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 can create infusions of potions and magical oils.

  • Spellcasting All your spells that have a variable effect based on the level of spell slot used work as if cast using a spell slot of the highest level you have access to.
  • Experimental Elixir A creature can use an experimental elixir it carries on itself as a bonus action. 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.

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 or more
Challenge 1/4 1/2 1 Level/2

Monk

  • Ki
    • You can take a bonus action to recover all spent ki points.
    • ? The Perfect Defense' and "Step of the Wind" abilities cost a Ki point, but require no action.
  • Perfect Self At 20th level, when your turn begins, you regain 4 ki points.
  • Way of the One Element (5A)

Ranger

Beast Master Conclave Commanding the companion is a bonus action.

Rogue

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.

  • 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
    • 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