Difference between revisions of "Classes (5A)"

From Action
Jump to navigation Jump to search
 
(82 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{5A}}
+
{{5A}}  
This is still sketches.
+
This is still sketches written to learn the ins and outs of the system.
If you'd like to try any of there options, talk to the GM.
+
If you'd like to try any of there options, talk to the GM.  
  
== Artificer ==
+
== Classes and Archetypes ==  
=== Revision Sketch for Entire Class ===
+
{|class="wikitable"
* [[Artificer (5A)]]
 
 
 
=== Alchemist ===
 
* ''Infuse Item'' You can create infusions of all potions (including magical oils), creating two potions instead of one normal infusion. At level 3 you can create common potions. At level 6 you can also create uncommon potions. At level 10 you can also create rare potions. At level 14 you can also create very rare potions. If there is a variable effect other than damage or healing (such as a Potion of Resistance) you determine the result.
 
* ''Alchemical Savant'' [Revision] Your bonus is your Intelligence modifier plus your Proficency Bonus. [Clarification] The bonus can apply to multiple targets but the aspect of the spell (damage type, healing) that gets the bonus is the same against all targets.
 
* ''Experimental Elixir'' [Revision] You can create Experimental Elixirs at the end of a long or short rest. All Experimental Elixirs you have created become inert when you make new ones. [Clarification] Drinking an Experimental Elixir is the same type of action as drinking a potion. You roll the effect of each Experimental Elixir as it is created, and you know the effect of each.
 
* ''Alchemical Proficiency'' [New] You are proficient in substances used as weapons, such as acid, alchemist's fire, and holy water. You can apply your Alchemical Savant bonus to the first damage from each substance used.
 
 
 
=== Armorer ===
 
'''Arcane Armor
 
* [Clarification] You can turn a suit of magical armor into Arcane Armor. Any magic on the suit of armor you use continues to function, but other abilities are determined by your choice of Arcane Armor.
 
* You can add any number of infusions to your Arcane Armor, but when effects overlap only the best effect of the infusion or the armor applies
 
* ''Thunder Gauntlets'' When you use the Attack action with a Thunder Gauntlet on your turn, you can use a bonus action to make an additional attack with your other Thunder Gauntlet, provided you have both hands free.
 
 
 
=== Artillerist ===
 
* ''Eldrich Cannon:'' At 9th level, you can choose two options from the eldtich cannon table. The Eldrich Cannon can only use one of these abilities each time you activate it. At 15th level, your Eldrich Cannon can use all three abilities.
 
 
 
== 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, it is suppressed while raging, 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:
 
{|class="wikitable" width=400
 
|-
 
||'''Level || align=center | 2 || align=center | 3 || align=center | 4-5 || align=center | 6 or more
 
 
|-
 
|-
||'''Challenge || align=center | 1/4 || align=center | 1/2 || align=center | 1 || align=center | Level/2
+
|valign=top|
|}
+
'''[[Artificer (5A)|Artificer]]
 
+
{{ : Artificer Specialties (5A) }}
== Fighter ==
 
=== Arcane Archer ===
 
''Arcane Shot (7)
 
You gain an additional use of Arcane Shot when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.
 
  
''Ever-Ready Shot (15)
+
'''[[Barbarian (5A)|Barbarian]]
Starting at 15th level, your magical archery is available whenever battle starts. When you roll initiative you regain one use of Arcane Shot, not to exceed your normal maximum.
+
{{ : Barbarian Primal Paths (5A) }}
  
=== Cavalier ===
+
'''[[Bard (5A)|Bard]]
''Unwavering Mark (3)
+
{{ : Bard Colleges (5A) }}
and
 
''Warding Maneuver (7)
 
has unlimited uses.
 
  
=== Champion ===
+
'''[[Cleric (5A)|Cleric]]
'''Improved Critical (3)
+
{{ : Cleric Domains (5A) }}
When you score a critical, you can also make an additional attack. If on your turn and you have remaining movement, you can move between these attacks normally.
 
  
=== Echo Knight ===
+
|valign=top|
This looks just too good and needs a hit of the nerf bat.
 
