D&D 5E Features to support every stat for generic classes?

NotAYakk

Legend
This isn't balanced at all yet. It would work better with lower stats you build up as you gain levels. But I like the feel.

Warrior
Great Weapon
: When you hit with a weapon, you can a 2nd weapon damage die. You can do this a number of times equal to your strength bonus between rests.
Weaponmaster: When you miss with a weapon by less than your Dexterity bonus, you can instead hit. You can do this a number of times equal to your Dexterity bonus between rests.
Tough: When you take damage, you can reduce the damage by your AC before Dexterity bonus. You can do this a number of times equal to your Constitution bonus between rests.
Strategy: As a reaction to someone completing their turn, you can move a different ally's (who you can communicate with) initiative to immediately after that turn. You can do this at most once per round, and a number of times equal to your Intelligence bonus between long rests.
Tactics: As a reaction you can force an enemy to reroll an attack or save with disadvantage, or an ally to reroll an attack or save with advantage. The creature in question must be able to hear you. You can do this a number of times equal to your Wisdom bonus between rests.
Bravura: When you spend an action point, a up to your charisma bonus allies that can hear you can as a reaction move their speed and make an attack or cast a cantrip. They gain a bonus to their attack rolls and damage equal to your charisma bonus.

Rogue
Thug
: When you deal Sneak Attack damage, you can attempt to stun the target. They must make a constitution save against a DC equal to 8+strength bonus+proficiency or be stunned until the start of your next turn. You can do this a number of times equal to your strength bonus before taking a rest.
Swashbuckler: When an attack hits you, as a reaction you may add your proficiency bonus plus your dexterity bonus to your AC. If it still hits you, you take half damage. When an attack misses you, as a reaction you can move up to half of your speed and make an attack on a different target; this movement does not provoke opportunity attacks. You can do either of these reactions a number of times equal to your dexterity bonus before completing a rest.
Alchemist: In 10 minutes during a rest you can construct an alchemical dose of a salve, weapon treatment or potion. You can safely keep up to your constitution bonus in such doses at any one time; if you have more than that, every time you take damage you must make a concentration check or one of them at random breaks and you suffer the effects. Incomplete.
Mastermind: You can use the help action as a bonus action or reaction to someone failing a roll with a range of 30' a number of times equal to your intelligence bonus before completing a rest.
Scout: You can choose a prey as an action. Your prey can be anyone you are aware of existing, even just from tracks. You have advantage on attacks on your prey and saving throws against effects caused by your prey, they have disadvantage to hit you, and you have advantage on all skill checks involving your prey. If you hit your prey before the end of your next turn, you deal an additional wis bonus d6 damage. You can have up to your wisdom bonus prey at one time.
Bard: You have d8 inspiration dice equal to your charisma bonus. As a bonus action you can grant an ally an inspiration die, which they can spend any time over the next 10 minutes when they make an ability check, saving throw or attack roll. You regain your inspiration dice during a rest.

Mage
Fire
: You have a number of d6 fire magic dice equal to your strength bonus. As an action you can create a fire bolt (strength+proficiency attack) or expend your dice to create an explosion (5' per strength bonus radius explosion within 60', dex save vs 8+strength+proficiency, half damage on success). You regain fire magic dice at a rate of 1d per round.
Air: You have a number of d8 air magic dice equal to your dex bonus. Incomplete.
Earth: You have a number of d12 earth magic dice equal to your con bonus. Incomplete.
Water: You have a number of d10 water magic dice equal to your int bonus. Incomplete.
Craft: You can bond to up to your wis bonus in spirit familiars at a time. Incomplete.
Illusion: You have a number of d4 illusion magic dice equal to your charisma bonus. Incomplete.
 
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TwoSix

Dirty, realism-hating munchkin powergamer
This isn't balanced at all yet. It would work better with lower stats you build up as you gain levels. But I like the feel.

Warrior
Great Weapon
: When you hit with a weapon, you can a 2nd weapon damage die. You can do this a number of times equal to your strength bonus between rests.
Weaponmaster: When you miss with a weapon by less than your Dexterity bonus, you can instead hit. You can do this a number of times equal to your Dexterity bonus between rests.
Tough: When you take damage, you can reduce the damage by your AC before Dexterity bonus. You can do this a number of times equal to your Constitution bonus between rests.
Strategy: As a reaction to someone completing their turn, you can move a different ally's (who you can communicate with) initiative to immediately after that turn. You can do this at most once per round, and a number of times equal to your Intelligence bonus between long rests.
Tactics: As a reaction you can force an enemy to reroll an attack or save with disadvantage, or an ally to reroll an attack or save with advantage. The creature in question must be able to hear you. You can do this a number of times equal to your Wisdom bonus between rests.
Bravura: When you spend an action point, a up to your charisma bonus allies that can hear you can as a reaction move their speed and make an attack or cast a cantrip. They gain a bonus to their attack rolls and damage equal to your charisma bonus.

