Difference between revisions of "Classes (5A)"

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m (→‎Druid: wk)
m (→‎Druid: Moon Druid guesstimate table)
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'''Moon Druid
 
'''Moon Druid
 
Needs to have the challenge rating of wild shape revised.
 
Needs to have the challenge rating of wild shape revised.
This is a guesstimate: Level 2: 1/8, level 3: 1/4, level 4: 1/2, level 5 or higher: level -4.
+
This is a guesstimate:
 +
{|class="wikitable" width=500
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|-
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||'''Level || align=center | 2 || align=center | 3 || align=center | 4 || align=center | 5 || align=center | 6 || align=center | 7
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|-
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||'''Challenge || align=center | 1/8 || align=center | 1/4 || align=center | 1/2 || align=center | 1 || align=center | 2 || align=center | Level/2
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|}
  
 
== Ranger ==
 
== Ranger ==

Revision as of 17:26, 14 July 2021

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Artificer

Alchemist can create infusions of potions and magical oils.

  • Spellcasting All alchemist spells that have a variable effect based on the level of spell slot used have an effect as if cast using a spell slot of the highest level the alchemist has access to.
  • Experimental Elixir At the end of a long rest, you can produce a number of experimental elixirs equal to half your alchemist level. You roll the effect of each experimental elixir as it is created, and you know the effect of each experimental elixir. A creature can use an experimental elixir on itself as a bonus action.

Barbarian

Berserker The exhaustion caused by frenzy is recovered at the rate of one level of exhaustion per minute If you rage again without recovering your exhaustion, you ignore the effects of exhaustion, but at the end of the rage the levels of exhaustion stack.

Storm Herald Storm aura does not require an action to continue the aura used on the turn before.

Cleric

Overpowered domains: Peace, Twilight.

Druid

Moon Druid Needs to have the challenge rating of wild shape revised. This is a guesstimate:

Level 2 3 4 5 6 7
Challenge 1/8 1/4 1/2 1 2 Level/2

Ranger

Beast Master Conclave Commanding the companion is a bonus action.

Rogue

Sorcerer

Wild Magic

  • Wild Magic Surge Any time you roll a 10 on an attack roll for a spell or an opponent rolls a 10 on a saving throw against one of your spells, roll on the Wild Magic Surge table.
  • Bend Luck At the cost of a sorcery point when you cast a 1st level or higher spell, you can roll on the Wild Magic Surge table and regain the use of Bend Luck.
  • A Wild Magic Surge can never inflict more damage than three hit points per level.

Storm Sorcery This can easily be remodeled into a focus on another element, fire, earth, or water comes to mind.

  • Tempestuous Magic The other elements don't fly, but move in a similar manner.
  • Heart of the Storm The damage type triggered and inflicted varies.
    • Earth: bludgeoning, force, or piercing
    • Fire: fire
    • Water: acid or cold.
  • Storm Guide Similar cosmetic effects involving other elements.
  • Storm's Fury The damage type varies.
    • Earth: magic bludgeoning damage
    • Fire: fire
    • Water: cold
  • Wind Soul The damage type and mode of movement varies.
    • Earth: magic bludgeoning damage damage and burrowing speed 30 ft. or 15 ft. when shared.
    • Fire: fire damage and flight speed same as the original.
    • Water: cold damage and swimming speed 120 ft or 60 ft. when shared.

Wizard