  
=== Purple Dragon Knight ===
+
'''[[Druid (5A)|Druid]]
In ''Greyhawk'' this fits the royal guards of many countries.
+
{{ : Druid Circles (5A) }}
  
''Rallying Cry (3)
+
'''[[Exemplar (5A)|Exemplar]]<sup><sup><sup>5A</sup></sup></sup>
Add your Charisma bonus to the number of hit points you and each ally you chose for this feature recover.
+
{{ : Exemplar Subclass (5A) }}
  
''Inspiring Surge (11)
+
'''[[Fighter (5A)|Fighter]]
You and each ally you chose for Rallying Cry get this benefit. For you, this attack is a bonus action and not a reaction.
+
{{ : Fighter Martial Archetypes (5A) }}
  
''Bulwark (15)
+
'''[[Gunslinger (5A)|Gunslinger]]<sup><sup><sup>5A</sup></sup></sup>
Beginning at 15th level, when one or more allies within 60 ft. fails a saving throw against the same effect, you can use your Indomitable feature and apply it to yourself and up to three allies all affected by the same effect.
+
{{ : Gunslinger Style (5A) }}
  
== Monk ==
+
|valign=top|
''Martial Arts
 
* When using the martial arts die, roll 2 dice instead of one.
 
* When using a monk ability that is not a martial arts attack and that does damage, add the (doubled) martial arts die to the damage inflicted.
 
  
''Ki''  
+
'''[[Monk (5A)|Monk]]'''
* When you spend an action to take the Dodge action you recover all spent ki points. You cannot do this unless you spend your action on the turn to Dodge, othwer ways of dodging, such as Patient Defense, do not count.
+
{{ : Monk Monastic Traditions (5A) }}
* Patient Defense and Step Of The Wind do not require any action, only Ki.
 
  
''Perfect Self'' At 20th level, when your turn begins, you regain 4 ki points up to your normal maximum.
+
'''[[Paladin (5A)|Paladin]]
 +
{{ : Paladin Sacred Oath (5A) }}
  
=== Revision Sketches for the Entire Class ===
+
'''[[Ranger (5A)|Ranger]]
* [[Monk (5A)|Monk]]
+
{{ : Ranger Conclave (5A) }}
* [https://www.gmbinder.com/share/-LpZRWecnLYRLIHtDIgL Treantmonk's Revised monk]
 
  
=== Way of Mercy ===
+
'''[[Rogue (5A)|Rogue]]'''
Does not work with the revised Ki recovery rules here.
+
{{ : Roguish Archetypes (5A) }}
If not using these rules, this is one of the few recommended monk subclasses.
 
  
=== Way of the Four Elements ===
+
|valign=top|
At 6th, 11th, and 17th level you learn a new discipline whose level requirement is half your monk level or lower.
 
This also applies to the [[Way of the One Element (5A)]] mod, below.
 
  
=== Way of Tranquility ===
+
'''[[Sorcerer (5A)|Sorcerer]]
Does not work with the revised Ki recovery rules here.
+
{{ : Sorcerous Origin (5A) }}
If not using these rules, this is one of the few good monk subclasses.
 
  
=== Sub-classes ===
+
'''[[Warlock (5A)|Warlock]]
* [[Way of the One Element (5A)]]
+
{{ : Warlock Otherworldly Patron (5A) }}
  
== Ranger ==
+
'''[[Wizard (5A)|Wizard]]
With the changes in Tasha's, ranger is now a working class.
+
{{ : Wizard Arcane Tradition (5A) }}
 
 
''Tools:
 
Herbalism Kit.
 
 
 
''Skills:
 
Choose four from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
 
 
 
Or check out [https://www.gmbinder.com/share/-LoqiUbVVObCARIYooaQ/-Lq9OnsAgG17PTRlOUwG Treantmonk's Ranger].
 
 
 
=== Hunter Conclave ===
 
You get all options at each level instead of having to choose one.
 
 
 
== Rogue ==
 
''Uncanny Dodge (modification)
 
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
 
As long as you are conscious after the triggering attack you may immediately make a weapon attack against that enemy.
 
Until the start of your next turn you take half damage from all attacks (this includes all attacks that do attack rolls, not automatic effects or those saved against).
 
 
''Evasion (modification)
 
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
 
As long as you are conscious after the triggering attack, you can take a reaction to make a weapon attack on the creature that triggered your saving throw.
 
 
 
''Blindsense (Addition 14 )
 
You do not suffer disadvantage when attacking a creature you cannot see within 10 feet of you
 
 
 
=== Arcane Trickster ===
 
As an option, you can have Charisma as your casting ability, selecting spells from the sorcerer spell list.
 
This comes with some distinguishing trait, such as odd eyes, a remarkable birthmark, or the like.
 
 
 
=== Assassin ===
 
''Infiltration Expertise (9)
 
In addition, whenever you make an ability check to create a disguise or to deceive a creature by assuming a false identity and roll less than 10 on the d20, calculate the result as if you rolled a 10. Your passive value for these checks increase by 5.
 
