Written with love by Clover Bruce-Paul Johnson.
Hiya! I'm Clover, avid Dungeons & Dragons player, and game mechanics
nerd. Have you ever felt that D&D just isn't fleshed out enough?
Have you ever wanted to be a Half-Gnome? What about an Autofairy? I
have! I make incredibly unique (and, quite frankly, gimmicky) characters
that require modifications or exceptions, or just entirely different
mechanics. That's why this extension exists; as glue between rules, to
make things stick.
New Mechanics
Clover's Stick of Glue introduces two new mechanics: genericism and
hybrid species.
Generic components are "modifiers" that require you to choose another,
non-generic version of the component that your character will be based
off. They often take most traits from the base species.
Hybrid species allow you to play as 2 or more species at once, at the
cost of "worsening" the traits of those species by however many
species you're playing as.
The term "worsen" in this book will simply mean to divide the traits
by some number. For example, an Elf has 60 ft. of darkvision, but an
Elf/Goblin hybrid will only have 30 ft., since we divide it by 2. If
we added another species to the hybrid, then it would go down to 20
ft., since we divided by 3. Add another species, then it will be 15
ft., because we divided by 4, and so on. Traits also compound; Elves,
when mixed with another species with darkvision, like Gnomes, will add
those traits together after worsening them. In the case that a lower
number in a trait would be better for you, you should
multiply instead.
Worsening things like dice rolls in a trait allows you to choose
whether the amount of dice (which results in a higher potential) or
the amount of faces (which results in a higher average) is
divided/multiplied. A roll of 2d8 can either be worsened
to 1d8 (potential of 8, flat average) or 2d4
(potential of 8, average of 5).
Hybrid species should take an average of both size and speed. Elves
have a speed of 30 ft., and so do Goblins, so a hybrid of those
species will also have a speed of 30 ft. Goliaths have a speed of 35
ft., so an Elf/Goliath hybrid will have a speed equal to the averages
of those speeds rounded down. In this case, Elf/Goliaths will have a
speed of 32 ft.
Elves have a size of medium, being around 5–6 ft. tall. Goblins
have a size of small, being around 2–4 ft. tall. An Elf/Goblin
hybrid should be between medium and small, perhaps 4–5 ft. tall.
Goliaths have a size of medium, but are 7–8 ft. tall. An
Elf/Goliath hybrid should be medium, around 6–7 ft. tall, while
a Goblin/Goliath hybrid will have a size between medium and small,
being 4–7 ft. tall.
It is ultimately up to the DM how you should control your species'
traits. Consult them if you're uncertain on how to approach something.
With all of that said, you are aware of all the new mechanics CSoG
invents.
Feats
Bloodletting, Feat
You can take a full action to lose an amount (you choose, minimum of
5) of HP. Regain double that amount 2 turns later.
If combat ends before then, then you receive the lost HP back, but
not doubled. If you die before the 2 turns, you will not receive HP,
but you can receive HP if you are in death saving throws.
Two-Faced, Feat
All damage output is doubled.
After your first turn, your DM plays every other turn for you. They
are advised to play the opposite of your alignment, or otherwise in
your worst interest.
Out with a Bang, Feat
- Requirements
- Level 4+
You can survive one fatal blow per long rest, as long as you are
above 5 HP. You remain at 1 HP, regardless of the damage dealt.
While at 5 HP or lower:
- Add 15 ft. to your speed.
-
Reduce your AC by any amount; you gain a bonus to damage rolls
equal to that reduction.
- You have disadvantage on all attack rolls.
If you are healed to more than 5 HP, lose these effects and regain
your AC.
Possessive, Feat
- Requirements
- Sprit species, Level 4+
You can take a full action to attempt to possess an enemy or ally
that you have in your line of sight. They may either let you control
them, or struggle, making a wisdom saving throw against a charisma
check you make. If they succeed, you take
1d4 psychic damage.
Your body is motionless while possessing an entity, as you play the
entity's turn for them. You may take any action they could take on
their turn, and become aware of their stat block.
You remain in control of this entity until your body is attacked, or
the entity succeeds a wisdom saving throw against your original
charisma check at the beginning of their turn. You may also take a
bonus action to leave the entity.
In the event they regain control, and are hostile toward you, they
become immediately aware you possessed them, and are aggravated
towards you.
Species
Spirit, Generic Species
- Speed
- Base + 10 ft., flight is equal
- Type
- Base
- Size
- Base
The spirit of a member of their species, choosing to stay alive in a
new form.
Unlike a Soul, they do not possess physical abilities, resorting to
magic to be able to do work. Spirits are aware they have passed, as
they chose to stay within the mortal realm. They see themselves as
everyone else does, a pale specter.
You can only interact with objects via the Mage Hand spell, which
you can cast at will. A Spirit's Unarmed Strike deals
(4 + Strength) damage, to account for the lack of
weapons.
Spirits have proficiency in stealth or
arcana.
This character can phase through 20 ft. of solid material in a
single turn, or outside of combat. If applicable, you begin
suffocating if you end your turn inside a wall.
Soul, Generic Species
- Speed
- Base, no flight
- Type
- Base
- Size
- Base
The soul of a member of their species given physical form, chained
to the mortal realm by some otherworldly force. Unlike a Spirit,
this species is a physical being, being able to interact with
objects like other species.
They appear as a pale specter to everyone else, but view themselves
in full color. They might have unfinished business with an enemy or
friend, keeping them from continuing to the afterlife. Typically,
Souls deny they have died in the first place, insisting they are
alive.
Souls have proficiency in
intimidation or stealth.
Mechanical, Generic Species
- Speed
- 35 ft., flight if base species has it
- Type
- Construct
- Size
- Base
- You may also converse with your DM on a different size.
This character is a construct, modeled after another species, and
imbued with the magic of that species.
This is different from an Autognome, which does not inherit any
traits from Gnomes. Mechanical creatures are similar to hybrid
species, in the sense they take traits from both Autognomes and the
base species, however, Mechanical creatures take all traits from
Autognomes as-is, and only half the traits from the base species.
All quantitative traits (excluding flight) from the base species are
worsened by 2.
Merfolk, Species
- Speed
- 25 ft., 40 ft. swimming
- Type
- Humanoid
- Size
- Medium (5–7 ft. tall)
- Ability Score Increase
- +2 to dexterity or strength
Merfolk are something of a mix between human and fish. They can
breathe both air and water, but are much better at swimming than
walking.
They are omnivorous, but most Merfolk choose to eat only
plants like kelp or cacti, as it requires less effort.
As a result of this diet, most Merfolk lack proficiency in weapons
other than that required by their profession.
They live significantly longer than humans, with the average
lifespan being around 200 years old.
Their appearance is considered only slightly less stunning than
elves. Their gills are located on their cheeks and the sides of
their neck, and they possess a patagium that spans from half their
torso to three quarters their wingspan, although this only helps
them swim, and does not allow them to glide.
Their scales are iridescent, and often tinted with vibrant colors to
deter predators. This backfires for them however, as they are often
hunted for their scales, which are used for jewelery and other
accessories. A single scale, in pristine condition, is worth around
300 gp.
Languages
You can speak, read, and write Common and one other language you and
your DM agree is appropriate for the character.
Amphibious
You can breathe both air and water.
Iridescent Beauty
You have proficiency in persuasion, and advantage on all charisma checks.