DND_Reborn
The High Aldwin
@RSIxidor
Ok, so I have some time now LOL. Sigh... I hate long posts... and this is going to take a while... but here you go:
First off, thanks for the praise. I've worked hard on this and would like to see it through so people can use it--even if I don't get to. So, I'll address your points:
1. Fighters and Rogues/Extra Feats: Fighters and Rogues don't get extra feats. I don't think even in the normal 5E rogues need one. They have a lot of good and useful features, many usable each round. Fighters really only need the feats to allow them to capture combat feats, or max out the stats they need to.
My variants does not need to max out stats to have a character still be viable later on, since the emphasis is on proficiency improving instead of ability scores. So, I would rather give fighters and even rogues features to make up for their lack in other areas. My plan is the loss of a feat or two from these classes will be made up for with other "goodies."
Feats are optional simply because they are optional in 5E. I've never even seen a game since 3E without them, though others have claimed to.
2. I am fine with codifying 1/2 prof, prof, and 1.5 prof. I would steer clear of "talented" though since, to me anyway, any level of proficiency should represent some training. If it wouldn't mess people up, I would prefer "Proficient, Skilled, Expert" as the three levels.... As it is, I am not certain what I would use right now.
3. The Magic Resistance for Barbarians is because, in AD&D, the distained magic items and spellcasters. It wasn't until later level that they could use certain things and began to trust spellcasters really at all. Think of the "Conan" movies and his wariness of magic (the original ones, that is). If the character decides to attune to an item, he is interfering with his resistance to magic by choice and loses the ability. Note he could still use common and uncommon items, just not attuned ones and not more powerful magic items. But, yeah, I can see a lot of people not liking that--sense I am really designing this for myself... well, it starts out at least how I want it.
Also, Barbarians don't cast Detect Magic, they can "detect magic" in people and things. I should probably write it up to emphasize the distinction.
4. Since you hate rolling for HP (I am JUST the opposite!), I would advise going with max HP at level one, and half (rounded up) per level for the HD after that. Pretty much as normal 5E allows.
Note: you'll have less hp since I only have 10 hit dice. Now, with the addition of a non-Constitution modifier to HP, that will make up a lot of it. A 10th level L10 character will have about 65-80% of what a normal 20th level character would have.
5. The idea with Investiture stems from the idea in 5E of levels 1 and 2 being sort of "apprentice" levels. Starting with the domain choice is fine, and then your Investiture choice sort of focuses your domain choice. I wouldn't want to move Channel Divinity to 2nd level, though. I'll have to think about it. Also, others have pointed out the overlap of weapon and heavy armor proficiency is redunant with many domains, so I'll probably end up rewriting it.
6. Ward of Faith will be written. I didn't even realize it was a carbon copy of Warding Flare.
7. If I did anything further with Wild Shape, I was thinking about a version where you could grant your Wild Shape ability or a use of it to another. I'll have to review the UA information to see if I would adopt it. I've given Druids a lot of features, so I am hesitant to give them more.
8. I went back-and-forth with Weapon Specialization. At first, it was a +2 to damage, but then I am already giving Figthers Weapon Damage as a feature for bonus damage, and Dueling would grant another +2 to damage. I thought the +2 to attack rolls would be useful for everyone who can't use the Archery style to their benefit.
I might try to come up with something entirely different since bonuses to attack rolls and damage is pretty mundane...
9. Indomitable allows you to add your proficiency bonus to a save you are not already proficient in. You get to roll, and if you think the bonus will make you succeed, you can add it, but you have to do it before you know the outcome. Say you decided to use the feature and added your proficiency bonus, but it still wasn't enough! Well, the normal part of Indomitable also allows you to reroll the failed save. So, you could roll again (with the proficiency bonus still). Does that make sense?
10. I want to give Fighters something along the lines you suggest for Intimidation. I would also like to give them features more revolving around the social and exploration pillars.
11. Knowledge is Power should be expertise. That was copied and pasted from a prior version. I'll update it and repost it eventually.
12. Purity of Spirit is pretty powerful really. It allows you to cast Protection from Evil and Good on yourself as a bonus action, and lasts 10 minutes, giving attackers (abberations, celestials, elementals, fey, fiends, and undead) disadvantage on attacks and protecting you from their charm, fright, and possession. Since most Paladins at that point will have CHA 14 or better, that is two battles against such foes per long rest you have great protection.
Now, what I might do is tier the feature, similar to Indomitable for Fighters. Maybe you would get one use per short rest, then two, and finally at 9th level three uses? I don't know, I'll have to think it over.
13. I HIGHLY suggest using a Ranger Variant. I like the UA Ranger, myself, and it what we use at our table.
14. Sorry about the Warlock and your disappointment! I'll have to delve into that in the morning as it is almost midnight here.
15. I like the direction I am going with Wizard but will likely adjust some of the features.
I thought about making Versatile Caster only one level higher slot, but that seemed too weak.
Anyway, more tomorrow and thanks again for your input! I'll review your warlock post in the morning. And FWIW, the warlock post really isn't that long.
