steeldragons
Steeliest of the dragons
This is taking too long. My mind is already swimming from all of the "what if" and "how 'bout" threads...and so much of them just degrading down into an unending rendition of "anything [this] can do, [that] can do better. [That] can do naything better than [this]. No it can't. Yes it can. No it can't. Yes, it can. No, it can't! Yes, it can. Yes, it CAAANNN..." (very musical feeling today. Gonna blame it on Hussar.
)
Anywho...Steel Dragons' 5e.
Ability scores 3-18.
-Roll 3d6 in order.
-Roll 4d6 drop the lowest. Arrange as desired.
-Array: 15,13,12,11,10,8. Arrange as desired.
-1 penalty, per point <8. +1 bonus, per point >13.
All Class apply any Con bonus/penalty to their HPs each level.
Hit Points
Each class has a set Hit Die. They receive the maximum number at 1st level. Each level thereafter, the player may 1) automatically add half of their Hit Die OR 2) Roll their Hit Die to take their chances for more (or less) than that half.
A Word About the Use of Weapon Proficiences/Chosen Weapons: Obviously, anyone of any class can pick up any weapon and try to swing/stab/hit with it. The Weapon Prof/Chosen Weapons allowed for each PC are those weapons with which it is assumed they have received some experience and training with. Any attempt "To Hit/Attack" with a non-proficient weapon suffers a -4 penalty (damage is as normal +/- any Strength bonuses or penalties).
Pick a class.
FIGHTER
Any armor and shields.
Any weapon.
Prime Ability: Strength. Apply any Strength Bonus to Damage by a melee weapon and all Skill/Ability Checks using Str. as their determiner.
Fighter....Hit......To Hit/Attack...Damage........Weapon.........Class
Level.....Points...... Bonus...........Bonus.......Proficiencies......Ability
1............10.........+1.........................................3.........Weapon Mastery
2......+5 or d10....+1................+1.....................3.........Choose Style
3......+5 or d10....+2................+1.....................4.........Power Attack
4......+5 or d10....+2................+2.....................4.........Choose Style
5......+5 or d10....+3................+2.....................5.........Whirlwind Attack
CLASS ABILITIES
Weapon Mastery: The Fighter is able to add their "To Hit/Attack" bonus to apply to any weapon they are using, even if not proficient in it's use. Their To Hit/Attack bonus is increased +1 for weapons with which they are proficient.
Fighting Styles: The Fighter begins play with ONE of the following Fighting styles and may choose to increase the bonuses of their existing Styles or adopt/train in a new one as they increase in level. The Fighting styles are: "Sword & Shield", Two-Weapon Fighting, Weapon Specialist, "Move n' Grove", Mounted Combat.
Power Attack: The Fighter is able to double their Damage Bonus on one attack against a single opponent per combat.
Whirlwind Attack: The Fighter is able to attack more than one opponent in a single round, who is within 10' of the Fighter, for every 2 levels of the Fighter. i.e. a 4th lvl Ftr. could attempt to attack up to 3 opponents in their surrounding (10') area.
CLASS THEMES
At Character Creation, the player may select one of these Class specific backgrounds for their theme (or may opt, instead, to choose from the General Theme or Racial Theme lists).
Trusted Solider/Guard: You done some time/had some training as a town guard, wall sentry, or actual soldier in a garrison. Maybe even been out on patrol a couple of times. Receive +1 to Constitution for Skill/Ability rolls for fatigue. +1 to Intelligence Skill/Ability Rolls for the purposes of Spotting, Searching and Perception. +1 to Charisma Skill/Ability rolls for interactions with other guards/soldiers/military men and other Fighters your level.
Battle Veteran: You've seen some real action. Been in the heat of a few battles, skirmishes, maybe even a full out war. Receive +1 to Intelligence Skill/Ability rolls for knowledge of tactics/strategies and warfare in general. +1 to Charisma Skill/Ability rolls for interactions with other veterans and fighters your level. +2 to Charisma rolls for interactions with Soliders, Guards and Fighters of lesser level than you. +1 to Wisdom Skills/Ability checks against the effects (magical or otherwise) of fear, confusion and suggestion.
Stalwart Soul: You might not have seen any action yet, but you have the heart and valor to prove yourself and overcome any foe. +1 to rolls against fatigue and any moving effects (knocking prone, pushing, grappling, etc.). +1 to Wisdom rolls against fear, confusion or suggestion. +1 to Charisma rolls for interactions with other fighters (of any level).
