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General Tabletop Discussion
*Dungeons & Dragons
6e, how would you sort the classes/sub-classs?
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<blockquote data-quote="mellored" data-source="post: 7322562" data-attributes="member: 6801209"><p>Hmm.... Everything as a feat?</p><p></p><p>*X = proficency bonus. This increases based on your total XP.</p><p>*You gain 1 max HP for every 10 total XP.</p><p>*Everyone starts with 50 XP.</p><p>*Use XP to buy feats.</p><p></p><p>Basic Attack (5 XP)</p><p>You attack with whatever weapon you have on hand. You deal Xd6 damage make a melee attack, or Xd4 damage if you make a ranged attack.</p><p></p><p>Skill (1 XP)</p><p>You gain +1 to a skill.</p><p>You can take this multiple times. Increasing the cost by a cumulative 1 XP each time you choose the same skill.</p><p></p><p>Fighter 1 (30 XP)</p><p>You gain a +1 bonus athletics, endurance. Reduce any damage you take from physical attacks by 1.</p><p>You gain the following 3 stances. You can choose a stance at the start of your turn, but can only have 1 stance available at a time.</p><p>Shield: You deal Xd8 melee damage, and reduce any damage taken by 1.</p><p>Brute: You deal Xd12 melee damage.</p><p>Ranged: You deal Xd6 damage at a range of 30'. Half that at a range of 60'.</p><p>Dervish: Make 2 melee attacks, each dealing Xd6 damage.</p><p></p><p>Fighter 2 (50 XP, requires fighter)</p><p>You gain a +1 bonus athletics, endurance.</p><p>Reduce any damage you take from physical attacks by 1.</p><p>You can split your damage from your stances between targets.</p><p></p><p>Defender (40XP, requires fighter)</p><p>When using the shield stance, further reduce any damage you take by 1.</p><p>You can take this multiple times. The cost increases by 40XP each time.</p><p></p><p>Archer 1 (20 XP, requires fighter)</p><p>Increase the damage dealt by in Ranged stance to Xd8.</p><p></p><p>Archer 2 (50 XP, requires archer 1)</p><p>Increase the damage dealt by in Ranged stance to Xd10.</p><p></p><p>Archer 3 (100 XP, requires archer 1)</p><p>Increase the damage dealt by in Ranged stance to Xd12.</p><p></p><p>Sniper (20 XP, requires archer 1)</p><p>Increase the range of Ranged stance by 10', and the long range by 20'</p><p>You can take this multiple times.</p><p></p><p>Light (5 XP)</p><p>You touch an object and it glows with a magical light that illuminates up to a X * 10' radius. If you use this spell again the previous light turns off.</p><p>You can take this multiple times, letting you light an additional object each time.</p><p></p><p>Firebolt (5 XP)</p><p>You deal Xd6 fire damage at a range of 30'.</p><p></p><p>Burning Hands (30 XP, requires firebolt)</p><p>You gain +1 to arcana.</p><p>Twice perper long rest, you can cast Burning Hands. Dealing Xd6 fire damage in a 15' cone.</p><p>You can spend 10 XP to gain another use of this spell.</p><p></p><p>Fireball (50 XP, requires burning hands)</p><p>You gain +1 to arcana.</p><p>Once per long rest, you can cast Fireball, dealing Xd6 damage in a 20' sphere within 100'.</p><p>You can spend 30 XP to gain another use of this spell.</p><p></p><p>Meteor Swarm (300 XP, requires fireball)</p><p>Once per long rest, you can cast Meteor Swarm, dealing Xd8 damage in 4 different 20' spheres. A creature can only take damage from this once.</p><p></p><p>Wizard (40 XP, at least 3 differnt spells)</p><p>You gain +1 to arcana.</p><p>At the end of a long rest, you can give up a use of one of your spells spell in order to gain a use another spell.</p><p></p><p>Evoker (60 XP, at least 3 differnt damage spells)</p><p>When you roll damage for a damage spell, you can reroll 1 die.</p><p>You can take this multiple times. Though you must reroll all dice together.</p><p></p><p>Cure wounds (30 XP)</p><p>You gain +1 to Religion</p><p>Twice per long rest, you can cast Cure Wounds. Healing a creature you touch for Xd6 damage.</p><p>You can spend 10 XP to gain another use of this spell.</p><p></p><p>Healing Word (20 XP, requires cure wounds)</p><p>You gain +1 to Religion</p><p>Once per turn, you can cast cure wounds without taking an action. You also increase it's range to 30'.</p><p></p><p>Arcane Archer 1 (30 XP, requires archer, at least 1 spell)</p><p>During a rest, you can imbue your arrows with a spells. To trigger the spell, you must use Ranged Stance with that arrow. Your attack deals half damage, and the spell triggers on the target.</p><p></p><p>Paladin (50 XP, requires fighter, cure wounds)</p><p>You and each creature within 30' of you take 1 less damage.</p><p></p><p>Oath of Anceint (50 XP, requires paladin)</p><p>You and each creature within 30' of you takes 1 less damage from spells.</p><p></p><p>etc....</p><p></p><p></p><p></p><p>Edit: Hmm... Close, but it needs to be organized better. A long list of options is a bit overwhelming.</p></blockquote><p></p>
