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Z's Flexible Consumables (5e Variant Rule)


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Author: Zhenra-Khal (talk)
Date Created: 11-24-2022
Status: Complete
Editing: Don't edit without discussion. Unauthorized edits will be reverted.
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Flexible ConsumablesEdit

Consumable magic items (Such as scrolls), and items with limited charges (Such as wands, rods, and staves), are niche tools that I think should be accessible to more classes. So here's my take on it.

WitchcraftEdit

Witchcraft is a new Intelligence-based skill, found on the skill lists for Artificer, Bard, Cleric, Druid, Rogue, Sorcerer, Warlock and Wizard. It is essential for identifying spells, magic items and magical effects, and is hereafter used in place of Arcana for these purposes when using this variant.

Any creature that possesses proficiency in the Witchcraft skill can attempt to use a magic item that they do not meet the prerequisites for - Such as a Rogue attuning to a Wand without having a spellcasting ability, or a Druid attempting to use a Wizard scroll.

Item AttunementEdit

To attune to an item that you do not meet the prerequisites for, you must make a Witchcraft check; The DC for this check is dependent on the item's rarity. On a failure, you do not successfully attune to the item, and cannot attempt to do so again until you finish a Long Rest. Once attuned, if your attunement to the item ends, if you attempt to attune to it again within 7 day, you do not have to make the Witchcraft check; Otherwise, you make the check as normal.

Table: Witchcraft Attunement DCs

Item Rarity Witchcraft DC
Common 13
Uncommon 15
Rare 17
Very Rare 19
Legendary 21

Spell Use and IdenfiticationEdit

To attempt to activate an item that casts a spell which you do not meet the prerequisites for (Such as a scroll containing a spell that is not on your class spell list; One containing a spell that is of a higher level than you can cast; Or using a scroll at all if you lack the ability to cast spells entirely), you must make a Witchcraft check; The DC of this check is dependent on the level of the spell you're attempting to cast from the item. On a successful check, the spell is cast as normal; On a failed check, the spell fails with no effect, and if it was a spell scroll, the words fade from the scroll, and the scroll crumbles to dust.

If casting a spell from an item you're attuned to, you do not need to make this check.

Likewise, as a reaction when you see or hear a spell being cast, or as an action when you see a spell's ongoing effect, you can make a Witchcraft check against the spell's DC below to identify the spell. If successful, you learn the spell's level, its school of magic, and whether it is being (Or was) cast as an Arcane (Artificer, Bard, Sorcerer, Warlock, Wizard), Divine (Cleric, Paladin) or Primal (Druid, Ranger) spell.

Table: Witchcraft Spell DCs

Spell Level Witchcraft DC
Cantrip 10
1st 12
2nd 13
3rd 15
4th 16
5th 17
6th 19
7th 20
8th 21
9th 23

Witchcraft FeatsEdit

There are also two new feats which make use of this special Witchcraft system - One focusing on items, and the other focusing on spells.

Esoteric Adept  (Feat)
Prerequisite: Proficiency in the Witchcraft skill, Character level 4th+
You've mastered the subtle art of manipulating magic items. This grants you the following benefits:

  • When making a Witchcraft check to attune to an item, or to activate an item to cast a spell, you may use Wisdom or Charisma in place of Intelligence for the ability check.
  • You know the Identify spell, and may cast it as a ritual. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (Chosen each time you cast the spell).
  • Once you've attuned to an item by making a successful Witchcraft check, attuning to that item again does not require an additional check for a year and a day.
  • When you cast a spell from an item, you may use your own spellcasting ability and proficiency bonus for the spell's attack bonus and save DC. If you do not possess one, you use Intelligence, Wisdom, or Charisma for your spellcasting ability, chosen at the time of casting.


Esoteric Defense  (Feat)
Prerequisite: Proficiency in the Witchcraft skill, Character level 4th+
You've learned to quickly identify and react to spells, giving you an edge against spellslingers of all sorts. This grants you the following benefits:

  • When making a Witchcraft check to identify a spell, you may use Wisdom or Charisma in place of Intelligence for the ability check. You may use Witchcraft to identify a spell as it is being cast without expending the use of your reaction, provided you can see or hear the caster.
  • When you are subjected to a spell that you've identified (Either because you succeeded your Witchcraft check or because the DM told you what the spell was), you can use your Reaction to gain a bonus to either your AC against any attack rolls made against you as part of the spell, or to any saving throws you must make against the spell's effects. The bonus is equal to one-half of your Proficiency bonus.
  • You can cast the Counterspell and Dispel Magic spells, using Intelligence, Wisdom, or Charisma for your spellcasting ability (Chosen each time you cast the spell). Once you cast either spell with this feature, you cannot cast either of those spells using this feature until you finish a Long Rest.
  • When you make an ability check as part of an Abjuration spell - Such as Counterspell or Dispel Magic - You gain a bonus on that ability check. The bonus is equal to one-half of your Proficiency bonus.


The ResultsEdit

This allows anyone to use any scroll, wand or staff, provided they can successfully convince it to work for them via the Witchcraft skill. A skill proficiency isn't a huge investment (You get 2 of them for free with your background, and many races gets additional skill proficiencies as well), and if you choose to invest in it further (Perhaps as a Fighter who wants to learn how to use scrolls, or a Rogue that really wants to use magic staves), you can pick up the Esoteric Adept feat. Likewise, this skill has great utility if your DM doesn't outright tell you what spells your enemies are casting - And if you wanna get even better at identifying spells and countering them, pick up the Esoteric Defense feat.

It isn't that scary for a Fighter to be able to use a wand, or a Rogue to cast from a scroll. It requires some investment to get consistent results out of this mechanic, and the results are exactly what it says on the tin - Flexibility. The DM is in complete control of how many items they give their party, as well as what those items are - And this helps ensure that, in some pre-made adventures, spellcasters don't obtain a disproportionate percentage of the party's loot because they're the only ones that can use these items by default.



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