Cleric
Any armor and shields.
Blunt/Bludgeoning Weapons Only*: Mace, Staff, Club/Cudgel, Hammer, Morningstar, Flail. *See Themes, below.
Prime Ability: Wisdom. Apply any Wisdom Bonus to all Saves/Defenses against Mind-effecting Magic and Illusions and all Skill/Ability Checks using Wis. as their determiner. Add any Wisdom bonus (or subtract any penalty) from your total number of spells able to be cast per day.
Cleric.......Hit........Spell Levels per Day........Weapon..........Class
Level.....Points...........1....2....3...............Proficiencies.......Ability
1............8................1..................................1............Healing Hand
2......+4 or d8...........2..................................1..........Choose Calling
3......+4 or d8...........2....1............................1............Turn Undead
4......+4 or d8...........2....2............................2.........Choose Calling
5......+4 or d8...........3....2............................2.............Holy Might
CLASS ABILITIES
Healing Hand: The Cleric is able to channel divine energy to heal 2 hit points of damage per level., regardless of or in addition to their chosen spells. This healing may be divided among different wounded (including the cleric themselves), but may not exceed a total of 2HP/cleric level.
Clerical Callings: The Cleric begins play with ONE of the following Clerical Callings and may choose to increase the bonuses of their existing Callings or adopt/train in a new one as they increase in level. The Callings are:
"Arm of the Faith": the cleric is permitted (by their deity/order) to use a non-blunt weapon as relates to their deity. Thus, a god of battle may allow the use of a sword (or axe or spear, whatever the god uses), god of the sea- tridents, god of nature/hunting/elves/forests -bows, etc.
"Tender Mercies": the cleric receives an additional d6 to the daily total of their Healing Hand ability and to any curative spells they cast.
"Staunch Supporter": the cleric is able to apply their Wisdom bonus to Wisdom Skill/Ability or Save/Defense rolls for 1 ally, in their immediate vicinity, every 2 levels of the cleric. i.e a 4th level cleric could apply their Wis. bonus to up to 2 allies.
"Wizened": the cleric adds +1 to all Wisdom Skill/Ability rolls.
"Chosen": the cleric adds +1 to their allotment of spells every three levels (3, 6, 9, etc.)
Turn Undead: The Cleric is able to Turn away a number of undead creatures totaling Hit Dice up to the cleric's level. i.e. A 3rd level Cleric may effect up to 3 Hit Dice of undead. Additionally, Undead of Hit Dice half or less of the Cleric's level are Destroyed (turned to dust) outright. i.e. A 5th level cleric may Turn up to 5 Hit Dice worth of undead creatures. Creatures of 2 Hit Dice or less will be Destroyed rather than Turned.
Holy Might: The Cleric is able to apply their Wisdom Bonus to their Damage roll for one attack against an opponent.
CLASS THEMES
At Character Creation, the player may select one of these Class specific backgrounds for their theme (or may opt, instead, to choose from the General Theme or Racial Theme lists).
Local Shepherd: You've spent some time administering to the needs of faithful. You are a trusted tender of your "flock" and your presence offers solace to the community. Receive +1 to Charisma for Skill/Ability rolls for interactions with any/all peasantry, farmers, village and/or townsfolk (but not city dwellers). +1 to Intelligence Skill/Ability Rolls for the purposes of gleaning Insight, Perception and Sensing Motives. +1 to Constitution Skill/Ability rolls for fighting disease, fatigue, and poisons.
Cloistered Acolyte: You've spent your early years in the abbey/seminary/cloisters in thoughtful meditation, study and honing your knowledge. Receive +1 to Intelligence Skill/Ability rolls for knowledge of Religions, History and general knowledge related to the cleric's deity's Spheres/Domains of influence (seafaring for the god of seas, warfare for the god of war, forestry or herbalism for the god of nature, etc.). +1 to Charisma Skill/Ability rolls for interactions with other clerics of your level or lower, scholars/academic types (including mages), sages, and scribes. +1 to Wisdom Skills/Ability rolls against mind-effecting magics and illusions.
