R. Cane and Warrior V 2.0

R. Cane is originally created by Brian Murphy from Not Another DND Podcast. While not all the mechanics have been fully released/talked about on the podcast, this is my best guess based on what we do know and how most items work in D&D.

R. Cane is a magical drug that when taken gives the user access to some magical abilities but at the risk of endangering themselves and those around them. It typically comes in a powdered form that is ingested by inhaling it up the nose. There are two categories of R. Cane, Stable and Unstable.

While in NADDPOD R. Cane is typically taken as a free action, I believe this is just to keep the flow of the podcast. When used in a typical game of D&D R. Cane takes an action to consume, like a potion. It lasts for 1 hour. Once taken you gain a spell that is associated with the type of R. Cane and 2 spell slots that can either be used to cast said spell or to channel the magical energy into a successful melee attack, addinging 2D6 of the type of the R.Cane taken.However when one these spell slots are expended the user must roll for a wild magic surge. The surge is triggered on a 1-5 instead of the standard 1.

Role Playing with R. Cane: It’s up to the DM to work in how a PC is affected by R. Cane since it is known to be very addictive. Two ideas could be either using the withdrawal table below, where the player rolls to determine a drawback to their stats when they aren’t using the drug. The other idea is to simply have the PC need to take R. Cane regularly or they gain levels of exhaustion and/or can not gain benefits from a long rest.

Levels of R. Cane: Based on NADDPOD there are at least 2 levels of R. Cane. While level 2 is more powerful it is also more dangerous and more addictive. It increases the wild magic surge from 1-5 to 1-7. All the R. Canes listed below are level 1. The spells all increase in damage at higher levels and simply add an additional D6 for each additional level of R. Cane.

Crafting R. Cane: It is never fully expressed in NADDPOD how it is made, but it is said that it is made by Alchemists, thus I propose this method and cost for making it. A character needs an “Alchemist’s Supplies” item and up to 5 gemstones valuing at least 25 gp each, doubling the value of the gemstone for each level above first. The color of the gem indicates the type of R. Cane being made. A character can spend 1 hour to create up to 5 vials of R. Cane each vial contains 3 doses. A crafting check of either Arcana, Medicine or Intelligence plus proficiency in Alchemist’s Supplies with a DC of 15 can be required. Failing can either make unstable R. Cane or simply ruin the materials used to make it. Either way the gems and Alchemist’s Supplies are consumed in the making.

If a spell requires a saving throw or an R. Cane explosion is triggered the DC is 13.

Bad Reaction: Taking Unstable R. Cane or taking more than one dose within the hour of already taking one can lead to a potential explosion. Roll a D20 on a 10 or less the user explodes killing them and dealing 10 D10 force damage in a 10 foot radius around them. Anyone caught in the blast may make a dexterity saving throw to half the damage

Red R. Cane

Damage Type: Fire

Spell Gained: Hellish Rebuke

White R. Cane

Damage Type: Cold

Spell Gained: Ice Knife

Blue R. Cane

Damage Type: Lightning

Spell Gained: Witch Bolt

*In NADDPOD Murph used yellow for Lightning but I’ve chosen to assign the colors based on the color of Dragon from the corresponding damage type

Green R. Cane

Damage Type: Poison

Spell Gained: Ray of Sickness

Yellow R. Cane

Damage Type: Thunder

Spell Gained: Thunderwave

Black R. Cane

Damage Type: Acid

Spell Gained: Chromatic Orb (Acid only)

*There are no first level spells that only deal Acid Damage so this will have to do.

Unstable R. Cane

Damage Type: Random on each hit, determine with chaos bolt chart

Spell Gained: Chaos Bolt

Withdrawal Table

Withdrawal Effects

D6 Roll

Itchy Skin (Constitution)

1

Head Pains (Intelligence)

2

Blurry Vision (Wisdom)

3

Low Energy (Dexterity)

4

Muscle Spasms (Strength)

5

Twitchy (Charisma)

6

Roll on this table. Whatever you gain the stat modifier becomes a -1 when you are not on R. Cane. If already a -1 or less decrease the modifier by 1.

 

 

 

 

R. Cane Warriors are those who wish for nothing more than to use magic but have no innate abilities so they turn to a dangerous, addictive, but powerful drug known as R. Cane. 

