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Squee913
2018-12-04, 03:21 PM
Hello there! about a week ago, I made a post talking about wanting more options for my players to spend money on. 5E is a bit lacking when it comes to shopping. Yes, you can save up and purchase land, ships, and castles. Also, yes you could start a business, but a lot of players don't really care for this. After all... many people play D&D to be an adventurer, not own a candle shop. Not that wanting these things is wrong and I think they should certainly be made options. However, I wanted something to get my players excited about finding a pile of gold. Something they can go buy NOW that will make them better at what they do. Enter the new Materia system. Master worked weapons and armor that can have Materia installed in them to give them different effects. Some are one use, others are perpetual, but all can be changed out to suit the needs of the adventurer. I have made a rough draft and would love some feedback! I am mainly looking for more ideas of things to add, issues with current options, if anything seems too expensive or cheap, and if anything is game breaking. Obviously, this will make a party more powerful, but a good GM can compensate for that. I just need to get some differing opinions to ensure nothing in there is game breaking! Also, my selection of Weapon Materia is a bit lacking… could use some cool ideas! Can't post links to google docs yet, I'll just paste it below. Pardon the wall of text!

New Materia System
A fresh shipment of Mastercrafted armors and weapons have arrived at Timronious’ Bazaar. These items have special slots were specially craft magical gems called “Materia” can be installed. Each materia empowers the weapon or item with the special ability listed in its description. Some materia are active once they are installed, while others can be activated using a standard or bonus action. Two materia that affect the same thing cannot stack on a person even if they are set in another item. Mastercrafted armor and weapons come in three tiers. Each tier adds an extra materia slot for greater customization. In addition, some mastercrafted items may have additional effects inherent to them beyond the materia slots. These inherent traits are always active and can stack or be enhanced by materia installed within them.

Armor Prices:
To get the Price for armor at different tiers, know that it is twice the normal cost of the armor plus 500 GP at tier 1, 5,000 GP at Tier 2, and 15,000 at tier 3. If the armor is magical add 1,500 GP for +1, 6000 GP for +2, and 24,000 GP for +3 (Magical armor may not be available or only by special order)

Armor Materia: (This Materia may only be fitted into armor or Bracers)
Ability Materia +1(Permanent): +1 to saving throw (Chosen when purchased) 50 GP
Skillful Materia +1(Permanent): +1 to skill check (Chosen when purchased) 50 GP
Ability Materia +2(Permanent): +1 to saving throw (Chosen when purchased) 300 GP
Skillful Materia +2(Permanent): +1 to skill check (Chosen when purchased) 300 GP
Materia of Preservation (Standard Action, Lasts one hour) Advantage on one saving throw (Chosen when purchased) 350 GP
Materia of Concentration ((Standard Action, Lasts one hour) Advantage on one skill check (Chosen when purchased) 350 GP
Materia of Disorientation (Reaction, until the start of your next turn): Your armor shines with brilliant light, causing all attack rolls against you to be at disadvantage. 50 GP
Materia of Ghost Step (As part of a move action, until the end of your current turn) When activated, your form briefly turns intangible while you are moving, allowing you to take the disengage action for free until the effect ends. 50 GP
Materia of Ghost Armor (Standard Action, lasts for one hour) Once activated, your armor changes to resemble clothing of your choosing. It will still feel like armor if physically touched but is otherwise undetectable. 50 GP (350 GP for 24hr, and
Materia of Speed (Permanent): +5 feet of movement 100 GP
Materia of Fleetness (Permanent): +10 feet to movement 600 GP
Materia of Healing (Reaction, One use): Allows you to instantly spend one hit die to heal. 50 GP
Materia of Rejuvenation (Reaction, One use): Allows you to instantly spend two hit die to heal. 300 GP
Materia of Bolstering (Bonus action, One use): Allows you to spend one hit die to add that many temporary hit points to yourself. Temporary hit points remain until they are depleted or you finish a long rest. 75 GP
Materia of Fortification (Bonus action, One use): Allows you to spend two hit die to add that many temporary hit points to yourself. Temporary hit points remain until they are depleted or you finish a long rest. 350 GP
Materia of Hardening (Bonus action, Lasts for 6 rounds): Resistance to non Magical/elemental damage 150 GP
Materia of Cooling (Bonus action, Lasts for 6 rounds): Resistance to fire damage. 150 GP
Materia of Warming (Bonus action, Lasts for 6 rounds): Resistance to cold damage. 150 GP
Materia of Grounding (Bonus action, Lasts for 6 rounds): Resistance to lighting damage. 150 GP
Materia of Glass (Bonus action, action, Lasts for 6 rounds): Resistance to acid damage. 150 GP
Materia of life (Bonus action, Lasts for 6 rounds): Resistance to necrotic damage. 150 GP
Materia of Soul (Permanent) Advantage on death saving throws. 100 GP


