About (Biscore-Zabbet Supplement)
The Making of Biscore-Zabbet.[edit]
This campaign started as a list of just my favorite homebrew classes, and an idea of wanting less magic, and more technology. Eventually, I started adding more ideas, and more lore, and what have you. I simply wanted to make something that, hopefully, someone will use to have fun. Thoughout the countless days of writing, and brainstorming for ideas, I hope there's at least one idea people like, as this is nothing but a conglomerate of ideas.
How to DM with the Biscore-Zabbet supplement[edit]
Bestiary[edit]
As with anything when hosting a DND campaign, use your best judgement when dictating what will be in a campaign. Many creature heavily reliant on magic, such as Liches or Dragons, will be rarer in the world than in base DND. Don't be afraid to use Homebrew when deciding for creatures, as the guide books may be limiting in material when considering Alien life. Typically, many common monsters will be Abberations, Monstrocities, Humanoids, and/or Beasts. Giant creatures are extremely difficult to find within the two named life-hosting planets, along with Celestials and Fey. Other types of creatures are up to your digression as a Dungeon Master.
Magi Creatures[edit]
Due to the Tear in the Weave, Magic was dispersed between all things, with some becoming unnaturally strong, and also enraged. When you have your players face an encounter including adversarial Creatures, roll a d100, numbering each creature with a unique number. If you roll a creature's number, it becomes a Magi Creature. This creature will be enhanced with more magic than natural, causing it to be stronger than normal. Along with different types of magic being possessed by creatures like this, there are three unique ranks: C, B, and A. Creatures with a CR of or below 1 can only be C, creatures with a CR of or below 5 can be C or B, and above CR 5 a creature can be C, B, or A.
- C-Rank Creatures: Creatures gain the following traits.
- The creature gains resistance to a type of damage, correlating with the type of Magic infused in it.
- They learn one Cantrip, and one 1st-level spell which can be cast twice per Short Rest. Constitution is the spellcasting modifier for these spells, unless a higher Mental stat is available. (INT, WIS, CHA)
- They are under the effects of berserk.
- B-Rank Creatures: Creatures gain the following traits.
- The creature gains resistance to one type of damage, along with resistance to Non-Magical Bludgeoning, Piercing, and Slashing damage.
- They learn one cantrip, one 1st-level spell which can be cast thrice per Short Rest, and one 3rd-level spell which can be cast once per short rest. Constitution is it's spellcasting modifier, unless a higher Mental stat is available. (INT, WIS, CHA)
- The creature gains two extra Hit Dice, and uses them to roll for Health.
- They are treated as 5th level for Cantrip damage.
- Attacks count as magical for the sake of overcoming resistance and immunity.
- They are under the effects of berserk.
- A-Rank Creatures: Creatures gain the following traits.
- The creature gains immunity to one type of damage, along with resistance to Non-Magical Bludgeoning, Piercing, and Slashing damage, and immunity to being poisoned or being prone.
- Gains two cantrips, two 1st-level spells, and one 3rd level spell. The spells can be cast 3/Short Rest, and 1/Short Rest, respectively. Constitution is it's spellcasting modifier, unless a higher Mental stat is available. (INT, WIS, CHA)
- The creature gains 5 extra Hit Dice, and uses them to roll for Health.
- The creature is treated as 11th level for Cantrip damage.
- The creature deals extra damage with normal attacks equal to it's Constitution modifier, dealing damage equal to it's Magic type.
- Attacks are considered magical for the sake of overcoming resistance and immunity, and can attack twice if it cannot do so already.
- The creature gains a Breath Weapon (Recharge 6), effects being determined by the type of Magic. The save is DC 8 + CR, and deals (CR/2)d6 damage.
Magi Types
All spells listed can be found in official guidebooks.
Magi Type | Resist Type | Cantrip | Spell (1st) | Spell (3rd) (B) | Cantrip (A) | Spell (1st) (A) |
---|---|---|---|---|---|---|
Flames | Fire | Fire Bolt | Burning Hands | Fireball | Control Flames | Hellish Rebuke |
Chills | Cold | Frostbite | Chromatic Orb (Cold) | Sleet Storm | Ray of Frost | Create or Destroy Water |
Shocks | Lightning | Shocking Grasp | Witch Bolt | Lightning Bolt | Lightning Lure | Longstrider |
Sonic | Thunder | Thunderclap | Thunderwave | Haste | Booming Blade | Command |
Energy | Force | Eldritch Blast | Magic Missile | Pulse Wave | Minor Illusion | Shield |
Dark | Necrotic | Toll the Dead | Inflict Wounds | Fear | Sapping Sting | Ray of Sickness |
Light | Radiant | Sacred Flame | Cure Wounds | Spirit Guardians | Light | Guiding Bolt |
Nature | Acid/Poison | Acid Splash | Zephyr Strike | Tidal Wave | Thorn Whip | Expeditious Retreat |
Null | Psychic | Blade Ward | Dissonant Whispers | Dispel Magic | Vicious Mockery | Sanctuary |
Magi Type | Range/AoE/Save | Damage Type | Extra Effects |
---|---|---|---|
Flames | 15 ft Cone/Dex | Fire | On a failure, the creature is burning. |
Chills | 30 ft Line/Con | Cold | On a failure, the creature is chilled. |
Shocks | 15 ft Cone/Dex | Lightning | On a failure, the creature is paralyzed. |
Sonic | 15 ft Cone/Con | Thunder | On a failure, the creature is stunned. |
Energy | 30 ft Line/Con | Force | On a failure, the creature is knocked back 15 feet. If they collide with an object, they take 1d6 bludgeoning damage. |
Dark | 30 ft Line/Dex | Necrotic | On a failure, the creature is considered blinded. |
Light | 15 ft Cone/Con | Radiant | On a failure, the creature goes into a state of cleanse. |
Nature | 30 ft Cone/Con | Slashing | On a failure, the creature is knocked prone. |
Null | 45 ft Cone/Int | N/a | This does no damage. On a failure, they go under the effects of Dispel Magic. |
Ways to Defeat a Magi Creature
Many would think of slaughtering a Magi creature to be a simple job, but in specific occasions, the Magic may turn normal folk into monsters. So, what do you do if you wish to not become a murderer? Well, there are two alternative ways to stop a creature from being a Magi Creature:
1. Calming a creature - If you can calm down a Berserk creature, it will stop with it's chaotic offense. Using a Calm Emotions spell against a Magi Creature will have you make a check against a DC equal to 8 + the CR of the creature, adding your Spellcasting modifier to the check. On a success, the creature calms down. You may do the same with Persuasion or Animal Handling checks, whichever is more fitting, but this will require 2, 3, or 4 consecutive checks depending on the rank.
2. Knocking out a creature - If you knock out a Magi creature, you can spend 10 minutes performing a DC 8 + CR Arcana check, on a success removing the Magi affliction from the creature. On a failure, you cannot attempt another check within 24 hours.
Magical Items[edit]
As a DM, your take on giving players Magical Items may differ. While one could argue that, since magic is scarce, magical items would be few, another could say due to the magic distribution, magical items would be plentiful. It's up to the DM to determine commonality of these items. However, try your hardest to not give out Artifacts until characters are close to that type of power, as many of these Artifacts have likely been taken back by the ones who made them (aka Gods), who would want to keep their power close.
Dangers of High-Level Casting[edit]
Whenever you notice a player casting a spell of 6th level or higher, roll a d100. On a 1, you can choose to either have a Wild Magic effect happen, or for a Stray Portal to appear within 10 feet of the player, leading to wherever you want. This is to reflect how the Weave still isn't fully stabilized.
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