Homebrew:Numerology: Difference between revisions

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{{ooc note|This is an implementation of the Spellslinger subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
__NOTOC__
__NOTOC__
{{base class|sorcerer|blockquotestyle=width:100%}}
{{base class|wizard|blockquotestyle=width:100%}}
Some creatures are born with an innate connection to the Weave and can use their own bodies as a spellcasting focus. These sorcerers often find their abilities well suited to life in the wild frontier or as clandestine agents for powerful organizations.
To you, the world is a lattice of systems, a complex constructuction of mathematical interactions. Numbers have meaning and power, and the weave of magic that permeates the multiverse is no different.


Any number of factors can bestow this gift upon a creature. Known spellslingers often cite events such as the following for their gifts: surviving a magical cataclysm, a blessing of a powerful fey monarch, an ancestor’s bargain with an otherworldly being, or sheer dumb luck.
Some scholars believe that the world’s ley lines are arranged in a mathematical pattern which, if understood, can yield great magical power. In the World of Eberron, the Draconic Prophecy is studied by mages, dragons, and scholars of all kinds. In the intricate markings of the Prophecy manifested across the world, could there be some numeric pattern just waiting to be understood?


== Natural Focus ==
The number of creatures nearby, the shape of the room, or even the hour of the day might all be factors that shape the searing flames of burning hands or guide the subtle influence of charm person. Numerologists, sometimes known as math magicians, use divination magic to observe the physical world around them, estimating and calculating potential interactions with the weave. The numbers change with every passing moment, however, forcing a numerologist to plan ahead and think as fast as a ''[[spell:lightning-bolt|lightning bolt]]''.
''1st-level {{PAGENAME}} feature''


You are a natural spellcasting focus. You can ignore the material components of your sorcerer spells, if those material components lack a cost and aren’t consumed by the spell. You must still have a free hand to perform the somatic components of spells.
== Mathematician ==
''2nd-level {{PAGENAME}} feature''


== Quickdraw ==
You gain proficiency in the {{investigation}} skill and with one gaming set of your choice.
''1st-level {{PAGENAME}} feature''


When you roll initiative, you can use your reaction to cast a cantrip that normally has a casting time of 1 action.
Additionally, you can accurately judge the distance between any two points you can see, and you have advantage on Intelligence ({{investigation}}) checks you make to perform mathematical calculations, numerical estimations, and statistical predictions.


== Slings ==
== Spell Arithmetic ==
''6th-level {{PAGENAME}} feature''
''2nd-level {{PAGENAME}} feature''


You have the unique ability to twist your magic in ways no other sorcerer can. These are called Slings, and many enhance or modify your spells in some way. You gain two of the following Slings of your choice and an additional one at 14th level. When you gain Metamagic options at 10th and 17th levels, you can choose from either the Metamagic list or Sling list.
You can use a bonus action to divine your surroundings and calculate how to optimize your spells. Roll 5d6, your arithmetic dice. Immediately after doing so, you can reroll any number of the dice, though you must use any new rolls. When you cast a spell during any of your subsequent turns, you can combine and spend your arithmetic dice in any of the following ways to augment the spell.


You can use only one Sling or Metamagic option on a spell when you cast it, unless otherwise noted.
You can apply multiple augmentations to the same casting of a spell, though you can’t use an arithmetic die for more than one at a time. Any unused dice are lost when you augment a spell in this way, use this feature again, or finish a long rest.


=== Cautious Caster ===
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it whenever you finish a long rest.
As a reaction when you make a saving throw, you can expend 1 sorcery point to roll 1d4 and add the number rolled to your result.


=== Cover Shooter ===
;Empowered Pair
When you make a ranged spell attack roll, you can expend 1 sorcery point to gain advantage on the roll. You must have half or three-quarters cover from the target when you cast the spell to use this Sling.
:If two arithmetic dice show the same number (such as two 1s), you can spend those dice to reroll a number of the spell’s damage dice equal to the number shown on the arithmetic dice. You must use the new damage die rolls.
;Fortunate Sum
:If the value of two arithmetic dice add up to 7 (such as 1 and 6, or 2 and 5), you can spend those dice to increase your spell save DC and spell attack modifier by 1 for this casting of the spell.
;Rising Run
:If four arithmetic dice show consecutive numbers (such as 1–2–3–4), you can spend those dice to cast the spell as though with a spell slot one level higher than the one you expend.