Hit Points

Hit Dice: 1d10 per R. Cane Warrior level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per R. Cane Warrior  level after 1st.

Starting Proficiencies

You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.

Armor: Light Armor, Medium Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: Alchemist’s Supplies

Saving Throws: Constitution, and your choice of Strength or Dexterity

Skills: Choose two from Athletics, Acrobatics, Arcana, Nature, Medicine, Sleight of Hand, History, Investigation

 

Starting Equipment

You start with the following items, plus anything provided by your Background.

? (a) a simple weapon and a Shield or (b) A Martial Weapons

? (a) Three vials of refined R. Cane or (b) 5 vials of unstable R. Cane

? (a) Scale Mail or (b) Leather armor

? (a)  Dungeoneer’s Pack or (b) an Explorer's Pack

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

Level

Proficiency Bonus

Features

Spell Slots per Spell Level

1st

2nd

3rd

4th

5th

1st

+2

R. Cane Dosing, Crafting, Spell Casting, Channeling

2

2nd

+2

Resistance, Fighting Style, Tolerance

3

3rd

+2

Withdrawal

4

2

4th

+2

Ability Score Improvement

4

3

5th

+3

Extra Attack, Tolerance Improvement, Crafting Improvement

4

3

2

6th

+3

Withdrawal, Contact High

4

3

3

7th

+3

Resistance Improvement, Persistent High

4

3

3

1

8th

+3

Ability Score Improvement

4

3

3

2

9th

+4

Tolerance Improvement

4

3

3

3

1

10th

+4

Withdrawal

4

3

3

3

2

11th

+4

Resistance Improvement, Improved Channeling, Residual

4

3

3

3

2

12th

+4

Ability Score Improvement

4

3

3

3

2

13th

+5

Tolerance Improvement, Residual Improvement

4

3

3

3

2

14th

+5

Withdrawal

4

3

3

3

2

15th

+5

Resistance Improvement, Residual Improvement

4

3

3

3

2

16th

+5

Ability Score Improvement

4

3

3

3

2

17th

+6

Tolerance Improvement, Residual Improvement

4

3

3

3

2

18th

+6

Withdrawal

4

3

3

3

3

19th

+6

Ability Score Improvement, Resistance Improvement

4

3

3

3

3

20th

+6

The Ultimate High

4

3

3

3

3

R. Cane Dosing: 

You may use your action and/or your bonus action to take a dose of R. Cane. Note: Taking more than one dose of R. Cane can lead to the user exploding, if a user takes two doses in the same turn they roll with disadvantage. 

R. Cane Crafting:

You’ve studied the craft of making your own R. Cane. When making a check to craft R. Cane you may double your proficiency  modifier for whatever skill your DM has assigned to crafting. At level 5 you can roll the crafting check with advantage.

R. Cane Spell Casting:

When you take R. Cane you gain access to a very small pool of magic. Pick one spell from the type of R. Cane you took and have it till you run out of spell slots or your R. Cane wears off. If you choose to  take more R. Cane before your initial dose wears off you can not change the spell you chose but you do replenish your spell slots. However this does come at the cost of the “Bad Reaction” explained in the corresponding “R.Cane Drug” document.

Spell Save DC= 8 + your proficiency bonus + Constitution Modifier 

Spell Attack= Your proficiency bonus + Constitution Modifier. 

Cantrips: At 1st level, you know three non-damaging cantrips of your choice from the wizard spell list. You can only cast them while on R. Cane, if you choose so you may designate one of your cantrips to be a damaging one that changes depending on what type of R. Cane you are on. If you choose to do this you may also add the "Produce Flame" and "Primal Savagery" cantrips to the list of possible cantrips. You gain an additional cantrip at level 4 and level 10.

Wild Magic Surge: 

Whenever an R. Cane warrior casts a spell or uses R. Cane channeling you must roll for a wild magic surge. On a 5 or less, 7 if you're using unstable R.Cane, roll on the table. Alternatively the DC can start at 3, 5 if using unstable R. Cane, and increases by 1 for each successful pass.

R. Cane Channeling:

At 1st level  you can channel your R. Cane energy into your attacks. On a successful attack you may expend 1 spell slot and add 2D6 of elemental energy. For each spell slot above 1st add an additional 1D6. 

