Thaagulm Legacy Feature – Proposed Rework: Legacy of the Atten’Das
You wield a runic staff, forged from arcanite and tempered in the mana pools of Atten’Das. Atten’Das Mana flows throughout the metal construction of the staff, visible through the decorative channels carved on the staff’s exterior. Features of the staff are as follows:
Weighs 2 lbs.
This staff is considered a magical item.
This item acts as an arcane focus for you.
This staff radiates a magical glow, providing illumination in a 5ft. radius. You can toggle this passive illumination at will. The blade glows extremely bright, up to a 20ft. radius, when within 100ft. of a magical object that has not been near it in the last 24 hours. Touching the magical object with the blade will dim the blade back to its passive illumination.
You can perform special actions with the staff, as listed below.
Simple but good. I notice it says blade; I am guessing this is meant to be shaft. I like the simple quality of it. It adds that archaeologist’s touch. Staff’s damage (I’m guessing quarterstaff)? What if any of the features allowed me to prepare more spells?
Per Short Rest:
Potent Arcane (3 Times): Increase the Save DC of a spell by 2. This bonus can be stacked.
Precise Arcane (3 Times): Add a +2 bonus to a spell attack roll. This bonus can be stacked.
Proxy Spell (2 Times): When you have a familiar and it is within 100 ft. of you, your spells can originate from your familiar. Doing so imposes disadvantage on the reaction(s) of your target(s) and any counterspells being invoked against you. You must declare you are using this feature when casting the spell.
Higher Arcane (2 Times):You can cast a spell with the benefits of a spell slot of 1 level higher. This bonus can be stacked.
Previously, mana had been something recharged. Is this to bring it inline with other D&D mechanics? Could there be one which lowers casting times (See my thoughts on Thaagulm below). Could Proxy be so that Cantrips don’t use a use?
Per Long Rest:
Flare (3 Times): Your staff mimics the effects of the Daylight spell, with itself as the targeted object.
Blessing (1 Time): For a number of rounds equal to 1+1 per level of spell slot used, allies within 30 ft. of you are healed for 1d6+your Int. mod. per round.
Sphere of Protection (1 Time): Your staff mimics the effects of the Otiluke’s Resilient Sphere spell, except in a 10 ft. radius sphere centered around the staff.
Desperate Power (1 Time): For the next minute, you can spend an action to mimic the effects of Banishing Smite spell, selecting a target up to 30 ft. away from you. Using this deactivates the power in your staff until you take a long rest.
Is it possible to change Banishing Smite to something else that’s more Wizardy, such as the Banishment spell or something more like that (less damage and more utility-oriented)? How long does Otiluke’s last in this case (as per the spell or…)? What if it had a feature that, once per long rest, I could switch out a chunk or all of my prepared spells (Quicken Study), or at least do it in reduced time?
Focusing the Mana Staff’s energy toward its tip, you easily etch the rune onto a solid surface (such as a wooden shield) and imbue it with a spell that you know, expending the appropriate spell slot. This process takes 1 minute per spell slot level. The size of the rune must be approximately the size of your hand.
You specify the conditions in which this rune’s magic triggers, such as a time delay, proximity detection, the presence of someone else’s magic, etc. If the trigger is proximity based, the proximity range cannot exceed the cast/effect range of the base spell.
When the rune triggers, it glows with a magical light for the duration of the spell effect. If the spell effect is instantaneous, a magical light flashes briefly.
After an etched rune has been triggered, the rune’s magic dissipates, leaving the rune dormant but still visible.
Intelligent creatures who succeed on an Investigation check can see a rune before and after it triggers, but must succeed on an Arcana check to ascertain that it is magical. The rune cannot be removed by non-magical means unless its spell has triggered and the rune is dormant.
You cannot at any time have an active amount of etched runes exceeding your Proficiency Bonus+ 2*Int. Mod. When you etch a new rune that exceeds this limit, you can choose which of your other etched runes become dormant, losing their magic.
So this feature can only be used to inscribe spells from my spellbook? Could there be flavor text added that I have to chant some ancient words over the rune (adding a verbal component).
One thing I sort of like about Thaagulm is his slower spellcasting nature; he doesn’t have a lot of fast action spells. He thinks what he will do, plots it out, considers the consequences, then casts; he is a slow-going character. I like him to be a preparatory and utility caster; him being thrown into a situation he has not prepared for weakens him. Given this, I have offered some of my thoughts below. Keep this in mind with some of the features. What about using Runes as an optional Spell Component? Simple ideas:
You store Runes in a Runebook. Rune Spells add a somatic-like component which cannot be removed, such as by a Sorcerer’s Metamagic. Adding a Rune to a spell’s components requires the use of a Bonus Action. Adding multiple runes to a spell increases the casting time to a full action for two runes, or a full action and your next turn’s bonus action for three or more runes.
