PLANEGEAN PLAYER OPTIONS
These variant mechanics add unique Stone Age abilities into your game.
Star Stories
In Planegea, the stars are not fixed—the stories of great hunters and monsters are still being painted in the heavens. For now, the stars tell of the world’s events, and their rumors can be read by those with sufficient knowledge. Perhaps your character might even have their greatness told in constellations beheld by future generations.
STAR MAGIC
The stars inspire greatness. As an action, you may make an Intelligence (Nature) check to locate a constellation with a story or song based on one of the six attributes (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). On a success, you can take 10 minutes to tell its story.
At the end of the story, make a Charisma (Performance) check. The DC is higher if your audience is exhausted, wounded, frightened, or discouraged. On a failure, nothing happens. On a success, all creatures who can hear and understand you are inspired by the tale and gain 1d4, which can be added to one check or saving throw of that attribute in the next 24 hours. This feature cannot be used again until the following nightfall, and when used again replaces any previous inspiration gained by this feature.
WATCHING THE STARS
The stars watch the world and gossip amongst themselves, and their dance reflects the secrets of mortals and gods alike. With cunning, a mortal can discover what’s happening in the world around them by scanning the stars.
If you can see the stars, as an action, you may make an Intelligence (Arcana) check to search for news, rumors, and secrets. Your DM will determine the outcome of the roll. The stars are untrustworthy and biased, and may communicate half-truths, cryptic fragments, or outright deceptions.
Primal Push
This world is a raw and wild place, where anything can happen and mortals can push themselves beyond the boundaries imposed on their descendants. Each class has access to a new feature that grants them additional power at cost or danger to themselves.
If your character multiclasses, giving you access to more than one Primal Push feature, choose one. Next time you gain a level, you may choose again.
WEAPON SHATTER
Martial feature, available to ascetic, barbarian, fighter, ranger, and scavenger
When you deal damage with a melee weapon attack using a magical weapon, not including those made temporarily magical by spell effects, you may throw all of your ferocity behind it and shatter your weapon against your enemy. Your weapon is irreparably destroyed and your attack becomes a critical hit. You may not use this feature again until after a short or long rest. The weapon cannot be repaired except with powerful magic such as a wish spell.
RAW MAGIC
Arcane feature, available to chanter, sorcerer, spellskin, and warlock
Magic is primal and dangerous, not yet bound by millennia of tradition and teaching. You may cast a spell that you know or have prepared for which you do not have spell slots, with the following effects:
• Level 1–5 spells: Take 1 level of exhaustion per spell level.
• Level 6 spells: Take 5 levels of exhaustion and fall unconscious.
• Level 7 spells: Take 5 levels of exhaustion, fall unconscious, and automatically fail 1 death saving throw.
• Level 8 spells: Take 5 levels of exhaustion, fall unconscious, and automatically fail 2 death saving throws.
• Level 9 spells: Take 5 levels of exhaustion and die. (Levels of exhaustion remain if your character is restored to life except by a wish spell.)
BLOOD OFFERING
Divine feature, available to druid, guardian, and shaman
Blood has powerful magic, irresistible to almost any god, be they good or evil. As a bonus action, you may spill your own blood to empower your spell. Roll a number of your hit dice equal to the spell’s level (minimum 1), and take the resulting amount as slashing or piercing damage as if from a magical weapon, ignoring resistances or immunities.
As a result of your offering, gain one of the following blessings:
• Gain advantage on your next spell attack or check.
• Impose disadvantage on the next creature you target with a spell effect.
• The effects of your next spell are as if the spell had been cast at 1 spell level higher than it actually was.