Aptitude rules

This world has magic and science as conflicting forces. Each has special unique rules how they interact with the world, creatures and it's opposing force.

Levels in certain classes add an aptitude point as well as feats, items, features and backgrounds. Magical and Technological aptitude are polar opposites and balance each other out. For example for you have 3 points magical aptitude and 1 point technological aptitude it balances to 2 points of magical aptitude. You can get up to 10 points of aptitude.

For game mechanics Ki, Mist points and Psionics are not considered magical or technological.

Technological Aptitude

    • 1 point: A 19 or 20 roll counts as a critical success for saving throws against magical effects.
    • 2 points: You gain advantage on saving throws against magical effects.
    • 3 points: A 19 or 20 roll counts as a critical success on any technological checks or attacks with tech weapons.
    • 4 points: Spell disruption: when any spell is cast within a 15ft cube centered on your character you roll a d6 and on a 6 you disrupt the spell. This counts for spells cast by allies too.
    • 5 points: Subtract damage equal to your Tech Aptitude from magical sources.
    • 6 points: Spell disruption: you disrupt a spell on a 5 or 6.
    • 7 points: Enforce the Laws of Nature: you gain 4 rerolls on saving throws against magical effects per long rest. You may roll after failing and take only the higher result.
    • 8 points: Spell disruption: You disrupt spells on a 4, 5 or 6.
  • 9 points: Spell disruption: The range increases to a 30ft cube
    • 10 points: You gain immunity to all magical conditions unless a magic users spends a Power Die and they roll a 6 or higher.


 

Magical Aptitude

    • 1 point: you gain Power Die equal to your Magical Aptitude points. Use it as a free action to add a d6 to your spell DC, any magical check, spell attack bonus, attack bonus for magical weapons or add it to damage rolls for magical weapons. You can also use it to force an enemy to re-roll a saving throw or re-roll a Spell disruption check. You can only use 1 Power Die per action, reaction or bonus action. Power Dice uses are reset on completion of a long rest.
    • 2 points: You can use a Power Die to attempt a tech item to malfunction as part of casting a spell, magical ability or magic weapon that targets the device or user. Roll 1d20 + Magical Aptitude vs DC10 + the Technical Aptitude of user or device. If you beat the save DC, the item malfunctions and an action must be used to repair it.
    • 3 points: You gain Advantage on saving throws against Technological effects.
    • 4 points: You can now stack 2 Power Dice per action, bonus action or reaction.
    • 5 points: Your Power Die becomes a d8.
    • 6 points: You use your Power Die instead of sorcery points to add Metamagic to your spells. Choose 1 from the Metamagic feats.
    • 7 points: You can use your Power Die to cast True Sight on yourself.
    • 8 points: Your Power Die becomes a d10.
    • 9 points: You can use your Power Die to cancel any Technological conditions on yourself.
    • 10 points: Your Power Die becomes a d12.

Classes

High Magic classes

    • Wizard: Adds 1 Magical Aptitude point every 2 levels
    • Sorcerer: Adds 1 Magical Aptitude point every 2 levels
    • Cleric: Adds 1 Magical Aptitude point every 2 levels
    • Druid: Adds 1 Magical Aptitude point every 2 levels
    • Bard - College of Magic: Adds 1 Magical Aptitude point every 2 levels (retroactive)

Low Magic classes

    • Paladin: Adds 1 Magical Aptitude point every 4 levels
    • Warlock: Adds 1 Magical Aptitude point every 4 levels
    • Mistwalker: Adds 1 Magical Aptitude point every 4 levels
    • Ranger: Adds 1 Magical Aptitude point every 4 levels
    • Bard: Adds 1 Magical Aptitude point every 4 levels
    • Rogue - Arcane Trickster: Adds 1 Magical Aptitude point every 4 levels (retroactive)
    • Figher - Arcane Archer/Eldritch Knight: Adds 1 Magical Aptitude point every 4 levels (retroactive)

High Science classes

    • Inventor: Adds 1 Technological Aptitude point every 2 levels
    • Medik: Adds 1 Technological Aptitude point every 2 levels

Low Science classes

    • Fighter - Gunslinger/Rifleman/Grenadier/Driver/Pilot: Adds 1 Technological Aptitude point every 4 levels
    • Rogue - Infiltrator/Sniper/Operator: Adds 1 Technological Aptitude point every 4 levels
    • Barbarian - Technobarbarian: Adds 1 Technological Aptitude point every 4 levels
    • Artificer - Arcanotech: Adds 1 Technological Aptitude point every 4 levels
    • Witchhunter: Adds 1 Technological Aptitude point every 4 levels

Neutral classes

Any class not listed above is considered a Neutral class.

At 4th level of a neutral class add a bonus origin feat or add two additional points to your ability scores

At 12th level of a neutral class add a bonus origin feat or add two additional points to your ability scores

At 20th level of a neutral class add a bonus origin feat or add two additional points to your ability scores

Item modifiers

You may add the highest modifier for Magic and Technology each and points don't stack. For example, if you wear a Ring of Protection +1 [Rare] [Magic], Flakjacket [Rare] [Tech] and a Rifle [Uncommon] [Tech] you may add +1 Technological Aptitude.

    • Uncommon: +1 Aptitude point
    • Rare: +2 Aptitude points
    • Very Rare: +3 Aptitude points
    • Legendary: +4 Aptitude points

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