=== Distracting Spell ===
== Astute Prediction ==
When you cast a spell that targets one creature, you can spend 1 sorcery point as a bonus action to distract the target. The next attack roll made against the creature before the start of your next turn is made with advantage.
''6th-level {{PAGENAME}} feature''


=== Extra Careful Spell ===
You learn the ''[[spell:augury|augury]]'' spell. It counts as a wizard spell for you, you always have it prepared, it doesn’t count against the number of spells you can prepare each day, and you don’t need to have it in your spellbook to cast it as a ritual.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s entire force. To do so, you spend 2 sorcery points and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw, and takes no damage if it would normally take half damage on a successful save.


If you know the Careful Spell Metamagic option when you take this Sling, you can replace that option with a different Metamagic option. You can’t replace it with a Sling.
== Geometrist ==
''6th-level {{PAGENAME}} feature''


=== Piercing Spell ===
You can reshape your spells by altering their formulas. When you prepare a wizard spell that creates an area of effect in the shape of a cone, cube, cylinder, line, or sphere, you can expend a use of your Spell Arithmetic to change one of those shapes into a different one, as shown in the Shape Conversions table. You can apply the changes whenever you cast the spell until you finish your next long rest.
When you cast a spell that targets one creature and uses an attack roll, you can spend 1 to 5 sorcery points to deal additional piercing damage. Your spell attack deals an additional 1d8 piercing damage for each point expended. You must choose to add this damage before making your attack roll. If the spell requires you to make multiple attack rolls, this benefit only applies to one of those attacks.


=== Moving Spell ===
When dividing measurements, round up to the nearest 5 feet. See [[beyond:sources/phb/spellcasting|chapter 10 of the ''Player’s Handbook'']] for the rules of areas of effect shapes.
When you hit a creature with a spell attack roll, you can expend 1 sorcery point to force that creature to succeed on a Strength saving throw or else be pushed up to 10 feet in a horizontal direction of your choice.


=== Quick Feet ===
{| class="wikitable"
You can spend 1 sorcery point to take the Dash, Disengage, or Dodge action as a bonus action.
|+ Shape Conversions
!Original Shape !! New Shape !! New Shape Measurements
|-
| rowspan="3" style="vertical-align:top" | Cone || Line || Length = Cone Size × 3, Width = 5 feet
|-
|Cube || Size = Cone Size ÷ 2
|-
|Sphere || Radius = Cone Size ÷ 2
|-
| rowspan="3" style="vertical-align:top" | Cube || Line || Length = Cube Size × 6, Width = 5 feet
|-
| Cone || Size = Cube Size × 2
|-
| Sphere || Radius = Cube Size × 2
|-
| rowspan="3" style="vertical-align:top" | Cylinder or Sphere || Line || Length = Radius × 6, Width = 5 feet
|-
| Cone || Size = Redius × 2
|-
| Cube || Size = Radius
|-
| rowspan="3" style="vertical-align:top" | Line || Cone || Size = Length ÷ 3
|-
| Cube || Size = Length ÷ 6
|-
| Sphere || Radius = Length ÷ 6
|}


=== Shootout ===
If you create an area of effect centered on yourself, you can exclude yourself from it. These conversions otherwise don’t affect a spell’s range, For example, if you cast ''[[spell:lightning-bolt|lightning bolt]]'' as a sphere, the sphere still originates from you, and if you cast the ''[[spell:shatter|shatter]]'' spell as a line, the line still originates from a point within range.
When a creature misses you with a ranged attack, you can spend 2 sorcery points as a reaction to make a ranged spell attack with a cantrip against the attacker. This cantrip must normally have a casting time of 1 action.


=== Switcharoo ===
== Advanced Arithmetic ==
Immediately before or after you use an action to cast a spell of 1st level or higher, you can use a bonus action to spend 2 sorcery points to magically trade places with a willing creature within 30 feet that you can see.
''10th-level {{PAGENAME}} feature''


== Fancy Feet ==
You can reroll your arithmetic dice twice, rather than once, whenever you use your Spell Arithmetic.
 
== Grand Alignment ==
''14th-level {{PAGENAME}} feature''
''14th-level {{PAGENAME}} feature''


You gain proficiency in Dexterity saving throws.
You gain the following additional combination options for your Spell Arithmetic.
 
== Metamagician ==
''18th-level {{PAGENAME}} feature''


Whenever you finish a long rest, you can exchange one of your Metamagic options or Slings for a different Metamagic option or Sling of your choice.
;Perfect Set
:You can spend five arithmetic dice that all show the same number (such as five 5s) to deal maximum damage with the spell instead of rolling damage dice.
;Heightened Run
:You can spend five arithmetic dice that show consecutive numbers (such as 1–2–3–4–5) to choose one of the spell’s targets and force it to make its first saving throw against the spell with disadvantage.


