Level Up (A5E) Please critique my spell management system for the A5e Night Master Synergy Feat

Nort

Villager
I'm DMing a long running campaign and we have introduced A5e gradually and it's been great. Specifically I wanted to both share a little homebrew I had done for my DMPC and invite feedback or suggestions. It's mainly there but still a work in progress and I wondered if there might be constructive thought from the A5e community I could bring to it. What do other tables do with the Night Master?

My DMPC is a Shadow Monk / Soulknife Rogue that worships Xan Yae, so the fantasy concept is basically a psionic monk.
My intention is to balance the Adept / Rogue Night Master concept with other spellcasters. Not to tread on toes, especially as a DMPC.
In my view while I love the synergy feats and the concept of the Night Master, the feat RAW allows access to too many spells mechanically with unsatisfying lore.
Here's my current draft on the rules for gaining and casting spells as a Night Master.

The Night Master:

From the A5e Adventurers Guide:
You can spend exertion to cast any spells from the air, earth, fear, fire, movement, obscurement, plants, poison, senses, shadow, transformation, unarmed, or water schools at the cost of 2 exertion per spell level (Cantrips = 1 exertion point)

Here are three principles I'm adding to this picture:
1. A Night Master may have access to other schools depending on the flavour of their subclasses, or other compelling character reason. For example a 5e Shadow Monk / Soulknife may have access to schools relating to Psychic or Psionic themes to fit their psionic monk / rogue fantasy. Perhaps they then lose access to one or more schools from the official list. This will need some negotiation with the GM.
2. The Night Master shall have a system for acquiring spells that balances with the other spell casters.
3. The Night Master shall have a system for their day to day repertoire of spells to balance with the limitations facing other spell casters.


GAINING SPELLS:

To learn the spell and add it to Known spells:
1 hour / level of spell to attempt to master. The Night Master must spend this time learning the spell directly from a spell caster that knows the spell. The GM may in some circumstances allow the Night Master to gain a spell through a process of contemplation and mystical practice.
Requires Arcana (Intelligence, Wisdom or Charisma) check of DC 10+spell level.

On success add the spell to the Night Masters Known Spells.

On failure and after a short rest the Night Master may make Insight check DC 10+1/spell level to reduce future Arcana checks by 1 for that spell.

The intention is to encourage the Night Master to either work with their party members or to seek out a guru or sage that can teach the Adept. This may incur some expense when dealing with NPCs and I would aim for a price a little under that paid by wizards copying new spells to their books.

The player may prefer a more mysterious or mystical source for their spells, or understandably prefer to avoid carrying the same spells as their party comrades. This approach could be accommodated by contriving some encounter with a creature or circumstance that offers a subject for contemplation. Again, some expense may be incurred in creating the best circumstances for meditation and contemplation such as incense or procurement of a certain weave of mat to rest upon.

Additional ideas that might be fun or illustrate the process could be to only incur costs when trying to unlock a Rare version of a spell or to offer to waive the expense if the player comes up with a haiku that captures the sense of the spell, or even a limerick if they feel the rogue role more.

ADDING SPELLS TO THE DAILY REPERTOIRE:
To use a spell it must be in the daily practiced Repertoire.
To add a spell to the Repertoire the Night Master must practice the spell and the process takes 10 minutes / spell level.
So a 4th level spell takes 40 minutes to practice.
When added to the Repertoire these are considered Innate Spells.

Option for the GM:
This practice of adding a Spell to the Repertoire does or does not constitute light activity and is or is not too strenuous to perform as part of a Short Rest.

After a long rest a Night Master must refocus on the spells in their Repertoire. This process takes 1 minute / spell level.
A Night Master may only keep a limited number of spells in their repertoire. Spells become increasingly complex and intense to cast as they increase in level.
The sum of spell levels in a Night Masters Repertoire cannot exceed that Night Master’s maximum Exertion Points.

For example:
A 13th level Adept / Rogue has maximum 13 Exertion Points and could therefore maintain a Repertoire of x3 1st level spells; x2 2nd level spells; x2 3rd Level Spells because 3+4+6=13.

During the day they would like to add a 5th Level spell to their Repertoire. First they must free up 5 spells levels so they discard a 2nd and a 3rd level spell. Then they must spend 50 minutes practicing the moves to cast the spell. At the GMs discretion this practicing may or may not be counted as part of a Shot Rest. Either way after practicing and short resting the Night Master has the 5th level spell in their Repertoire and has a full Exertion point pool.


CASTING FROM THE REPERTOIRE

All Verbal, Somatic and Material components required but Somatic components are now martial arts / Tai Chi requiring all 4 limbs and 1 free hand to channel ki energy to manipulate the Weave.

Mechanically, this means spells requiring Somatic components cannot be cast while restrained or entangled.

Additional notes:

FOUNDRY operation

Known spells are added to Pact Magic on Foundry
Repertoire spells are added to Innate Magic on Foundry

Rare Spells

A5e Rare Spells are considered 1 spell level higher and cost the equivalent amount in exertion points and learning / practicing time.
 

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