[QUOTE="mellored, post: 7322562, member: 6801209"] Hmm.... Everything as a feat? *X = proficency bonus. This increases based on your total XP. *You gain 1 max HP for every 10 total XP. *Everyone starts with 50 XP. *Use XP to buy feats. Basic Attack (5 XP) You attack with whatever weapon you have on hand. You deal Xd6 damage make a melee attack, or Xd4 damage if you make a ranged attack. Skill (1 XP) You gain +1 to a skill. You can take this multiple times. Increasing the cost by a cumulative 1 XP each time you choose the same skill. Fighter 1 (30 XP) You gain a +1 bonus athletics, endurance. Reduce any damage you take from physical attacks by 1. You gain the following 3 stances. You can choose a stance at the start of your turn, but can only have 1 stance available at a time. Shield: You deal Xd8 melee damage, and reduce any damage taken by 1. Brute: You deal Xd12 melee damage. Ranged: You deal Xd6 damage at a range of 30'. Half that at a range of 60'. Dervish: Make 2 melee attacks, each dealing Xd6 damage. Fighter 2 (50 XP, requires fighter) You gain a +1 bonus athletics, endurance. Reduce any damage you take from physical attacks by 1. You can split your damage from your stances between targets. Defender (40XP, requires fighter) When using the shield stance, further reduce any damage you take by 1. You can take this multiple times. The cost increases by 40XP each time. Archer 1 (20 XP, requires fighter) Increase the damage dealt by in Ranged stance to Xd8. Archer 2 (50 XP, requires archer 1) Increase the damage dealt by in Ranged stance to Xd10. Archer 3 (100 XP, requires archer 1) Increase the damage dealt by in Ranged stance to Xd12. Sniper (20 XP, requires archer 1) Increase the range of Ranged stance by 10', and the long range by 20' You can take this multiple times. Light (5 XP) You touch an object and it glows with a magical light that illuminates up to a X * 10' radius. If you use this spell again the previous light turns off. You can take this multiple times, letting you light an additional object each time. Firebolt (5 XP) You deal Xd6 fire damage at a range of 30'. Burning Hands (30 XP, requires firebolt) You gain +1 to arcana. Twice perper long rest, you can cast Burning Hands. Dealing Xd6 fire damage in a 15' cone. You can spend 10 XP to gain another use of this spell. Fireball (50 XP, requires burning hands) You gain +1 to arcana. Once per long rest, you can cast Fireball, dealing Xd6 damage in a 20' sphere within 100'. You can spend 30 XP to gain another use of this spell. Meteor Swarm (300 XP, requires fireball) Once per long rest, you can cast Meteor Swarm, dealing Xd8 damage in 4 different 20' spheres. A creature can only take damage from this once. Wizard (40 XP, at least 3 differnt spells) You gain +1 to arcana. At the end of a long rest, you can give up a use of one of your spells spell in order to gain a use another spell. Evoker (60 XP, at least 3 differnt damage spells) When you roll damage for a damage spell, you can reroll 1 die. You can take this multiple times. Though you must reroll all dice together. Cure wounds (30 XP) You gain +1 to Religion Twice per long rest, you can cast Cure Wounds. Healing a creature you touch for Xd6 damage. You can spend 10 XP to gain another use of this spell. Healing Word (20 XP, requires cure wounds) You gain +1 to Religion Once per turn, you can cast cure wounds without taking an action. You also increase it's range to 30'. Arcane Archer 1 (30 XP, requires archer, at least 1 spell) During a rest, you can imbue your arrows with a spells. To trigger the spell, you must use Ranged Stance with that arrow. Your attack deals half damage, and the spell triggers on the target. Paladin (50 XP, requires fighter, cure wounds) You and each creature within 30' of you take 1 less damage. Oath of Anceint (50 XP, requires paladin) You and each creature within 30' of you takes 1 less damage from spells. etc.... Edit: Hmm... Close, but it needs to be organized better. A long list of options is a bit overwhelming. [/QUOTE]
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