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
- Spirit 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
- Undead
- 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
- Undead
- 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
fin-like membrane that spans from half their torso to
three quarters their wingspan, allowing for rapid
movement underwater. One might mistake these for wings;
however, it is far too thin to 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 jewelry 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 that aren't against another Merfolk.
Lightkin, Species
- Speed
- 30 ft.
- Type
- Humanoid
- Size
- Medium (5–6 ft. tall)
- Ability Score Increase
- +2 to any
Lightkin are miracle-births set forth by angels above,
sent out to complete specific tasks. Lightkin can not
willfully die without completing their task, which they
are always aware of, even if the problem isn't present.
They are oftentimes conceived around 20 years before the
problem arises, so they can grow and learn to fight it.
This foretelling is often heeded by other species, as
when a Lightkin is conceived, they begin preparing for
the event with fortified structures and improved
military force.
Lightkin can only be told apart from humans by their
blond hair, which glows brightly. Specifically, their
hair glows with bright light in a 25 ft. radius, and dim
light for an extra 5 ft. Regardless of what species
conceives a Lightkin child, they will appear human. They
resemble their parents.
Apart from not being able to die without completing
their task, Lightkin can also not die if they owe debts.
If they stole something, they have to give back ten
times the item or its value. They remember each and
every person they are indebted to.
Languages
You can speak, read, and write Common and one other
language you and your DM agree is appropriate for the
character.
Heavenly Knowledge
You have resistance to necrotic and radiant damage.
You also have the
Reveal Intentions cantrip.
Heavenly Contract
If you die, revive as a Lightkin Soul. You
cannot attack, but your body can still be revived, and
you can do anything you could normally that doesn't
cause damage. If you die in this form, you die forever.
Lightkin who encounter this form of fate are sent to
purgatory, forced to dwell on old debts and mistakes
forever.