Resistance: 

At 2nd level, if you have not used a spell or channeled you become resistant to the element you are using. If using unstable R. Cane you become resistant to bludgeoning, piercing, and slashing damage from non-magical damage. 

At 7th level you are always resistant. 

At level 11 you are resistant to any self inflicted damage caused by your wild magic surge. 

At 15th level you become immune to the element(s) if you have not used a spell or channeled. If using unstable R. Cane, instead of immune to weapons you become resistant to bludgeoning, piercing, and slashing damage from magical weapons. 

At 19th level you are always immune to the element(s),or resistant if using unstable R. Cane. 

Fighting Style:

At 2nd Level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

 

Battle Caster

You  can perform somatic components of spells even when you have  weapons or a shield in one or both hands.

R. Cane Tolerance:

At 2nd level you can choose a form of tolerance to grow on over your drug filled life.

Longevity: Taking longevity increases the duration of R. Cane, and reduces wild magic surges.

 At level 2 R. Cane lasts for 2 hours and decrease Wild Magic chance by 1. If using the alternative rules the DC increases every other success. 

At Level 5 R. Cane lasts for 3 hours and wild magic chance is decreased by 1. If using alternative rules rolling a Natural 20 lowers the DC by 1.

At Level 9 You may pick up to two spells from your R. Cane types list. Also wild magic chances may be rolled with advantage. 

At level 13 R. Cane lasts 5 hours, and wild magic chance decreases by 1. If using the alternative rules, when wild magic is triggered roll on the table twice and choose the result. 

At level 17 R. Cane lasts 8 hours and wild magic chance decreases by 1. If using the alternative rules, rolling a Natural 20 resets the DC to 3. 

Recovery: Taking recovery reduces the time you must wait before you can take more R. Cane eventually allowing you to take two different kinds of R. Cane at the same time.

At Level 2 you may take more R. Cane after 30 minutes. 

At level 5 you may take more R. Cane immediately after you current R. Cane dose wears off. 

At level 9 you can now take two SEPARATE doses of different R. Cane types. Mixing R. Cane still leads to unstable R. Cane. You gain a spell from each type list you chose and you decide what type of damage you deal when you use your R. Cane channeling feature. Doing this makes the user have to wait an hour after the R. Cane wears off before they can safely take more. 

At level 13 dual R. Cane recovery is reduced to 30 minutes. 

At level 17 dual R. Cane can be taken after the current doses wear off.

Unstable:Taking unstable means you try to tame the wild and dangerous yet very powerful (and cheaper) unstable R. Cane.

At level 2 the DC, to not explode from unstable R. Cane, is reduced to 5.

At level 5 you may roll the your check to not explode with advantage. Also you always get the chaos bolt spell as well as another spell of your choice from the Unstable R. Cane list.

At level 9 if you trigger the explosion check, you do not instantly die. Instead you just take the 10d10 force damage.

At level 13 you no longer have to roll on the chaos bolt chart to determine what damage your R. Cane Channeling feature does, instead you pick the damage type from said chart.

At level 17 you may voluntarily choose to trigger the R. Cane explosion. You may also choose to expend as many spell slots as you wish to add an additional d10 for each level spent. However you still take that damage so use with caution.

R. Cane Withdrawal: 

Starting at level 3 the character begins to suffer withdrawal symptoms whenever they aren't on R. Cane. Roll a D6 on the chart. The character 

begins exhibiting those symptoms when they are not on R. Cane and their ability modifier for that stat becomes a -1. Any skills including Saving Throws that include said Stat, lose all proficiency bonuses . If the player already has a negative number decreases the modifier by 1. At levels 6,10,14 and 18 roll for a new effect. If it's the same, the effect in game becomes worse and the modifier decreases. 

Withdrawal Effects

D6 Roll

Itchy Skin (Constitution)

1

Head Pains (Intelligence)

2

Blurry Vision (Wisdom)

3

Low Energy (Dexterity)

4

Muscle Spasms (Strength)

5

Twitchy (Charisma)

6

Extra Attack:

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Contact High:

At level 6 you can use your bonus action to touch a creature and either give them resistance to your current R. Cane type or give them a use of your R. Cane Channeling. You still lose the spell slot but they must make the Wild Magic surge check, the DC being 11 or it triggers from them.

Persistent High: 

At level 7, when you are rendered unconscious and on R. Cane, you do not lose the effects.

