[ DTV Leveling System ]

NOTICE:
Please be aware that this is a homebrew system, so some things will be different than official D&D rules. Thank you!

EXP & Rewards

Your traveler earns EXP by participating in missions, campaigns / RPs, and some events.

The more EXP you collect, the higher you'll be able to level your traveler's DTV. As you level up your traveler, you’ll receive various bonuses along with your level!

At the bottom of the page, there is a table summarizing what rewards you’ll gain, what level you gain it at, and the EXP required to get to that level!

Leveling Rewards

Here you'll find the definitions to the various rewards you'll receive at different levels once your traveler reaches them.

Max HP increase: (UNLISTED ON THE CHART)
At every level, you’ll be asked to roll hit dice! The hit die you roll will be specific to your DTV’s class (ie. a cleric rolls a d8). The result you get from that roll will be added to your traveler's max health points.

Damage Dice increase:
You increase the amount of dice you roll for damage for any of your weapons, spells, or abilities. For example, if you have a shortsword that rolls a 1d6, you can apply a +1 and make it a 2d6.

You can upgrade your damage dice amount up to a max capacity of 5 (meaning you can roll 5d6s for that shortsword) unless stated otherwise.

Ability Score increase:

You receive +2 (or more) points to spend on your ability scores. You can lump all your points into one score or spread them out amongst all of your ability scores.

Please note you can only upgrade an ability up to a max score of 20!

Primary Ability Score increase:

Remember how we just mentioned that ability scores cannot increase past 20 points? Well, there's an exception to that! Every class has their own primary ability so with this reward, the max score can increase to a new max score of 22 points!

Armour Class increase:

At level 1, all travelers begin with a base AC (armour class) of 10. As your traveler progresses through their levels, they’ll occasionally get a +1 point to their AC, making them hardier and more difficult to hit during combat.

New Spell/Ability:

At level 1, all travelers begin with 3 spells/abilities. You'll have the chances to buy and learn more spells within the game, but you'll also get a few as you level up your traveler.

Spell/Ability Description Upgrade:

As your travelers grow stronger, so do their spells/abilities! This gives you the opportunity to improve their function such as (but not limited to):

Please be reasonable with your spell/ability's upgrade! The cafe staff will be there to assist you in balancing or brainstorming if/when needed.

New Trait:

At level 1, all travelers begin with 4 traits. As your traveler levels up, they have the opportunity to gain new traits.

Trait Description Upgrade:

As per usual, when your traveler grows stronger, so do their traits! This gives your the opportunity to improve their function such as (but not limited to):

Please be reasonable with your trait's upgrade! The cafe staff will be there to assist you in balancing or brainstorming if/when needed.

Wish Granted:

This is when your traveler's labor comes to fruition and their wish becomes a reality.

If your traveler still has yet to decide on a wish, this may be redeemed at any time past level 10.

Custom Weapon:

Something soon.

Class-Specific Perks

In the Leveling Chart, there are three different categories of rewards are offered. The categories correspond to how reliant a traveler's class is on their magic.

Martial Classes
Barbarians - Fighters - Monks

[ Click to view the rewards. ]

Extra Attack: (WILL BE LISTED AS A TRAIT)

Your traveler is now allowed to take an extra action on top of their main action to make an attack! No bonus action needed. 

"Weapon of Choice" increase:

This is also a damage dice increase. However, it can only be applied to a weapon and not a spell/ability. The same rules apply to weapons where the max capacity of damage dice is 5.

Caster Classes
Bard - Cleric - Druid - Sorcerer - Warlock - Wizard

[ Click to view the rewards. ]

Spell/Ability DC increase:

While your traveler has a better handle on their casting abilities, it becomes more difficult for their targets resist. Unless stated otherwise, most spells/abilities have a standard saving throw DC of 8 + a modifier (either their spell-casting or something relevant to the purpose of the spell). This increase changes the base DC from an 8 to a 9.

Spell/Ability Usage increase:

All spells can initially be casted up to 3 times. As your traveler becomes a stronger caster, this grants a spell/ability of your choice to have an additional usage.

Half-Caster Classes
Artificer - Blood Hunter - Paladin - Ranger - Rogue

Due to "Jack of All Trades" nature and the versatility of these classes, they have the option to choose between receiving a martial or caster class perk. It is up to them as to decide whether they want to be more front-line or magic oriented.

Leveling Chart

[ C-P ] Stats :: Leveling Chart