User:PJammaz/niffin variant
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Niffins[edit]
This is a variant rule meant to be used with the niffin race. This variant rule allows spellcasters to attempt to cast spells at a higher level than they would normally be able to cast, but every casting carries a risk of the destruction of their original character and a transformation into a niffin. At first, this may seem like a positive change, as niffins are masterful spellcasters, but the niffin is a shell of their previous self. They are cold, emotionless and can be off-putting for people who knew them previously.
Casting Rules[edit]
Casting spells proceeds as normal, as long as the character has spell slots for the spells. If a character attempts to cast a spell at a level for which they do not have a spell slot, they must make a magic burn check. The check is DC 10 + level of spell slot Charisma. If the check is successful, nothing happens and the spell casts as usual. If the check is not successful, refer to how niffins are created.
Creation of a Niffin[edit]
After a failed magic burn check, the caster immediately starts to feel magical fire consuming them. Blue flames bust from their eyes and mouth and slowly the flames start to spread until their entire body is enveloped by the arcane fire. The fire takes 1d4+1 rounds to completely consume the victim's body. All of their possessions are also destroyed, except for magic items of uncommon rarity or higher. There is no evidence of the person left behind. Since their body is gone, healing spells and spells like reincarnate will not work.
The character will disappear for at least 5 days, while the newly-formed niffin attempts to learn the limits of their new form. Once the niffin returns, all of their previous racial traits are replaced with niffin traits. Their size and speed stay the same.
Playing a Niffin[edit]
A player can decide whether they want to continue to play their character as a niffin or let the character live a life separate from the party.