Stalwart Soul: You might not have seen any action yet, but you have the heart and valor to prove yourself and overcome any foe. +1 to rolls against fatigue and any moving effects (knocking prone, pushing, grappling, etc.). +1 to Wisdom rolls against fear, confusion or suggestion. +1 to Charisma rolls for interactions with other clerics (of any level).
More to come...Who wants to play?
--SD

Anywho...Steel Dragons' 5e.
Ability scores 3-18.
-Roll 3d6 in order.
-Roll 4d6 drop the lowest. Arrange as desired.
-Array: 15,13,12,11,10,8. Arrange as desired.
-1 penalty, per point <8. +1 bonus, per point >13.
All Class apply any Con bonus/penalty to their HPs each level.
Hit Points
Each class has a set Hit Die. They receive the maximum number at 1st level. Each level thereafter, the player may 1) automatically add half of their Hit Die OR 2) Roll their Hit Die to take their chances for more (or less) than that half.
A Word About the Use of Weapon Proficiences/Chosen Weapons: Obviously, anyone of any class can pick up any weapon and try to swing/stab/hit with it. The Weapon Prof/Chosen Weapons allowed for each PC are those weapons with which it is assumed they have received some experience and training with. Any attempt "To Hit/Attack" with a non-proficient weapon suffers a -4 penalty (damage is as normal +/- any Strength bonuses or penalties).
Pick a class.
FIGHTER
Any armor and shields.
Any weapon.
Prime Ability: Strength. Apply any Strength Bonus to Damage by a melee weapon and all Skill/Ability Checks using Str. as their determiner.
Fighter....Hit......To Hit/Attack...Damage........Weapon.........Class
Level.....Points...... Bonus...........Bonus.......Proficiencies......Ability
1............10.........+1.........................................3.........Weapon Mastery
2......+5 or d10....+1................+1.....................3.........Choose Style
3......+5 or d10....+2................+1.....................4.........Power Attack
4......+5 or d10....+2................+2.....................4.........Choose Style
5......+5 or d10....+3................+2.....................5.........Whirlwind Attack
CLASS ABILITIES
Weapon Mastery: The Fighter is able to add their "To Hit/Attack" bonus to apply to any weapon they are using, even if not proficient in it's use. Their To Hit/Attack bonus is increased +1 for weapons with which they are proficient.
Fighting Styles: The Fighter begins play with ONE of the following Fighting styles and may choose to increase the bonuses of their existing Styles or adopt/train in a new one as they increase in level. The Fighting styles are: "Sword & Shield", Two-Weapon Fighting, Weapon Specialist, "Move n' Grove", Mounted Combat.
Power Attack: The Fighter is able to double their Damage Bonus on one attack against a single opponent per combat.
Whirlwind Attack: The Fighter is able to attack more than one opponent in a single round, who is within 10' of the Fighter, for every 2 levels of the Fighter. i.e. a 4th lvl Ftr. could attempt to attack up to 3 opponents in their surrounding (10') area.
CLASS THEMES
At Character Creation, the player may select one of these Class specific backgrounds for their theme (or may opt, instead, to choose from the General Theme or Racial Theme lists).
Trusted Solider/Guard: You done some time/had some training as a town guard, wall sentry, or actual soldier in a garrison. Maybe even been out on patrol a couple of times. Receive +1 to Constitution for Skill/Ability rolls for fatigue. +1 to Intelligence Skill/Ability Rolls for the purposes of Spotting, Searching and Perception. +1 to Charisma Skill/Ability rolls for interactions with other guards/soldiers/military men and other Fighters your level.
Battle Veteran: You've seen some real action. Been in the heat of a few battles, skirmishes, maybe even a full out war. Receive +1 to Intelligence Skill/Ability rolls for knowledge of tactics/strategies and warfare in general. +1 to Charisma Skill/Ability rolls for interactions with other veterans and fighters your level. +2 to Charisma rolls for interactions with Soliders, Guards and Fighters of lesser level than you. +1 to Wisdom Skills/Ability checks against the effects (magical or otherwise) of fear, confusion and suggestion.
Stalwart Soul: You might not have seen any action yet, but you have the heart and valor to prove yourself and overcome any foe. +1 to rolls against fatigue and any moving effects (knocking prone, pushing, grappling, etc.). +1 to Wisdom rolls against fear, confusion or suggestion. +1 to Charisma rolls for interactions with other fighters (of any level).
Cleric
Any armor and shields.
