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#want to create a demigod with exclusively skills that are level-locked due to power and just hold off on it for a while?
strixcattus · 4 months
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if you wouldn’t mind, could you share the class system and magic workings of your stp dnd au?
There's a worldbuilding side to this and a game mechanics side to this. I'll start with the game mechanics, since that part's quicker.
I've made the general decision that the game the characters are playing is something that on the surface looks pretty much like D&D (same d20+ability score+skill system, for one, and pretty much all the terminology is the same), but if you poke into the mechanics of character creation it's not like D&D at all. Which is to say that classes in-game aren't quite the same as classes in D&D.
It's like college, you know? Eventually you have to declare your major (class), and you'll have to take a certain number of courses (skills) in the major (class), but that doesn't stop you from exploring courses outside of it (taking other classes' skills) as long as you can still meet the requirements for what you're trying to do.
(I imagine there are a few skills that are locked to specific classes, and others to specific patronages—a divine cleric and warlock both get to dip into a list associated with celestial magic, while their demonic counterparts have access to an assortment of more infernal abilities.)
This is how the party can have three bards who each have an entirely different relationship with magic. Contrarian is (ironically) the only one playing a normal bard, while Smitten has been almost exclusively taking non-magical bard skills, and Opportunist poured half his points into taking progressively higher ranks in a single non-bard skill.
(Most of the party is playing a single-class character. Skeptic and Broken are the primary exceptions, with neither of them having a class yet—Skeptic has a single, very expensive sorcerer skill and everything else isn't attached to a class [think extra proficiencies], while Broken has been using a level 0 character sheet the entire time, with his real sheet being held by the Narrator until the party reaches the point where all his level-locked skills become available.)
On to the worldbuilding/magic system side of things. I'll break this down by spellcasting class.
ARTIFICER: The line between artifice and wizardry is extremely blurred, and generally it's just a matter of identification, with casters on both sides being extremely uppity about their personal definitions. Generally speaking, artificers create magical effects primarily through mundane tinkering imbued with magic. They can't really take spell slots through their class, but they can create reusable magic items.
BARD: In this world, music is inherently magical, but there are some who put genuine effort into increasing the magical output of their music. Their magical repertoire is mainly limited to healing and support spells—even focused magical training can't summon fireballs by the power of music alone. There are a few bards who can manipulate other's actions or even take over their minds entirely, though...
CLERIC: Clerics can gain their magic either through actively being granted a higher status from the god they worship, or passively absorbing some of the powers of the Sleeping Gods through faith and luck. Either way, it's a pretty lax contract—their power is drawn from their god, so they'll lose them if they taper off in worship or start going against their god's morals, but all a deity ever really asks from a cleric is their faith.
DRUID: Druids draw their power from the interconnected network of living things called the Networked Wild, tapping into it momentarily to summon storms or communicate with plants. Their powers are, of course, stronger when there are a lot of living things nearby, but it's hard to cut them off from the Wild entirely. Druidic magic usually uses a one-way connection with the Wild—giving it a command to produce a spell—but some more powerful druids take the risk of opening their mind to the Wild entirely, gaining immense awareness with the danger of losing their individuality.
(Paladins and rangers exist in this system, but they don't have their own systems of magic. Paladins are essentially martial classes who tap into clerical magic, while rangers are martial classes who tap into druidic magic. They do have some class-specific skills, but most of what they can do comes from a combination of other classes.)
SORCERER: Sorcerers' magic is innate—less powerful, but more readily available and often more customizable. Some sorcerers can trace their magic back through their bloodline to a demonic, divine, or otherwise magical ancestor, but just as many gain their powers seemingly at random. Generally speaking, sorcerers have their potential from birth—it's not unheard of for someone to be struck by lightning and walk away with powers, but anything granted by an outside force with any measure of awareness will probably come with a clerical or warlock pact.
WARLOCK: Warlocks are similar to clerics, and can actually have any patron a cleric might (though they can also have patrons a cleric could never dream of). The difference lies in the terms of their agreement. While all a cleric's benefactor wishes for is some form of worship, a warlock is expected to provide some sort of service to their patron. For most, it does pay off in the benefits—innate abilities that don't drain from a finite pool of spellcasting energy.
WITCH: Witches deal in curses—similar to spells, but more permanent, sometimes more powerful, and more difficult to resist. The catch is that every curse has a condition that breaks it, usually tailored to the target—and the more powerful the curse, the easier it has to be to break. The condition generally falls into one of three categories: personal growth, giving up something of value, and a fetch quest. Witches can also control nature spirits, with each having their own specialty—local lakes or animal species, or even (if they're ambitious) a section of the Networked Wild.
WIZARD: The academics of the magical world, wizards gain their powers through study. They have the potential to be a jack-of-all trades (more so than any other single casting class) or to narrow in on a single field of magic and attain incredible magical abilities. There's some overlap with artificers, but generally wizards are considered to rely more on magical power than mechanical contraptions, and they have more ready access to spells.
(Making magical items, especially potions, is within the domain of both wizards and artificers, but the skills involved all technically belong to the Artificer class. Likewise, if an artificer wants to fill out their spellbook, they'll have to buy spells from another class's list—usually Wizard's.)
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