Adventures in Times Forgotten
Arcanist: Instead of spell slots Arcanists have the ability to use mana, the primal building blocks of magic, to produce spells. Arcanists have a Mana Threshold and when their Mana Expended reaches the Mana Threshold they can’t expend any more mana. Full casters increase their mana threshold by 4+Charisma modifier every level. Rangers, if Arcanists, gain 3+Charisma modifier every level. Eldritch Knights and Arcane Tricksters gain 2+Charisma modifier every level. (Spellcasting stat may be used in place of Charisma if higher.)
Spiritualist: By communing with demons through Astral Projection spiritualists buy power through either devotion to causes or physical sacrifices. They cast spells per the 5e rules using spell slots. They are still subject to the other rules listed here.
Magic Prowess: Class Level/2 rounded up for full casters. Class Level/4 rounded up for half casters. And Class Level/6 rounded up for third casters. This articulates the maximum level of spell once can cast without Overcasting.
Unpredictable Magic: Magic is inherently dangerous and wild. It rarely does what is expected of it. So with every spell cast a mage must roll a die and compare it to the DC of the spell.
Casting Stat with proficiency vs DC=5+spell level+ number of rounds Channeling
If the spell has an attack roll use the same roll.
Ex. Hadred casts Chromatic Orb a 1st level spell. The DC is 5+1+0=6 but the spell also has an attack roll and the enemy has an AC of 12. If Hadred rolls below 6 something bad may happen with the spell and it will also be too low to hit the AC of 12. If Hadred rolls 6 through 11 the spell goes off without a problem but it doesn’t hit its target.
Later Hadred tries to cast a much harder spell. The DC is 5+6+3=14 against the same target with AC of 12. If he rolls 12 or 13 the spell doesn’t meet the DC to cast and the spell will have some negative side effects but it still hits the target.
Channeling: A mage can attempt beyond their prowess by focusing on the spell for longer periods of time. When channeling a spell add one Action to the spell’s casting time for every level by which its level exceeds the caster’s prowess. One can also attempt to cast a spell of a level higher than the magical components (spell slot or mana points) would allow them. But for every round of channeling there is a risk of becoming exhausted. For every round of channeling for a spell there is a cumulative 15% chance that one will suffer a level of exhaustion.
Ex. Hadred is a spiritualist with a Prowess of 3. Hadred attempts to cast a 6th level spell which is beyond his reach normally. But by channeling for 3 additional actions he can attempt it. The first round he has a 15% chance to gain a level of exhaustion. The second he has 30%. The third he has 45%. He, if rather unlucky, could end up with 3 levels of exhaustion by the time the spell is complete. (No roll to cast a spell or associated with the spell made by a caster is affected by the exhaustion from channeling the same spell.)
Blood Magic: You can, as part of your action to cast a spell, increase the level of that spell by either expending a Hit Die of your own, an allies, or an incapacitated creature. No one regains any hit points or reduces mana expenditure by these uses.
Soul Magic: You can, as an action, reduce the number of death saves it will take to kill you by 1 and cast a 3rd level spell or a second or first level spell as if it had been raised to third level. Or you could reduce the number by 2 and cast a 6th level spell or a lower level spell as if it had been raised to 6th level. Or you could reduce the number by 3 and cast a 9th level spell or a lower level spell as if it had been raised to 9th level. You cannot reduce the number of death saves it takes to kill you below 0. If after the spell is cast if the number of death saves you have equals or exceeds the number that will take to kill you, then you die.
Injury, Healing, Death, and Dying
Injuries: When a character takes a critical hit, drops to 0 hp, or fails a death saving throw they can gain an injury to take no damage from the critical hit, take no damage from the hit that would otherwise drop them to 0 hp, or do not fail the death saving throw. Roll a d20
1: Lose an eye- disadvantage on Wisdom (Perception) checks and ranged attacks. (Regenerate)
2: Lose an arm or a hand- only hold one object at a time and cannot wield a weapon with two hands. (Regenerate)
3: Lose a foot of a leg- halve your speed, and must have a crutch, cane, or prosthesis. You fall prone after you use the Dash action. You have disadvantage on Dexterity checks made to balance. (Regenerate)
4: Limp- Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. (Magical Healing)
5-7: Internal Injury- Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can’t use reactions until the start of your next turn. (Magical Healing or 10 days rest)
8-10: Broken Ribs- This has the same effect as Internal Injury above, except that the save DC is 10. (Magical Healing or 10 days rest)
11-13: Horrible Scar- You are disfigured to the extent that the wound can’t be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. (Heal or Regenerate)
14-16: Festering Wound- Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. (Magical healing, or DC 15 Wisdom (medicine) once per 24 hours until 10 successes)
17-20: Minor Scar- The scar doesn’t have any adverse effect. (Heal or Regenerate)
Resting: Characters do not regain any HP at the end of a long rest. Arcanists do not reduce their mana expended at the end of a long rest.
Arcanists reduce the number of mana expended equal to the HP regained with a HD as part of a short rest.
On Death’s Door: When one is reduced to 0 HP they are now dying. Every round at the start of their turn they choose whether to have disadvantage on death saves or to all other rolls they make. Then they make a death saving throw. When a character fails a total of 3 death saves they die. If they succeed a total of 3 death saves they stabilize. If one stabilizes then they no longer have to make death saving throws and their current tally is cleared, however they have disadvantage on all checks.
Stunts: A character with the Expert class ability can, as a bonus action, use a skill in which they have expertise to give them advantage on one skill check or attack roll. This use must be justified with fiction.
For example Jerrik the Bard has expertise in Insight. He can get a gut feeling about how this thug shaking him down to help with his diplomacy roll to make him more likely to let him go. However Jerrik can’t use his expertise in Performance to gain advantage on an attack roll without some cool and reasonable fiction.
Stances: A character with the Fighting Style class ability can, as a bonus action, drop into a particular stance while using their Fighting Style to gain a bonus while fighting at a potential cost.
Choose one of the following whenever you gain a Fighting Style.
Defensive: Attacks against you are made at disadvantage but likewise all attacks you make are made at disadvantage.
Reckless: Your attacks are made with advantage but attacks against you are also made with advantage.
Aggressive: While in this stance attacks against you are made with advantage but your ability damage is doubled.
Precise: Your attacks are made with advantage but your ability modifier isn’t added to your damage.
Powerful: Your ability score is added twice to your damage but your attacks are made at disadvantage.
Fading: Attacks against you are made at disadvantage but you do not add your ability score to your damage.
Initiative will be rolled by a chosen member of the party vs the DM. The roll will be 1d20+proficiency on the part of the players vs 1d20 by the DM. If the players win then they go first as a group with no set order. When they are finished with their individual turn they place their d20 in the center signifying the end of their turn and once the whole party has made their turn the DM will take the turns of all monsters in an order he/she decides.