Classes (5A)

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This is still sketches. If you'd like to try any of there options, talk to the GM.

Artificer

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 Your bonus is your Intelligence modifier plus your Proficency Bonus. 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 (clarification).
  • Experimental Elixir Drinking an Experimental Elixir is the same type of action as drinking a potion. You can create Experimental Elixirs at the end of a long or short rest. All Experimental Elixirs you have created become inert at the end of a long or short rest. You roll the effect of each Experimental Elixir as it is created, and you know the effect of each (clarification).
  • Alchemical Proficiency You are proficient in alchemical substances like acid, alchemist's fire, holy water, and similar substances. You can apply your Alchemical Savant bonus to the first damage from each substance used substances.

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:

Level 2 3 4-5 6 or more
Challenge 1/4 1/2 1 Level/2

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) 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.

Cavalier

Unwavering Mark (3) and Warding Maneuver (7) has unlimited uses.

Champion

Improved Critical (3) 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.

Purple Dragon Knight

In Greyhawk this fits the royal guards of many countries.

Rallying Cry (3) Add your Charisma bonus to the number of hit points you and each ally you chose for this feature recover.

Inspiring Surge (11) You and each ally you chose for Rallying Cry get this benefit. For you, this attack is a bonus action and not a reaction.

Bulwark (15) 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.

Monk

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

  • You can take an action to recover all spent ki points.
  • 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.

Or we just start over and use Treantmonk's Revised monk - which is less modified than what I outlined here.

Sub-classes

Ranger

Beast Master Conclave

Commanding the companion is a bonus action.

Rogue

Arcane Trickster

As an option, an Arcane trickster can have Charisma as your casting ability.

Holy Slayer

Saint of Sinners

Sorcerer

Wild Magic

  • Wild Magic Surge You can suffer no more than one wild magic surge per round. 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 four hit points per level.

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

Warlock