Blunt/Bludgeoning Weapons Only*: Mace, Staff, Club/Cudgel, Hammer, Morningstar, Flail. *See Themes, below.
Prime Ability: Wisdom. Apply any Wisdom Bonus to all Saves/Defenses against Mind-effecting Magic and Illusions and all Skill/Ability Checks using Wis. as their determiner. Add any Wisdom bonus (or subtract any penalty) from your total number of spells able to be cast per day.
Cleric.......Hit........Spell Levels per Day........Weapon..........Class
Level.....Points...........1....2....3...............Proficiencies.......Ability
1............8................1..................................1............Healing Hand
2......+4 or d8...........2..................................1..........Choose Calling
3......+4 or d8...........2....1............................1............Turn Undead
4......+4 or d8...........2....2............................2.........Choose Calling
5......+4 or d8...........3....2............................2.............Holy Might
CLASS ABILITIES
Healing Hand: The Cleric is able to channel divine energy to heal 2 hit points of damage per level., regardless of or in addition to their chosen spells. This healing may be divided among different wounded (including the cleric themselves), but may not exceed a total of 2HP/cleric level.
Clerical Callings: The Cleric begins play with ONE of the following Clerical Callings and may choose to increase the bonuses of their existing Callings or adopt/train in a new one as they increase in level. The Callings are:
"Arm of the Faith": the cleric is permitted (by their deity/order) to use a non-blunt weapon as relates to their deity. Thus, a god of battle may allow the use of a sword (or axe or spear, whatever the god uses), god of the sea- tridents, god of nature/hunting/elves/forests -bows, etc.
"Tender Mercies": the cleric receives an additional d6 to the daily total of their Healing Hand ability and to any curative spells they cast.
"Staunch Supporter": the cleric is able to apply their Wisdom bonus to Wisdom Skill/Ability or Save/Defense rolls for 1 ally, in their immediate vicinity, every 2 levels of the cleric. i.e a 4th level cleric could apply their Wis. bonus to up to 2 allies.
"Wizened": the cleric adds +1 to all Wisdom Skill/Ability rolls.
"Chosen": the cleric adds +1 to their allotment of spells every three levels (3, 6, 9, etc.)
Turn Undead: The Cleric is able to Turn away a number of undead creatures totaling Hit Dice up to the cleric's level. i.e. A 3rd level Cleric may effect up to 3 Hit Dice of undead. Additionally, Undead of Hit Dice half or less of the Cleric's level are Destroyed (turned to dust) outright. i.e. A 5th level cleric may Turn up to 5 Hit Dice worth of undead creatures. Creatures of 2 Hit Dice or less will be Destroyed rather than Turned.
Holy Might: The Cleric is able to apply their Wisdom Bonus to their Damage roll for one attack against an opponent.
CLASS THEMES
At Character Creation, the player may select one of these Class specific backgrounds for their theme (or may opt, instead, to choose from the General Theme or Racial Theme lists).
Local Shepherd: You've spent some time administering to the needs of faithful. You are a trusted tender of your "flock" and your presence offers solace to the community. Receive +1 to Charisma for Skill/Ability rolls for interactions with any/all peasantry, farmers, village and/or townsfolk (but not city dwellers). +1 to Intelligence Skill/Ability Rolls for the purposes of gleaning Insight, Perception and Sensing Motives. +1 to Constitution Skill/Ability rolls for fighting disease, fatigue, and poisons.
Cloistered Acolyte: You've spent your early years in the abbey/seminary/cloisters in thoughtful meditation, study and honing your knowledge. Receive +1 to Intelligence Skill/Ability rolls for knowledge of Religions, History and general knowledge related to the cleric's deity's Spheres/Domains of influence (seafaring for the god of seas, warfare for the god of war, forestry or herbalism for the god of nature, etc.). +1 to Charisma Skill/Ability rolls for interactions with other clerics of your level or lower, scholars/academic types (including mages), sages, and scribes. +1 to Wisdom Skills/Ability rolls against mind-effecting magics and illusions.
Stalwart Soul: You might not have seen any action yet, but you have the heart and valor to prove yourself and overcome any foe. +1 to rolls against fatigue and any moving effects (knocking prone, pushing, grappling, etc.). +1 to Wisdom rolls against fear, confusion or suggestion. +1 to Charisma rolls for interactions with other clerics (of any level).
More to come...Who wants to play?
--SD