 
 
''Poisoner (13) This replaces Impostor.
 
At 13th level, you have learned how to create and use poisons as a master assassin. Whenever you finish a long rest, you can use a poisoner's kit to create a deadly poison. The creation may be an ingested or injury poison (your choice) and lasts for 24 hours or until used. Once you create a poison this way, you may not do so again until you complete a long rest.
 
 
 
:Assassin's Death (Ingested or Injury): A creature subjected to this poison must make a Constitution saving throw DC = 8 + your proficiency bonus + your Intelligence modifier. On a failed save the creature takes 1d12 damage for every 5 levels you have in this class and gains the poisoned condition for one minute. If the poison is ingested, the creature is also incapacitated while poisoned this way. If the saving throw is successful, the creature takes one half damage and suffers no additional effects.
 
 
 
=== Sub-classes ===
 
* [[Barber (5A)]] - Cosmetician
 
* [[Chirurgeon (5A)]] - Medic
 
* [[Holy Slayer (5A)]] - Paladin spells and Guidance
 
* [[Saint of Sinners (5A)]] - Divine domains
 
* [[Sapper (5A)]] - Combat engineering
 
 
 
== Sorcerer ==
 
All sorcerer sub-classes add known spells. Each subclass has the ability to exchange these spells for others as you advance in levels, but each also has a unique limitation on what kinds of spells it can exchange for.
 
The Aberrant Mind and Clockwork Soul already have this ability.
 
{| class="wikitable" width="70%"
 
|+'''Sorcerer Spells Known by Sorcerous Origin'''
 
 
 
|width="16%"| '''Sorcerer<br>Level''' ||valign="bottom" | '''Draconic<br>Bloodline''' ||valign="bottom"  | '''Divine<br>Soul''' ||valign="bottom" | '''Shadow<br>Magic'''  ||valign="bottom" | '''Storm<br>Sorcery''' ||valign="bottom" | '''Wild<br> Magic'''
 
|-
 
| valign=top | 1 ||valign="top"| Chromatic orb, <br> Expeditious Retreat||valign="top"| Command, <br> Guiding Bolt||valign="top"| Cause Fear, <br> Silent Image ||valign="top"| Shield, <br> Thunderwave ||valign="top"| Chromatic Orb, <br> Fog Cloud
 
|-
 
| valign=top | 3 ||valign="top"| Dragon's Breath, <br> See Invisbility||valign="top"| Aid, <br> Enhance Ability||valign="top"| Blur, <br> Darkvision ||valign="top"| Misty Step, <br> Warding Wind ||valign="top"| Cloud of Daggers, <br> Dust Devil
 
|-
 
| valign=top | 5 ||valign="top"| Bestow Curse, <br> Fear||valign="top"| Dispel Magic, <br> Magic Circle||valign="top"| Enemies Abound, <br> Nondetection ||valign="top"| Fly, <br> Lightning Bolt ||valign="top"| Blink, <br> Tiny Servant
 
|-
 
| valign=top | 7 ||valign="top"| Charm Monster, <br> Elemental Bane ||valign="top"| Banishment, <br> Divination||valign="top"| Evard's Black Tentacles, <br> Phantasmal Killer ||valign="top"| Ice Storm, <br> Storm Sphere ||valign="top"| Fabricate, <br> Polymorph
 
|-
 
| valign=top | 9 ||valign="top"| Geas, <br> Scrying||valign="top"| Commune, <br> Flame Strike ||valign="top"| Dream, <br> Seeming ||valign="top"| Control Winds, <br> Steel Wind Strike ||valign="top"| Animate Objects, <br> Mislead
 
|-
 
| valign=top | Substitutions ||valign="top"| Abjuration, <br> Evocation ||valign="top"| Cleric <br> Spells ||valign="top"| Illusion, <br> Necromancy ||valign="top"| Conjuration, <br> Transmutation ||valign="top"| Conjuration, <br> Transmutation
 
|-
 
 
|}
 
|}
  
===Wild Magic===  
+
== Other Classes ==
* ''Bend Luck'' 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.
+
These are classes from obscure sources that do not merit the full class treatment. All are works in progress.
* A ''Wild Magic Surge'' can never inflict more dice of damage than your level.
+
{{ : Other Classes (5A) }}
 
 
===Storm Sorcery===
 
This can be remodeled into a focus on another element, fire, earth, or water comes to mind.
 
* ''Heart of the Storm'' The damage type triggered and inflicted varies.
 
