S - Mana

==Mana Tokens==
Every now and then, dice rolls may not work in your favor. That’s why I give players a little control over their hero’s fate, in the form of tokens. Sethrophos does this with specific colors of Mana Tokens!
===Player Character Mana tokens===
Players start each game session with one “Mana Token, represented by appropriately colored plastic cubes. Your initial Mana token may be of any color you choose. Mana tokens are discarded at the end of each session—use them or lose them!
*AWARDS: The Dungeon Master will reward players with a colored Mana Token of the DM's discretion (color chosen for the "flavor" of the act) for doing cool stuff - including, but not limited to: clever actions, roleplaying their character, telling a great story in character, delivering a fantastic line that makes everyone laugh, a great feat of heroism, or creating an emotional moment. If you think you did something cool, DON'T HESITATE TO ASK. I like giving out lots of Mana, it's just easy to forget to in the heat f the game. If you don't want the color offered, You may take a colorless or roll a Mana die to determine the color you earn, but the roll is final.
===Using Mana tokens===
Mana tokens may be spent at any appropriate time and don’t incur any sort of penalty. They may only be used on your own character. A colored Mana token can be used for its listed effect, or any Colorless effect. Colorless effects may be used with any Mana tokens, Colorless Mana tokens may only produce colorless effects. Here are the effects characters can use their Mana tokens to enact:
REROLL A TRAIT [COLORLESS]: Mana tokens grant a hero a reroll on any D20 roll, and best of all, you get to keep the best total from all your rolls. The only exception is a Critical Failure, which ends the attempt and must be accepted.
REGAIN SLOTS [COLORLESS]: A character with the Spellcasting ability can spend a Mana Token to regain their proficiency bonus in spell slots.
RECOVER FROM CONDITION [GREEN]: A character can spend a green Mana Token to remove any of the following conditions: Charmed, Frightened, Stunned. This is instant and may be done at any time, even interrupting another’s actions if desired.
HEAL DAMAGE [WHITE]: White Mana tokens can also be used to heal 1d4+1 HP.
REROLL INITIATIVE [RED]: When the game is in rounds, a character can spend a red Mana token to re-roll their Initiative, with advantage.
REROLL DAMAGE [BLACK]: You may spend a black Mana token to reroll damage. Include any additional dice you may have on the attack roll.
INFLUENCE THE STORY [BLUE]: The Dungeon Master MAY allow your character to spend a blue Mana token to find an additional clue if you’re stuck, come up with some mundane but needed item, or push a nonplayer character into being a bit more agreeable.