D&D 4E 4e-Style "Elite" Characters for 5e

FireLance

Legend
This is an attempt to create an "elite" template that could be applied to 5e characters to make them more like 4e characters. Specifically, it adds more hit points and hit dice for increased durability in fights and over the adventuring day, and more complexity, flexibility and power through the addition of "encounter" powers and more opportunities for feats or ability score increases.

The objective is to create a more durable character (each "elite" character should be the equivalent of about two characters of the same level) to facilitate smaller parties and solo play, and to create the option of having longer, 4e-style encounters where the PCs (and occasionally, the monsters) could be hard pressed, but then rally and turn the tide, without tinkering with the normal level progression.

Elite Characters

Hit Dice and Hit Points

An elite character gains one additional hit die per character level. In addition, an elite character gains bonus hit dice (which do not increase his hit points) equal to one quarter his base hit dice times his Constitution bonus, rounded down. [Note: This is to increase the PC's longer-term endurance and parallels the 4E approach of one additional healing surge per point of Constitution bonus.] A multiclassed character determines the bonus hit dice for each hit die type separately.

An elite character gains maximum hit points for both his hit dice at first level, but his Constitution bonus to hit points is only applied once per level. Hence, a first-level paladin with 14 Constitution has 22 hit points (20 hit points plus Constitution bonus of 2). When he reaches 2nd level, he gains 2d10 (or 11) + 2 hit points. [Note: This is to parallel the 4E approach of making hit points due more to class and level instead of Constitution, This also helps to balance the usefulness of Constitution as an ability score since it already contributes to longer-term endurance by increasing the PC's hit dice.]

Elite Actions

An elite character gains one Elite Action. This increases to two Elite Actions at 5th level, three Elite Actions at 11th level, and four Elite Actions at 17th level. An elite character regains all his Elite Actions after a short rest or a long rest.

An elite character gains two Elite Action options, and gains an additional Elite Action option at 5th, 11th, and 17th level. An elite character may use an Elite Action to activate any Elite Action option available to him.

Sample Elite Action Options

Avoidance: When you are hit by an attack that deals hit point damage, you may use your reaction and expend an Elite Action to reduce the damage by 1d8 hit points. If you have another similar ability, such as the Battle Master fighter's Parry maneuver, the monk's Deflect Missiles class ability, or the rogue's Uncanny Dodge class ability, you may instead expend an Elite Action when using that ability to increase the damage reduced by an additional 1d8. The damage reduced by either use of this ability increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Elite Resistance: If you fail a saving throw, you may expend an Elite Action to re-roll the saving throw, but you must use the new roll.

Elite Spellcasting: When casting a spell of a level up to one-third the highest level spell you are able to cast, you may expend an Elite Action to do so without expending a spell slot.

Extra Damage: When you hit with an attack that deals damage, you may expend an Elite Action to increase the damage of that attack by 1d8 hit points. This extra damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Extra Effort: When you make an attack roll, an ability check or a saving throw, you may expend an Elite Action to add 1d4 to the result of the roll. You may do so after the roll is made, but before any of its results are applied. This increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Healing Surge: As an action, you may expend an Elite Action to spend up to half your level of hit dice (minimum 1 hit die). For each hit die that you spend, you regain hit points equal to the amount rolled on the hit die plus your Constitution modifier. You may decide whether or not to spend an additional hit die after each roll.

Extra Ability Score Increase/Feat

An elite character gains an ability score increase or feat at 1st character level, and again at 5th, 11th, and 17th character level. These are in addition to the ability score increases/feats that he may gain from class levels.
 

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