For every class, there is a set number of Energy points per level. In order for all classes to have Energy, the classes that cannot innately cast magic gain points as shown in the Weapon Classes table. (N.B.: While these classes get Energy, they do not at the same time get spells, and cannot cast them without the requisite feats or class features.)

Energy is a different way of spellcasting in D&D. The intent of this system is to provide more lenient spell casting, to remove spell slots, but also to allow the DM more flexibilty in new enemy types, and alternative designs to magic items.

If a character is lax with their Energy management, or they are hit with Energy draining abilities, they might reach zero Upon reaching zero Energy, a character suffers a Mind Break. They must roll a d20, determining the result of the Mind Break.

Spells now cost 1 Energy per level of spell. To cast a spell at a higher level, one simply needs to spend more points on it. A player cannot cast a spell they do not have the Energy for.

When using Matt Mercer's Blood Hunter Class, the Profane Soul subclass allows this class to cast it's own spells based loosely on the Warlock. In this case, use the following Energy table, and Energy Cost per spell:

Insanity continued

d100 Roll Insanity effect 91-95 The character loses the ability to speak. 96-100 The character falls Unconscious. No amount of jostling or damage can wake the character.

These effects last until cured by a Greater Restoration spell. A Calm Emotions spell will attenuate the effects of the insanity for the spells duration, and Lesser Restoration will temporarily cure the insanity for 1d4 hours.

Regaining Energy

If a character’s class dictates that they may regain requisite amounts of spell slots in short rests, they may do so, converting the regained slots into energy, at a rate of one point per level of spell. This means that all classes who are able to regain all expended spell slots (Warlocks, Monks etc.) will regain all expended Energy points.

A full long rest, with requisite sleep, will return a character to full Energy.

Other uses of Energy

Energy has several other uses also, which pertain to the DM more than to the players. Two examples shall be elucidated here; variant rules for magic items, and the creation of new, more diverse enemy types.

Variant Magic Item rules

A possible use of this system is to use Energy is to power or activate magic items, weapons, and artefacts.

One could use homebrewed magic items that may have more potent abilites than a normal magic item, but activating those abilites would require an amount of Energy (this amount is decided by the DM, much like one would decide a DC for a skill check) to be channeled into the item. This amount should be weighted towards a percentage of the character's total Energy, so that Low-Energy classes can still use this mechanic without it costing all of their Energy.

Another way this could be utilised would be to put charge based, or spell slot based magic items into this system, using Energy points instead.

This is in no way to say that every existing Magic Item should require energy, due to the obvious balance implications in such a scenario. Consider having only specific effects trigger an Energy cost, such as attuning to a weapon, or using an effect tied to the weapon.

New Enemy types

This system could allow a whole new threat to be established in Homebrew campaigns: an Enemy that consumes, destroys, or perhaps burns magic. For example, a magical Sword, imbued with strange and awful power, might be able to consume Energy when striking. It would, in this case, deal its standard weapon damage and type, but then also remove a number of Energy points. These could also transferred to damage (at an appropriate rate to the intended power of the sword) , or transferred back to the wielder for an interested item, designed for use by Casting classes over other classes.





Caution Required When using these types of Enemies, special care is required, especially when Players are playing as Low-Energy classes: If such Enemies are prevelant, Low-Energy Characters will Mindbreak very frequently. The impact of an almost inevitable scenario, in which 95% of the time result in the Character being incapacitated, will be very hard to overcome, and will rapidly come to feel unfair. Consider, against Warlocks in particular, applying only the damage or other effects of such an Enemy, spell or item, and not removing the Energy points. This could be justified by stating that as a Warlock's Magic flows from theirr Patron, and such items are not effective on beings of such power.

The Mindbreak table should be viewed as a tool to enforce good resource management on Players, and to provide more complexity to the game. Items and weapons that can cause a Mindbreak easily should be deployed with the utmost caution, and Enemies who are able to do the same should be considered a very high Challenge Rating ideed.

Creators

Ben Reed-Berendt @HalfMan-HalfBoat

Arvid Kopp @TRIAraragi





Changelog

v0.1 - 11/04/2017

Added Everything on pages 1 and 2.

v0.2 - 12/04/2017

Added Other uses of Energy, and Using Energy as a Roleplay Tool.

v0.3 - 13/04/2017

Removed Using Energy as a Roleplay Tool, and cleaned up a few ambiguous passages.

v0.4 - 16/04/2017

Revamped the Warlock Energy table and casting costs

v0.5 - 09/09/2019