** Earth: bludgeoning, force
 
** 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 and burrowing speed 30 ft. or 15 ft. when shared.
 
** Fire: fire damage and flight speed same as the original.
 
** Water: cold damage, grants water breathing and swimming speed 120 ft or 60 ft. when shared.
 
 
 
== Wizard ==
 
''School Savant
 
Whenever you pick a spell of your school as you advanced in level, you gain two schools of your school of magic.
 
 
 
=== Conjuration ===
 
''Improved Familiar (replacement)
 
Starting at 2nd level, you add the find familiar spell to your spellbook, if it is not there already. If you already know the find familiar spell, you may choose another wizard conjuration spell of 1st level instead.
 
* If your familiar has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
 
* If your familiar is about to take damage, you can dismiss your familiar immediately as a reaction, causing it to disappear. You may have it reappear as an action anywhere within 30 feet of you.
 
* You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence.
 
 
 
=== Evoker ===
 
''Potent Cantrip (addition)
 
The same applies when you miss an attack with a cantrip.
 
 
 
=== Transmuter ===
 
''Shapechanger (replacement)
 
At 10th level, you add the polymorph spell to your spellbook, if it is not there already. If you already have the polymoprh spell, you may select another wizard transmutation spell of up to 5th level. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and your concentration on the spell cannot be broken as a result of taking damage.
 
Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
 
  
== Warlock ==
+
=== Not Ported ===
:All warlocks gain proficiency with medium armor.
+
These classes I have read and they look decent, but I have not ported over to 5A and do not seem to require major changes.
:All warlocks learn the Eldrich Blast cantrip in addition to other cantrips.
+
* Cardcaster by Josh Gentry from En5ider 106 and 110.
* [[Demonblade (5A)]]
 

Latest revision as of 13:40, 15 June 2023

5A5A logo
Starfox's 5th Edition Fan Page

This is still sketches written to learn the ins and outs of the system. If you'd like to try any of there options, talk to the GM.

Classes and Archetypes

Artificer

  1. Alchemist
  2. ArchivistUA
  3. Armorer
  4. Artillerist
  5. Battle Smith
  6. Chymist5A
  7. Conveyor5A
  8. Draper5A
  9. Element Shaper5A
  10. Forge AdeptUA
  11. Geometrician5A
  12. MaverickUA
  13. Metamorpher5A
  14. Psychometrist5A
  15. Puppeteer5A
  16. Reanimator5A

Barbarian

  1. Ancestral Guardian
  2. Battlerager
  3. Beast
  4. Berserker
  5. Cat5A
  6. FrostbiteEN
  7. Giant Weapon5A
  8. JotunEN
  9. Moon RagerEN
  10. Steel Titan5A
  11. Storm Herald
  12. Street Fighter5A
  13. Totem Warrior
  14. Wild Magic
  15. Zealot

Bard

  1. Artistes5A
  2. Bows5A
  3. Chanting5A
  4. Creation
  5. Dance5A
  6. Domains5A
  7. Eloquence
  8. Glamor
  9. GimcraksEN
  10. Heraldry5A
  11. Letters5A
  12. Lore
  13. Palinodes5A
  14. MiseryEN
  15. Protegés5A
  16. Spirits
  17. Psychics5A
  18. Singing Sword5A
  19. Swords
  20. Valor
  21. Villons5A
  22. Whispers

Cleric

  1. Animist5A
  2. Arcana
  3. Cold5A
  4. Darkness5A
  5. Death
  6. Earth5A
  7. Forge
  8. Grave
  9. Insidious5A
  10. Knowledge
  11. LabyrinthEN
  12. Liberation5A
  13. Life
  14. Light
  15. Luck5A
  16. Masks5A
  17. Nature
  18. Order
  19. Peace
  20. Prophecy5A
  21. ProtectionEN
  22. Relic Weapon5A
  23. Spiritualism5A
  24. Tempest
  25. Travel5A
  26. Trickery
  27. Twilight
  28. War
  29. Water5A

Druid

  1. Beasts5A
  2. Community5A
  3. Corruption5A
  4. Dreams
  5. ElementsEN
  6. Land
  7. LifeEN
  8. Moon
  9. Shepherd
  10. Song5A
  11. Spirits5A
  12. Spores
  13. Stars
  14. StoneEN
  15. StrangeEN
  16. TerritoryEN
  17. WildEN
  18. Wildfire
  19. WorldEN

Exemplar5A

  1. Daredevil (Dexterity)
  2. Engineer (Intelligence)
  3. Investigator (Intelligence)
  4. Ironman (Constitution)
  5. Leader (Charisma)
  6. Mystic (Wisdom)
  7. Occultist (Intelligence)
  8. Physic (Wisdom)
  9. Pugilist (Strength)
  10. Sage (Wisdom)
  11. Savant (Intelligence)
  12. Scrapper (Dexterity)
  13. Spy (Charisma)
  14. Strongman (Strength)

