Files
DND/Combat/Mantras.md
T

38 lines
1.7 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
**Mantras** are active abilities unique to this campaign. Considered the root of Ether’s usage and sometimes referred to as _Words of the Song_, Mantras are the primary way characters channel supernatural power.
---
## What Is a Mantra?
A Mantra is an **active ability** that a character can intentionally use during play.
- Mantras are **not spells** unless explicitly stated.
- Each Mantra defines:
- How it is activated (Action, Bonus Action, Reaction, etc.)
- Its effects
- Any costs, cooldowns, or conditions
- Mantras obey normal D&D action economy rules unless specified otherwise.
Mantras are always gained through **Level-Up Cards** or specific narrative rewards.
---
## Obtaining Mantras
Mantras are primarily obtained by **selecting Mantra cards when leveling up**. Once learned, a Mantra becomes a permanent part of your character unless replaced or removed by a specific effect.
---
## Mantra Slots & Loadout
By default, a character can **equip up to six Mantras at once**.
You may know more Mantras than you can equip, but only equipped Mantras can be used.
### Mantra Slot Types
- **Combat Mantras (3)**
Offensive or combat-focused abilities used to deal damage, apply pressure, or control enemies.
- **Support Mantra (1)**
Utility-focused abilities such as healing, buffs, crafting effects, or special interactions.
- **Mobility Mantra (1)**
Abilities that enhance movement, positioning, traversal, or evasion.
- **Wildcard Mantra (1)**
Can hold **any** Mantra type (Combat, Support, or Mobility).
Unlike spell slots in D&D, these aren't expended after using the mantra, instead the mantra is put on a cooldown.
## Related notes
- [[Combat/Combat|Combat]]