Weapons:
Any simple or Martial weapon, wands, and holy symbols can be upgraded to fit Materia. To get the Price for weapons at different tiers, know that it is twice the normal cost of the weapon plus 300 GP at tier 1, 3,500 GP at Tier 2, and 12,000 GP at tier 3. Weapons can be any simple or martial weapon. If the weapon is magical add 1,000 GP for +1, 4000 GP for +2, and 16,000 GP for +3 (Magical weapons may not be available or only by special order)
Weapon Materia: (This Materia may only be fitted into weapons and wands/holy symbols)
Materia of Flame(Bonus action, Lasts 6 rounds): Weapon is considered magical and adds 1d6 fire damage every time this weapon does damage until the effect ends. 100 GP
Materia of Frost(Bonus action, Lasts 6 rounds): Weapon is considered magical and adds 1d6 cold damage every time this weapon does damage until the effect ends. 100GP
Materia of Sparks(Bonus action, Lasts 6 rounds): Weapon is considered magical and adds 1d6 lighting damage every time this weapon does damage until the effect ends. 100 GP
Materia of Corrosion(Bonus action, Lasts 6 rounds): Weapon is considered magical and adds 1d6 fire damage every time this weapon does damage until the effect ends. 100 GP
Materia of the Furnace(Bonus action, Lasts 6 rounds): Weapon is considered magical and adds 2d6 fire damage every time this weapon does damage until the effect ends. 300 GP
Materia of the Blizard(Bonus action, Lasts 6 rounds): Weapon is considered magical and adds 2d6 cold damage every time this weapon does damage until the effect ends. 300GP
Materia of the Storm(Bonus action, Lasts 6 rounds): Weapon is considered magical and adds 2d6 lighting damage every time this weapon does damage until the effect ends. 100 GP
Materia of Disintegration(Bonus action, Lasts 6 rounds): Weapon is considered magical and adds 2d6 fire damage every time this weapon does damage until the effect ends. 300 GP
Materia of Poison(Bonus action, Lasts 6 rounds) Creature hit by this weapon must make a DC 10 constitution saving throw or be poisoned(disadvantage on all attack rolls and skill checks) for 1 hour. 150 GP
Materia of Focus(Bonus action, lasts until the end of your next turn) All attacks with this weapon have advantage until the effects end. 100 GP
Materia of Unleashing(Bonus action, one use) This Materia allows the user to reach deep within to add a surge of power to their next spell. The next spell cast thru this weapon or holy symbol forces all targets to roll their saves at disadvantage. 300 GP
Materia of Viciousness(Permanent) 2d6 extra damage on a critical hit. 350 GP

Ogrillian
2018-12-05, 07:57 AM
If you want ideas go to the source and check FF7 SUPPORT Materia!!! Mug and Added Cut are still my most used Materia in the game, outside of the healing ones.

Added Cut Materia
Description:
This Materia allows a character to do a standard attack whenever the paired Materia is used. The attack will hit the same target that you use the spell on. There tends to be better Materia to pair Magic Materia and Command Materia with which are listed further on down this page that are more useful and powerful than Added Cut.


Added Effect Materia
Description:
Added Effect allows you to either cause status effects when using the Attack command if you pair the Materia on your weapon. It allows you to make a character immune to the same status effects if you pair the Materia on a character’s armor.

The following Materia pairings are possible:

Mystify Materia: Confusion, Berserk
Poison Materia: Poison
Seal Materia: Sleep, Silence
Time Materia: Slow, Stop
Transform Materia: Mini, Toad
Destruct Materia: Instant Death
Choco/Mog Materia: Stop
Odin Matera: Instant Death
Hades Materia: Confusion, Mini, Poison, Silence, Sleep, Toad

Pairing Hades Summon Materia with Added Effect Materia yields the strongest effect and it is recommended that you pair it on a weapon. You can equip a Ribbon accessory instead to negate the negative status effects.
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Counter Materia
Description:
This Materia is not the same as Counter Attack Materia nor Magic Counter Materia. This Materia needs to be paired with a Command Materia - it can be paired with Steal, Sense, Throw, Deathblow, Manipulate or Mime.


Elemental Materia
Description:
This Materia can be paired with any elemental-type Materia to have an equipped weapon take on those properties. Equipping it on an armor will cause that armor to cause half damage, to nullify the damage altogether or to absorb the damage (depending on the level of the Materia). This can be incredibly beneficial on specific fights listed throughout the walkthrough.



Final Attack Materia
Description:
Allows a character to use the paired Materia as soon as they are KO’d on the battlefield. This can be extremely effective if it is paired with Phoenix Materia (which will then revive the KO’d character) or Revive Materia, but it can be paired with nearly any Command or Magic Materia.


HP Absorb Materia
Description:
This Materia can be paired with Magic Materia or Command Materia to cause it to absorb HP anytime you use that Materia. The amount of HP restored is equal to 10% of the damage done by the attack.

Magic Counter Materia
Description:
Similar to Counter Attack Materia and Counter Materia but this one is used to counter attack with the paired Materia which can be either Magic Materia or Command Materia. It automatically selects the highest level of spell or ability that you have access to (for example, Bolt3 over Bolt2).


MP Absorb Materia (Could changed to Ki or another type of Source)
Description:
Works exactly the same way as HP Absorb Materia except that it absorbs some MP instead of HP. The amount of MP restored is equal to 1% of the damage dealt.


MP Turbo Materia
Description:
This Materia causes extra MP to be used which causes Magic Materia to be more powerful and for magic-based attacks to do more damage. It can be paired with Summon Materia as well.


Quadra Magic Materia
Description:
Allows the paired Materia to be used 4 times for the price of 1 and all during the same turn. The damage of each attack is cut in half. It can be paired with Magic Materia or Summon Materia though it will not work with Knights of the Round Summon Materia.


Sneak Attack Materia
Description:
Offers a chance that the paired Materia will be used at the beginning of the battle. Each level of the Materia increases the chance that it will be used (up to a maximum of 80%).


Mug Materia is a description needed?

PS Long live Cait Sith’s limit break