Rogue
Thug
: When you deal Sneak Attack damage, you can attempt to stun the target. They must make a constitution save against a DC equal to 8+strength bonus+proficiency or be stunned until the start of your next turn. You can do this a number of times equal to your strength bonus before taking a rest.
Swashbuckler: When an attack hits you, as a reaction you may add your proficiency bonus plus your dexterity bonus to your AC. If it still hits you, you take half damage. When an attack misses you, as a reaction you can move up to half of your speed and make an attack on a different target; this movement does not provoke opportunity attacks. You can do either of these reactions a number of times equal to your dexterity bonus before completing a rest.
Alchemist: In 10 minutes during a rest you can construct an alchemical dose of a salve, weapon treatment or potion. You can safely keep up to your constitution bonus in such doses at any one time; if you have more than that, every time you take damage you must make a concentration check or one of them at random breaks and you suffer the effects. Incomplete.
Mastermind: You can use the help action as a bonus action or reaction to someone failing a roll with a range of 30' a number of times equal to your intelligence bonus before completing a rest.
Scout: You can choose a prey as an action. Your prey can be anyone you are aware of existing, even just from tracks. You have advantage on attacks on your prey and saving throws against effects caused by your prey, they have disadvantage to hit you, and you have advantage on all skill checks involving your prey. If you hit your prey before the end of your next turn, you deal an additional wis bonus d6 damage. You can have up to your wisdom bonus prey at one time.
Bard: You have d8 inspiration dice equal to your charisma bonus. As a bonus action you can grant an ally an inspiration die, which they can spend any time over the next 10 minutes when they make an ability check, saving throw or attack roll. You regain your inspiration dice during a rest.

Mage
Fire
: You have a number of d6 fire magic dice equal to your strength bonus. As an action you can create a fire bolt (strength+proficiency attack) or expend your dice to create an explosion (5' per strength bonus radius explosion within 60', dex save vs 8+strength+proficiency, half damage on success). You regain fire magic dice at a rate of 1d per round.
Air: You have a number of d8 air magic dice equal to your dex bonus. Incomplete.
Earth: You have a number of d12 earth magic dice equal to your con bonus. Incomplete.
Water: You have a number of d10 water magic dice equal to your int bonus. Incomplete.
Craft: You can bond to up to your wis bonus in spirit familiars at a time. Incomplete.
Illusion: You have a number of d4 illusion magic dice equal to your charisma bonus. Incomplete.
I like a lot of these; thanks for the suggestions!
 

Larrin

Entropic Good
I had an idea a while back for a Con-rogue (subclass named "Burglar" as a working title) that used Con synergizing with dexterity to represent patience and concentration. So skill bonuses out of combat when they had time to work slowly and in-combat bonuses to doing difficult tasks under pressure and ignoring distractions. I never really got further than the high concept, but I always felt there was something there.
 

How about 6 archtypes per class?
Warrior Str: Great Weapon
Warrior Dex: Archer
Warrior Con: Heavy Armor
Warrior Int: Logistics
Warrior Wis: Tactics
Warrior Cha: Bravura

Rogue Str: Thug
Rogue Dex: Swashbuckler
Rogue Con: Alchemist
Rogue Int: Mastermind
Rogue Wis: Scout
Rogue Cha: Bard

Mage Str: Fire
Mage Dex: Air
Mage Con: Earth
Mage Int: Water
Mage Wis: Craft
Mage Cha: Illusion

Cleric?
Druid?
Monk?

I expected to see the first two in the Mage section.

Mage Str: Blood wizard
Mage Dex: Art of motion (dance/dervish wizard)
Mage Con: Warlock
Mage Int: Wizard (spellbook kind of guy)
Mage Wis: Cleric
Mage Cha: Sorcerer

Also, if you (I know NotAYakk isn't the OP) are doing playbooks. How are you going to deal with spells? There are a lot of them.
 

TwoSix

Dirty, realism-hating munchkin powergamer
Also, if you (I know NotAYakk isn't the OP) are doing playbooks. How are you going to deal with spells? There are a lot of them.
My apologies, but I'm not clear on what you mean by "dealing with spells"? The playbooks do specify which spells they get upon character creation, which I'll convert into 5e equivalents.
 

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