Fighter

  1. Arcane Archer
  2. Banneret
  3. Battle Master
  4. Cavalier
  5. Champion
  6. Commander5A
  7. Daredevil5A
  8. Echo Knight
  9. Eldritch Knight
  10. Elemental Elite5A
  11. Escort5A
  12. HauntedEN
  13. Landsknecht5A
  14. Professional5A
  15. Psi Warrior
  16. Rune Knight
  17. Samurai
  18. SentinelEN
  19. Unseelie KnightEN
  20. Warped WarriorEN
  21. Warrior Poet5A

Gunslinger5A

  1. Ace
  2. Bushwacker
  3. Grenadier
  4. Gun Mage
  5. Musketeer
  6. Pistolieer
  7. Sharpshooter

Monk

  1. Arcane Adept5A
  2. Ascendant Dragon
  3. Astral Self
  4. Drunken Master
  5. Four Elements
  6. Frozen BloodEN
  7. Infinite WorldsEN
  8. IrreverenceEN
  9. Kensei
  10. Long Death
  11. Mercy
  12. One Element5A
  13. Open Hand
  14. Primeval5A
  15. Shadow
  16. Soft Whisper5A
  17. Spiral Monk5A
  18. Sun Soul
  19. Tranquility
  20. Turtle5A
  21. Wild5A

Paladin

  1. Ancients
  2. Conquest
  3. Crown
  4. Devotion
  5. DiscoveryEN
  6. Glory
  7. Masked5A
  8. Oathbreaker
  9. Redemption
  10. Shadow5A
  11. Vengeance
  12. Watchers

Ranger

  1. Beast Master
  2. Drakewarden
  3. Elemental Archer5A
  4. Fey Wanderer
  5. Gloom Stalker
  6. Horizon Walker
  7. Hunter
  8. Monster Slayer
  9. NightstalkerEN
  10. Ranger Knight5A
  11. Swarmkeeper
  12. TempestEN

Rogue

  1. Acrobat5A
  2. Arcane Trickster
  3. Assassin
  4. Barber5A
  5. Chirurgeon5A
  6. Curse-HandedEN
  7. Ghost Gunner5A
  8. Heavy5A
  9. Holy Slayer5A
  10. Mage Slayer5A
  11. Inquisitive
  12. Mastermind
  13. Mountebank5A
  14. Pet Partner5A
  15. Phantom
  16. Saint of Sinners5A
  17. Sapper5A
  18. Scout
  19. Soulknife
  20. Swashbuckler
  21. Thief
  22. Valet5A
  23. Witch HunterEN

Sorcerer

  1. Aberrant Mind
  2. Adventurer5A
  3. Clockwork
  4. Divine
  5. Draconic
  6. DreadEN
  7. Elemental5A
  8. Storm
  9. Hengeyokai5A
  10. Mystic5A
  11. OozeEN
  12. Seelie5A
  13. Shadow
  14. Unseelie5A
  15. Wild
  16. Wildcard5A

Warlock

  1. Archfey
  2. Celestial
  3. Cold SoulEN
  4. Delusion5A
  5. Enigmatic EyeEN
  6. Fathomless
  7. Fiend
  8. Genie
  9. Great Old One
  10. Hexblade
  11. Heart-EaterEN
  12. OracleEN
  13. Pagan5A
  14. RavenUA
  15. SeducerEN
  16. SeekerUA
  17. TricksterEN
  18. Undead
  19. Undying
  20. Warmonger5A

Wizard

  1. Abjuration
  2. Arcane HorizonEN
  3. Astral Magic5A
  4. Bladesinging
  5. Chronurgy
  6. Conjuration
  7. Divination
  8. Enchantment
  9. Evocation
  10. Graviturgy
  11. Illusion
  12. InventionUA
  13. Iron5A
  14. Mentalism5A
  15. Necromancy
  16. Occultism5A
  17. PraxisUA
  18. ScribesUA
  19. ShadowcallingEN
  20. TheurgyUA
  21. Transmutation
  22. War Magic

Other Classes

These are classes from obscure sources that do not merit the full class treatment. All are works in progress.

SavantFeywalkerAdeptAdept 2Morph.

Not Ported

These classes I have read and they look decent, but I have not ported over to 5A and do not seem to require major changes.

  • Cardcaster by Josh Gentry from En5ider 106 and 110.