[[category:homebrew sorcerer subclasses]]
[[category:homebrew wizard subclasses]]

Latest revision as of 18:34, 26 July 2025

(OOC: This is an implementation of the Numerology subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Wizard

To you, the world is a lattice of systems, a complex constructuction of mathematical interactions. Numbers have meaning and power, and the weave of magic that permeates the multiverse is no different.

Some scholars believe that the world’s ley lines are arranged in a mathematical pattern which, if understood, can yield great magical power. In the World of Eberron, the Draconic Prophecy is studied by mages, dragons, and scholars of all kinds. In the intricate markings of the Prophecy manifested across the world, could there be some numeric pattern just waiting to be understood?

The number of creatures nearby, the shape of the room, or even the hour of the day might all be factors that shape the searing flames of burning hands or guide the subtle influence of charm person. Numerologists, sometimes known as math magicians, use divination magic to observe the physical world around them, estimating and calculating potential interactions with the weave. The numbers change with every passing moment, however, forcing a numerologist to plan ahead and think as fast as a lightning bolt.

Mathematician

2nd-level Numerology feature

You gain proficiency in the InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check. skill and with one gaming set of your choice.

Additionally, you can accurately judge the distance between any two points you can see, and you have advantage on Intelligence (InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) checks you make to perform mathematical calculations, numerical estimations, and statistical predictions.

Spell Arithmetic

2nd-level Numerology feature

You can use a bonus action to divine your surroundings and calculate how to optimize your spells. Roll 5d6, your arithmetic dice. Immediately after doing so, you can reroll any number of the dice, though you must use any new rolls. When you cast a spell during any of your subsequent turns, you can combine and spend your arithmetic dice in any of the following ways to augment the spell.

You can apply multiple augmentations to the same casting of a spell, though you can’t use an arithmetic die for more than one at a time. Any unused dice are lost when you augment a spell in this way, use this feature again, or finish a long rest.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it whenever you finish a long rest.

Empowered Pair
If two arithmetic dice show the same number (such as two 1s), you can spend those dice to reroll a number of the spell’s damage dice equal to the number shown on the arithmetic dice. You must use the new damage die rolls.
Fortunate Sum
If the value of two arithmetic dice add up to 7 (such as 1 and 6, or 2 and 5), you can spend those dice to increase your spell save DC and spell attack modifier by 1 for this casting of the spell.
Rising Run
If four arithmetic dice show consecutive numbers (such as 1–2–3–4), you can spend those dice to cast the spell as though with a spell slot one level higher than the one you expend.

Astute Prediction

6th-level Numerology feature

You learn the augury spell. It counts as a wizard spell for you, you always have it prepared, it doesn’t count against the number of spells you can prepare each day, and you don’t need to have it in your spellbook to cast it as a ritual.

Geometrist

6th-level Numerology feature

You can reshape your spells by altering their formulas. When you prepare a wizard spell that creates an area of effect in the shape of a cone, cube, cylinder, line, or sphere, you can expend a use of your Spell Arithmetic to change one of those shapes into a different one, as shown in the Shape Conversions table. You can apply the changes whenever you cast the spell until you finish your next long rest.

When dividing measurements, round up to the nearest 5 feet. See chapter 10 of the Player’s Handbook for the rules of areas of effect shapes.

Shape Conversions
Original Shape New Shape New Shape Measurements
Cone Line Length = Cone Size × 3, Width = 5 feet
Cube Size = Cone Size ÷ 2
Sphere Radius = Cone Size ÷ 2
Cube Line Length = Cube Size × 6, Width = 5 feet
Cone Size = Cube Size × 2
Sphere Radius = Cube Size × 2
Cylinder or Sphere Line Length = Radius × 6, Width = 5 feet
Cone Size = Redius × 2
Cube Size = Radius
Line Cone Size = Length ÷ 3
Cube Size = Length ÷ 6
Sphere Radius = Length ÷ 6

If you create an area of effect centered on yourself, you can exclude yourself from it. These conversions otherwise don’t affect a spell’s range, For example, if you cast lightning bolt as a sphere, the sphere still originates from you, and if you cast the shatter spell as a line, the line still originates from a point within range.

Advanced Arithmetic

10th-level Numerology feature

You can reroll your arithmetic dice twice, rather than once, whenever you use your Spell Arithmetic.

Grand Alignment

14th-level Numerology feature

You gain the following additional combination options for your Spell Arithmetic.

Perfect Set
You can spend five arithmetic dice that all show the same number (such as five 5s) to deal maximum damage with the spell instead of rolling damage dice.
Heightened Run
You can spend five arithmetic dice that show consecutive numbers (such as 1–2–3–4–5) to choose one of the spell’s targets and force it to make its first saving throw against the spell with disadvantage.