Yaarel
🇮🇱 🇺🇦 He-Mage
I am a big fan of "rituals" that can do almost anything and can require almost anything. They can cover just about any of the magical phenomena that happens in reallife folkbelief − and in modern movies.
Is a player tired of being a Dragonborn and now want to become a Duergar? There is a ritual for that!
Do players want to build a floating city? There is a ritual for that!
Does a player want to meet the noble while in full regalia before the clock strikes at midnight? There is a ritual for that!
In my view, the D&D classes are primarily fighting styles, wielding various power sources. Spells are conveniently packaged weapons and tools. But rituals cover the more whimsical and quirkier aspects of magic.
When players want to do something magically unusual, it can be an adventure to track down someone who knows how to do it, or to get items for it, or downtime to figure out how to go about it themselves.
A "ritual" can be anything, such as meeting a certain person at a certain time and doing or saying something specific.
Is a player tired of being a Dragonborn and now want to become a Duergar? There is a ritual for that!
Do players want to build a floating city? There is a ritual for that!
Does a player want to meet the noble while in full regalia before the clock strikes at midnight? There is a ritual for that!
In my view, the D&D classes are primarily fighting styles, wielding various power sources. Spells are conveniently packaged weapons and tools. But rituals cover the more whimsical and quirkier aspects of magic.
When players want to do something magically unusual, it can be an adventure to track down someone who knows how to do it, or to get items for it, or downtime to figure out how to go about it themselves.
A "ritual" can be anything, such as meeting a certain person at a certain time and doing or saying something specific.