Boosters are campaign boons that a player can earn throughout the course of a game. These items are special boons granted that can last for a single dice roll to an entire game session. Some examples follow. These boons are granted on the DM’s whim, often for exceptional acts of roleplaying, excellent jestership, or simply providing soda and food for the DM, or just a generous but random DM moment.
Rewards. Boosters are a special reward, given out by the DM randomly for accomplishing something relevant to the game or overall story. There is no rhyme or reason for why these items are given out. They’re given out on a whim as a reward for whatever reason the DM deems appropriate.
Don’t take my generosity as a sign of weakness, however. I can be exceptionally nice but do keep in mind there is an ancient red colossal dragon sitting behind the human costume I wear. Now on to the main discussion:
Experience Boost: +5% XP, +10% XP, etc. Experience boosters grant a character a one-session experience boost at the end of a game session. A character earns XP only for the encounters that the character participates in, and these special items can be used in any game session to boost your XP total for the game session they are used on. If you use multiple boosters of this type, the sum of the XP percentage is used to calculate the final value. No more than 3 of these boosters can be used in a single session. Players who miss game sessions are encouraged to use these to help make up their XP deficits.
Re-roll Token. Rolling the dice doesn’t always turn out as well as people would like. Sometimes fate just says no. Sometimes fate says critical fumble. You can spend a re-roll token boost for, as the name implies, a re-roll of a single dice roll. If this dice roll is a damage roll such as a sneak attack where all your precision damage dice turned up 1s, you’d re-roll all the dice in the damage pool. If it is a d20 roll involving multiple dice, you can re-roll a single d20 out of those rolled. These tokens do not negate disadvantage or give advantage, they only allow a single d20 re-roll or damage pool re-roll against a single target. Rollover Tokens. If you had reroll tokens leftover from a previous campaign they will still rollover into the new one. I will taking inventory of how many tokens you had and remixing them, however. Some of these will be turned into other forms of boosters. Note that a player may not spend more than 3 re-roll tokens per game session.
Spell Charm. A character may possess no more than a single spell charm at any given time. These items are essentially single use spell tokens. You expend the little charm by crushing it in your hand and the magic contained inside is unleashed. This gives you a single free casting of the spell in the charm and you get to use it as if you were the caster. If you are a spell caster, you use your normal spellcasting traits for things like attack bonus, save DC, and the like. If you are a non-caster, by default you use only your Intelligence modifier for these calculations (as a non-caster is not proficient with the item) The DC would be 8 + Int mod. for a spell that required the target to make a save.
Passive Critical. These cards can be spent with the sole purpose of not rolling a d20 but instead gaining the effect of rolling a natural 20. Passive Critical cards can be used at any point where a d20 roll needs to be made but the player simply would like to claim a free 20 instead of rolling. This is not a re-roll card, it must be spent before rolling the die to gain the benefit of the card. This card grants an automatic 20 on a single d20 roll to be made granting the effects of critical success, such as 2 successful death saves or an instant critical hit.