D&D 5E Making Spell Foci more interesting

BookTenTiger

He / Him
Ever played World of Warcraft? The kinds of things the Shaman class summons, but handheld. @Lakesidefantasy is correct that "fetish" is a synonym. It's some kind of handheld object that acts as a symbolic anchor or miniature representation of...something. "Totem poles," usually made by Pacific Northwest indigenous peoples, and the broader "ceremonial pole" concept, are much too large to serve this function for a D&D character, but they're in the same ballpark. Family deities, hearth-spirits, gargoyles, "foo dogs," and other statues, carvings, charms, and ornamental things (whether monumental, portable, or whatever else) all fit into the same overall concept.
Ah yes, then I'd say the totem can be attached to a shield (I'm picturing a carved wolf face in a shield, or a pair of antlers tied to it), and the mistletoe, being a symbol of renewal, having a chance to restore a spell slot (still not too satisfied with that idea)
 

log in or register to remove this ad

BookTenTiger

He / Him
Another interesting thing to do with Spell Foci would be to give them a Use an Object ability. Something like:

Orb

After you have cast a Divination spell, you may use an Orb to make Perception check to locate at hidden creatures, traps, or hidden doors. This counts as interacting with an object.

That's just a random idea off the top of my head, but it would be interesting to come up with ways that Arcane Foci can be used as tools!
 

Charlaquin

Goblin Queen (She/Her/Hers)
Just spitballing…

All Spellcasting Foci have variable costs, and can be used in place of any material components of equal or lower cost, unless those components are consumed by the spell.
Component Pouches can be worn on the belt or around the neck, and can be used in place of components that are consumed by the spell. Doing so temporarily reduces the value of the pouch, until new components are purchased to replace those consumed.
Crystals and Pendants can be worn around the neck. Holding the focus in one hand while concentrating on a spell it was used to cast grants advantage on saving throws to maintain that concentration.
Emblems can be emblazoned on a shield or incorporated into the design of a weapon.
Musical Instruments, Orbs, Reliquaries, and Totems impose disadvantage on ability checks and saving throws to end the effects of spells they were used to cast, as long as the caster holds the focus in both hands and repeats any somatic and/or verbal components of the spell each turn. The caster has disadvantage on saving throws to maintain concentration while doing so.
Staves, including Wooden Staves double as quarterstaves.
Rods and Wands double the range of spells cast with them that require an attack roll, but the attack has disadvantage if the target is beyond the spell’s normal range.
Sprigs of Mistletoe allow the user to cast Goodberry even if they don’t have it prepared. Casting Goodberry this way consumes the sprig.
Thieves Tools and Artisan’s Tools can be used as an Artificer’s spellcasting focus. An artificer can pay to modify their chosen tools, increasing the tools’ value for the purposes of determining what material components they be used in place of.
 
Last edited:

EzekielRaiden

Follower of the Way
Ah yes, then I'd say the totem can be attached to a shield (I'm picturing a carved wolf face in a shield, or a pair of antlers tied to it), and the mistletoe, being a symbol of renewal, having a chance to restore a spell slot (still not too satisfied with that idea)
Perhaps the mistletoe has a chance, not to obviate the cost, but to echo the effect? Cast fireball, and you can potentially fling a second fireball during the combat. Cast invisibility, you can potentially do so a second time without spending a slot, for an hour, or ten minutes, or whatever you deem appropriate. Second casting is at the same level as the first. That sort of thing. Not always useful, but helpful when it happens, and has at least a minor connection to the evergreen/fertility symbolism of mistletoe.
 
Last edited:

jgsugden

Legend
Minor enchantments on the foci is probably the most simple option. I would design it so that you have to attune to it, but it allows you to attune to an additional item - thus preventing people from swapping foci within a combat. Then I'd give them a little perk - a small bonus to fire damage you deal (+1?), if an opponent exactly hits your DC on an enchantment spell they have to reroll, cast ritual spells in 1 minute rather than 10, add a low use spell to your spells known/available, recover 2 first level spots each short rest, etc...
 

This is a fun idea. Didn’t 4e separate wizards by their focus? IIRC, you have different spells if you were an orb wizard vs a wand wizard or whatever? I like the idea of the curated list, but then that might remove some of the wizard’s flexibility, which is their “thing” really.
 


Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
It would be interesting to have spellcasters choose a focus to, um, focus on!
Wizard based on their Implement would be better than per school.

4e had
Staff of Defense
Orb of Imposition
Wand of Accuracy
Tome of Summoning
Tome of Recall

by mixing the features we already have from the various wizard archetypes we can replicate them quite easily.
You could even do the same with other spellcasters.

Warlock: Blade, Tome, Talisman, Tome
Cleric: Reliquary (knowledge), Symbol (blaster), Scepter (storm), Shield (war)
Sorcerer: Blood, Psion, Brand, Eyes
Bard: Blade, Mockery, Eloquence, Performance
Druid: Totemist, Skin, Star Shard, Leaf
 

the Jester

Legend
I built a wizard subclass that offers different benefits for different spell foci. It's still in 'early draft' stage and hasn't yet had any playtesting, but:

my notes said:
The Implement Master
Some wizards focus on their use of implements. While all spellcaster can use implements to aid their spellcasting, implement masters can muster a variety of extraordinary effects by utilizing the correct implement. They also learn to use a variety of implements beyond the regular ones available to wizards.

IMPLEMENT MASTERY
At 2nd level, you learn to use a wide variety of implements with your wizard spells. In addition to the normal orb, crystal, rod, staff, or wand, you can use a tome, dagger, or bag as an implement.
Each time you complete a long rest, you can choose one type of implement to focus on. You remain focused on that implement until you choose to focus on a different one. Each implement gives you a different ability related to your magic.
Bag: When you cease concentrating on a spell you cast using the bag, you can use your reaction to cause that spell to remain in effect until the end of your next turn. You can use this ability twice before you must complete a long rest before using it again.
Crystal: When you cast a spell that can only target you, you can instead target one creature you can see within 20'. Once you use this ability, you must complete a long rest before you can use it again.
Dagger: When you cast a spell of 1st level or higher, you can use a bonus action to impose disadvantage on the saving throw of one target of that spell. You can use this ability twice before you must complete a long rest before using it again.
Orb: When a creature succeeds at a saving throw to end an ongoing effect from one of your spells, you can use your reaction to force that creature to reroll that saving throw and take the second result. You can use this ability thrice before you must complete a long rest before using it again.
Rod: When you damage a creature with a spell of 1st level or higher, you can use your reaction to cause half of that damage to be psychic damage rather than its normal type.
Staff: When you cast a spell of 1st level or higher that has a saving throw, you gain advantage on saves of the same ability that the spell targets until the end of your next turn.
Tome:
When you finish a short rest, you can change one of your prepared wizard spells. You can use this ability twice, but no more than once per short rest, before you must finish a long rest to use it again.
Wand: When you make an attack roll with a spell, you score a critical hit on a 19-20.

DUAL FOCUS
Starting at 6th level, when you complete a long rest, you can focus on two implements, though you can only cast a spell with one at a time.

FOCUSED DEFENSE
While you have a focused implement in hand and aren't wearing armor, you can use your Intelligence bonus in place of your Dexterity bonus when you determine your AC and when you roll for initiative.

IMPLEMENT EXPERT
Beginning at 10th level, you gain additional abilities when you cast a spell using a focused implement. Three times before you complete a long rest, you can use one of the following abilities:
  • Penetrate Resistance: When you cast a spell that requires a saving throw, if any creatures with magic resistance make a save against that spell, you can use your reaction to ignore the magic resistance of those creatures against that spell.
  • Powerful Spell: When you cast a spell that requires a saving throw, you can use a bonus action to imbue it with a powerful push. If you do so, each creature that fails its saving throw is also pushed 10' directly away from you.
  • Transdimensional Spell: When you cast a spell, you can use a bonus action to make it a transdimensional spell. If you do so, it ignores the damage resistance of creatures with the incorporeal movement trait, and it affects creatures that are on coexistent planes normally. (Coexistent planes are those that overlap the plane the caster is on, such as the border ethereal, Feywild, Shadowfell, and Astral Plane for the Prime Material Plane.)
IMPLEMENT SUPREMACY
Starting at 14th level, your implement mastery improves. When you complete a long rest, you gain 3 supremacy points, which you can spend when you cast a spell of 1st level or higher with a focused implement. For each supremacy point you spend, that spell is treated as if cast in a slot one level higher.
 


Remove ads

Top