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 and magical oils, creating two oils or potions instead of one normal infusion. At level 3 you can create common potions and oils. At level 6 you can also create uncommon potions and oils. At level 10 you can also create rare potions and oils. At level 14 you can also create very rare potions and oils.
  • 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 (the last part is unclear in the source).
  • Experimental Elixir A creature can use an experimental elixir it carries on itself as a bonus action. You can produce experimental elixirs 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.

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 an action to recover all spent ki points.
    • The actions listed under Chi do not require an action, only Ki.
  • Perfect Self At 20th level, when your turn begins, you regain 4 ki points ut to your normal maximum.
  • 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