Ok, so I have some time now LOL. Sigh... I hate long posts... and this is going to take a while... but here you go:
First off, thanks for the praise. I've worked hard on this and would like to see it through so people can use it--even if I don't get to. So, I'll address your points:
1. Fighters and Rogues/Extra Feats: Fighters and Rogues don't get extra feats. I don't think even in the normal 5E rogues need one. They have a lot of good and useful features, many usable each round. Fighters really only need the feats to allow them to capture combat feats, or max out the stats they need to.
My variants does not need to max out stats to have a character still be viable later on, since the emphasis is on proficiency improving instead of ability scores. So, I would rather give fighters and even rogues features to make up for their lack in other areas. My plan is the loss of a feat or two from these classes will be made up for with other "goodies."

Feats are optional simply because they are optional in 5E. I've never even seen a game since 3E without them, though others have claimed to.
2. I am fine with codifying 1/2 prof, prof, and 1.5 prof. I would steer clear of "talented" though since, to me anyway, any level of proficiency should represent some training. If it wouldn't mess people up, I would prefer "Proficient, Skilled, Expert" as the three levels.... As it is, I am not certain what I would use right now.
3. The Magic Resistance for Barbarians is because, in AD&D, the distained magic items and spellcasters. It wasn't until later level that they could use certain things and began to trust spellcasters really at all. Think of the "Conan" movies and his wariness of magic (the original ones, that is). If the character decides to attune to an item, he is interfering with his resistance to magic by choice and loses the ability. Note he could still use common and uncommon items, just not attuned ones and not more powerful magic items. But, yeah, I can see a lot of people not liking that--sense I am really designing this for myself... well, it starts out at least how I want it.

Also, Barbarians don't cast Detect Magic, they can "detect magic" in people and things. I should probably write it up to emphasize the distinction.
4. Since you hate rolling for HP (I am JUST the opposite!), I would advise going with max HP at level one, and half (rounded up) per level for the HD after that. Pretty much as normal 5E allows.
Note: you'll have less hp since I only have 10 hit dice. Now, with the addition of a non-Constitution modifier to HP, that will make up a lot of it. A 10th level L10 character will have about 65-80% of what a normal 20th level character would have.
5. The idea with Investiture stems from the idea in 5E of levels 1 and 2 being sort of "apprentice" levels. Starting with the domain choice is fine, and then your Investiture choice sort of focuses your domain choice. I wouldn't want to move Channel Divinity to 2nd level, though. I'll have to think about it. Also, others have pointed out the overlap of weapon and heavy armor proficiency is redunant with many domains, so I'll probably end up rewriting it.
6. Ward of Faith will be written. I didn't even realize it was a carbon copy of Warding Flare.
7. If I did anything further with Wild Shape, I was thinking about a version where you could grant your Wild Shape ability or a use of it to another. I'll have to review the UA information to see if I would adopt it. I've given Druids a lot of features, so I am hesitant to give them more.
8. I went back-and-forth with Weapon Specialization. At first, it was a +2 to damage, but then I am already giving Figthers Weapon Damage as a feature for bonus damage, and Dueling would grant another +2 to damage. I thought the +2 to attack rolls would be useful for everyone who can't use the Archery style to their benefit.
I might try to come up with something entirely different since bonuses to attack rolls and damage is pretty mundane...
9. Indomitable allows you to add your proficiency bonus to a save you are not already proficient in. You get to roll, and if you think the bonus will make you succeed, you can add it, but you have to do it before you know the outcome. Say you decided to use the feature and added your proficiency bonus, but it still wasn't enough! Well, the normal part of Indomitable also allows you to reroll the failed save. So, you could roll again (with the proficiency bonus still). Does that make sense?
10. I want to give Fighters something along the lines you suggest for Intimidation. I would also like to give them features more revolving around the social and exploration pillars.
11. Knowledge is Power should be expertise. That was copied and pasted from a prior version. I'll update it and repost it eventually.
12. Purity of Spirit is pretty powerful really. It allows you to cast Protection from Evil and Good on yourself as a bonus action, and lasts 10 minutes, giving attackers (abberations, celestials, elementals, fey, fiends, and undead) disadvantage on attacks and protecting you from their charm, fright, and possession. Since most Paladins at that point will have CHA 14 or better, that is two battles against such foes per long rest you have great protection.
Now, what I might do is tier the feature, similar to Indomitable for Fighters. Maybe you would get one use per short rest, then two, and finally at 9th level three uses? I don't know, I'll have to think it over.
13. I HIGHLY suggest using a Ranger Variant. I like the UA Ranger, myself, and it what we use at our table.
14. Sorry about the Warlock and your disappointment! I'll have to delve into that in the morning as it is almost midnight here.
15. I like the direction I am going with Wizard but will likely adjust some of the features.
I thought about making Versatile Caster only one level higher slot, but that seemed too weak.
Anyway, more tomorrow and thanks again for your input! I'll review your warlock post in the morning. And FWIW, the warlock post really isn't that long.