Improved R. Cane Channeling:

At level 11 your R. Cane Channeling damage die increases to a d8.

Residual R. Cane:

At level 11 you’ve taken so much R. Cane you have gained a little residual magic energy. You may choose any 6th level or lower spell from the Wizard or Sorcere’s list and can cast it once a day even when you aren’t currently on R. Cane. You may change what this spell is everytime you take a new dose of R. Cane. If you go a day or more without R. Cane you lose this feature until you’ve been back on R. Cane for the double the time you’ve been off it. The max level spell you may pick increases to 7 at 13th level, 8 at 15th level, and 9 at 17th level.

The Ultimate High:

At Level 20 you may take a mix of all types of R. Cane and enter a God like state. For 1 minute you gain resistance to all damage, gain a flying speed of 60 ft, gain a swim speed of 60 ft., have advantage on all saving throws, gain an AC of 25, and may cast four mega beams as an action.  Mega Beam has a range of 300ft, deals 4d20 force damage that ignore all resistances and immunities. A hit target glows and the next attack made against them has advantage. Even if your attack misses the target takes half damage. After the minute is up you are rendered unconscious for 1d4+1 weeks and must roll on the withdrawl table. Nothing can awake you before your determined time is up and your body still needs its basic necessities, food,water and shelter.

Spell List:

Fire R. Cane:

Level 1: 

Burning Hands

Chromatic Orb (Fire only)

Hellish Rebuke

Searing Smite

Level 2:

Aganazzar’s Scorcher

Continual Flame

Dragon’s Breath (Fire only)

Flame Blade

Flaming Sphere

Heat Metal

Pyrotechnics

Scorching Ray

Level 3:

Elemental Weapon (Fire only)

Fireball

Flame Arrows

Melf’s Minute Meteors

Level 4:

Elemental Bane (Fire only)

Fire Shield (Fire only)

Wall of Fire

Level 5:

Flame Strike

Immolation

Cold R. Cane:

Level 1:

Armor of Agathys

Chromatic Orb (Cold only)

Ice Knife

Level 2:

Dragon’s Breath (Cold only)

Snilloc’s Snowball Swarm

Level 3:

Elemental Weapon (Cold only)

Hunger of Hadar

Sleet Storm

Level 4:

Elemental Bane (Cold only)

Fire Shield (Cold only)

Ice Storm

Level 5:

Cone of Cold

Lightning R. Cane:

Level 1:

Chromatic Orb (Lightning only)

Witch Bolt

Level 2:

Dragon’s Breath (Lightning only)

Level 3:

Call Lightning

Elemental Weapon (Lightning only)

Lightning Arrow

Lightning Bolt

Level 4:

Elemental Bane (Lightning only)

Storm Sphere

Poison R. Cane:

Level 1:

Chromatic Orb (Poison only)

Detect Poison and Disease

Ray of Sickness

Level 2:

Dragon’s Breath (Poison only)

Protection from Poison

Level 3:

Stinking Cloud

Level 5:

Cloudkill

Thunder R. Cane:

Level 1:

Chromatic Orb (Thunder only)

Thunderous Smite

Thunderwave

Level 2:

Shatter

Level 3:

Elemental Weapon (Thunder only)

Thunder Step

Level 4:

Elemental Bane (Thunder only)

Level 5:

Destructive Wave

Acid R. Cane:

Level 1:

Chromatic Orb (Acid only)

Level 2:

Dragon’s Breath (Acid only)

Melf’s Acid Arrow

Level 3:

Elemental Weapon (Acid only)

Hunger of Hadar

Level 4:

Elemental Bane (Acid only)

Vitriolic Sphere

Unstable R. Cane:

Level 1:

Catapult

Chaos Bolt

Earth Tremor

Mage Armor

Magic Missile

Shield

Zephyr Strike

Level 2:

Blur

Enhance Ability

Enlarge/Reduce

Hold Person

Magic Weapon

Mirror Image

Level 3:

Blink

Counterspell

Dispel Magic

Erupting Earth

Fly

Haste

Slow

Level 4:

Banishment

Dimension Door

Evard’s Black Tentacles

Freedom of Movement

Polymorph

Level 5:

Animate Objects

Antilife Shell

Banishing Smite

Hold Monster

Maelstrom

Telekinesis

Wall of Force

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