Rune of the Quill
When cast, the spell does not require a verbal component and the spell causes no sound (ex. fireball’s explosion would be silent).
Rune of Warding
When cast, you inscribe the spell on a surface area equal to 1 sq. inch per spell slot level (functionality as above).
Rune of the Horizon: You cast the spell, extending its reach by 50%.
Rune of Shields: You can cast Blade Ward on a target within 30 feet (I saw this as a house rule; I may implement it as standard in my campaign).
Rune of Dispelling: You inscribe Arcane Wave with dispelling properties, allowing you to dispel a spell in some way.
Rune of Bombardment: You inscribe Arcane Wave with explosive power, causing it to explode on targets within 5 feet. The spell no longer requires an attack roll, but enemies can make a resist check to avoid the damage.
Rune of Chaining: You inscribe Arcane Wave, causing its arcing nature to spread to attack an enemy(ies) nearby your target if you hit.
Rune of Insanity. You inscribe a frightening visage into your Minor Illusion spell, causing the creature’s which think it to be real to take Psychic damage appropriate to the illusion (a swordsman deals 1d8 + your Int mod psychic damage). You can inscribe this into the Hallucinatory Terrain spell, causing the illusory ground to attack your foes with Psychic damage.
Rune of Imbuement: You cast the spell, but it is modified with additional effects. Each effect must be predetermined from a rune developed or discovered. Such an effect is approved by the DM.
Rune of Firefly Torches: Your Dancing Light cantrip does not require a Bonus action to control and the lights no longer need to be within 20 feet of each other.
Something for higher level spells (it is much easier thinking of these things for lower level spells!). Basic idea: Rune of the Architect: When casting Wall of Stone, you can create finer details as well, such as stairs or a door. Think Stone Shape.
Rune of Hungering: You cast the spell which marks your target, causing all those who strike the target with a weapon to heal for 1d6 damage.
Rune of High Arcana: You cast the spell, increasing a non-damaging numerical effect by 50% (such as number of HD or amount of material or area of effect).
What if the staff granted new cantrips? Simple ideas:
[details=Info]Lightning Lure http://engl393-dnd5th.wikia.com/wiki/Lightning_Lure
Earthen Combustion: Like Lightning Lure, except push away 10 feet
Frost Trap: Place a runic trap on a surface, which explodes and roots a single target for x rounds (save to resist). The trap lasts for x time.
Fire Trap: Place a runic trap on a surface, which explodes, damaging and igniting a single target for x rounds (save to resist). The trap lasts for x time.
Poison Trap: Place a runic trap on a surface, which explodes, poisoning a target for damage and afflicting them with the poisoned condition (Save to resist).
Given his preparatory framework, with enough time, he could setup all three traps, place himself in a place where he could earthen combustion a target into another location where three more traps are placed, but this requires time.
Touch Aura Runes
When etching a rune and expending a spell slot, you can choose to make it a Touch Aura Rune.
When the Touch Aura Rune’s activation condition is triggered, the rune creates a slightly radiant aura in a 20 ft. radius sphere.
The aura lasts for 3 rounds per spell slot level expended.
You gain vision of the area within this aura.
You are able to deliver touch spells within this aura, regardless of your distance from the Touch Aura Rune.
Additionally, as an action, you can choose to impose one of the following conditions upon creatures inside the aura (subject to your spell Save DC): Blinded, Charmed, Deafened, Restrained. These conditions only affect the targets as long as they are inside the aura. If they leave the aura and re-enter it, they are subject to the spell Save DC again.
Intriguing. My spell allotment tends to have a lot of longer duration/cast time spells, or spells focused more on duration than on instantaneous, touch-like effects (such as most illusion spells). Could this be incorporated perhaps?
Robe of Deception
You have a plain looking robe with invisible runes drawn upon it. Features of the robe are as follows:
Weighs 5 lbs., AC 11 + Dex Mod.
This robe is considered magical.
Stealth: Once per long rest, you can choose to gain the benefit of either the Invisibility spell or the Greater Invisibility spell. This can only affect you.
Wispy Escape: If you are in danger of being instantly killed by physical means (a high fall, being crushed by a solid object, etc.), you gain the benefits of the spell Gaseous Form for 5 minutes. After this effect has ended, the Robe temporarily loses its magical effects and properties for 3 days.
This one I don’t have much to say about. I don’t feel it fits the character in a way that a normal magical item couldn’t (having an item with a once per day invisibility spell and once per day gaseous form, essentially). I’d be okay without this item if more could come of the staff.
[January 15, 2016 at 12:05 am]