter Reality
Detect Lie Charm MonsterDemi-shadow MagicAstral Spell
Dispel ExhaustionContact other Plane Dimension Door Cacodemon
Dispel Magic Demi-Shadow MonstersFind the Path Gate
Divination Distance Distortion Geas Mass Invisibility
EmotionHold Monster Invisible Stalker
Mordenkainen's Sword
Exorcise Leomund's Secret Chest 5Legend Lore
Power word, stun
Fire Charm Major CreationMass SuggestionPrismatic Spray
Fumble MazePermanent IllusionPrismatic Wall
Improved InvisibilityPlane Shift Programmed IllusionSymbol
MassmorphProject Image Repulsion Teleport
Minor CreationProjected ImageShadesVanish
Phantasmal KillerQuest Spiritwrack VIsion
Protection from Evil 10' Radius Shadow DoorTrue SightWord of Recall
Remove Curse Shadow MagicVeil
Shadow MonstersSummon Shadow
Wizard Eye
Other Classes

Fighters:No change
Paladins:
Paladins remain as very rare conduits of deities. Instead of a LG alignment, they must maintain absolute faithfulness to their deity; any transgression against their deity's strictures is the same as an evil act by a standard paladin in similar circumstances. Detection and Protection abilities (1 and 6 of the Paladin) instead extend to the moral and ethical opposites of their deity; a deity with a neutral component to their alignment receives no benefit along that axis (so a NG deity bestows protection from evil, a LN deity bestows protection from chaos, and a LG deity bestows protections from Chaos and Evil). Likewise, henchmen and companions must be adherents of the paladin's deity, or of compatible faiths. Paladins have sole access to clerical spells (save some monsters), and have no facility with druidic or illusionist magic (save through possible dual-classing).
Rangers:
Rangers gain access to Druidic spells as normal, and Illusionist spells instead of Magic-User spells. However, in order to do so they must learn the respective languages. If a ranger is unable to learn more languages upon attaining 8th and/or 9th level, the ability can be gained later, if they gain the ability to learn more languages (such as through an increase in intelligence due to age or magic). They do have the ability to use scrolls, however, and may use them to expand their spellbooks.
Thieves
Thieves are able to make use of druidic or illusionist scrolls beginning at 4th level. Their chance of failure is equal to ((100-Read Languages skill)/2)%, or a chance of failure dictated by comparing their Charisma to Wisdom table II, whichever is higher.
Assassins
Assassins are subject to the same rules for scroll use as thieves, when one considers their two-level penalty. Assassins who learn the Illusionist or Druidic Languages through their 9th level ability to learn secret languages consider only their Charisma for spell failure with scrolls of that nature.
Monks:No Change
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Magic Item
Potions
Both Illusionists and Druids may begin creating potions at 7th level with the aid of an alchemist, or 11th level without. This process follows all of the usual rules.
Scrolls
Both Illusionists and Druids may begin scribing scrolls at 7th level, following the usual rules. Both classes may scribe any sort of protection scroll. Scrolls do not require Read Magic in order to use, only facility with the language in question. Chance of failure remains 5% per level difference, or the chance of failure prescribed by comparing one's Charisma to Wisdom table II, whichever is greater. Randomly generated scrolls are approximately 50% Druidic and 50% illusionist in nature.
Other Magic Items
There is no requirement for Enchant an Item, Permanency, Major Creation, or Alter Reality; creating magic items is a process, not a spell. Charged or single-use magic items may be created begining at 11th level. Permanent magic items may be created at 14th level. Both classes are able to conceivably create any magic item, but the DM may require the creator to describe how the spells she knows or has access to in spellbooks can be used to create said magic item; a druid who does not have access to the Strength spell making Gauntlets of Ogre Power might instead note access to Polymorph Self, for example. Illusionists may make use of their 7th level ability to meet these qualifications. Otherwise, the process follows the standard procedures outlined for illusionists in the Dungeon Master's Guide.

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