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A 10-Level Variant for 5E for review and work
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<blockquote data-quote="Esker" data-source="post: 7860577" data-attributes="member: 6966824"><p>Ok, first set of features:</p><p></p><p>I like the aspect of choosing saving throws to gain half-proficiency in. I think the only concern I have with this is that it devalues the monk's feature to gain proficiency in all saving throws, and characters who really want a particular saving throw that their class doesn't provide (e.g., casters with CON) are going to be torn between taking Resilient CON early and then losing out on the big benefit of this feature, or waiting and having a rough time with that save before then. What would you think about allowing this half proficiency to stack with proficiency from another source (up to a max of 1.5x proficiency)? It sounds strong, but it's a sizeable investment to get there, and it's still weaker than the Paladin's bonus to all saves</p><p></p><p><strong>Barbarian:</strong></p><p></p><p>Unfaltering Stamina: Love it. Very on-theme; not overly powerful, but certainly useful. Makes berserker a little more viable.</p><p></p><p>Move in the Wild: Nice. Removes the temptation to spend a rage just to get advantage on high stakes climbs or jumps.</p><p></p><p>Revealing Sight: A cool ability, but I'm not sure what it has to do with being a barbarian. It's sort of a higher level, weaker version of the warlock invocation Eldritch Sight. Something should go in this level since Brutal Critical doesn't seem like enough for a whole level... but I'm not sure this is it. </p><p></p><p>What about something like </p><p></p><p>"Primal Intuition: You have an instinctive ability to sense that something is off when your senses conflict. You gain proficiency in Insight if you do not have it already. If you are already proficient, you add one and a half times your proficiency bonus (round down) to all Wisdom (Insight) checks. Whenever you make a Wisdom (Insight) check to assess whether another creature is hiding hostile intentions, you can treat any roll of 9 or lower as a 10. In addition, when a illusion that affects a living creature would normally require an Intelligence (Investigation) check to detect its presence, you can choose to make a Wisdom (Insight) check instead."</p><p></p><p>Magic Weapons + Magic Resistance: I see why you put this here given the next feature, since you're trying to push barbarians away from using actual magic weapons, but... it's not clear why barbarians would suddenly start channeling magic through all their weapon attacks. I think this ends up doing the opposite of what you were going for, in trying to keep barbarians a "non-magical" class.</p><p></p><p>For 6th level if you are looking for an offensive boost, how about adding some sort of shove rider to your weapon strikes? "You can put extra force behind your weapon attacks. Once per turn when you hit another creature with a melee weapon attack, you can make a Strength (Athletics) check, contested by the creatures Strength (Athletics) or Dexterity (Acrobatics) (its choice). If you win the contest you can shove the creature 5' away from you or knock it prone." You can of course do this normally by spending an attack; but this lets you do it after you hit with a weapon.</p><p></p><p>For 8th level how about something like: "Durable Instincts: While raging, the link between your natural instincts and you behavior becomes more difficult to interrupt. You have advantage on saving throws against Intelligence, Charisma and Wisdom saving throws to resist effects that would compel you to act contrary to your normal behavior." (This steps a little bit on the berserker's charm+fright immunity though, so might need tweaking).</p></blockquote><p></p>
[QUOTE="Esker, post: 7860577, member: 6966824"] Ok, first set of features: I like the aspect of choosing saving throws to gain half-proficiency in. I think the only concern I have with this is that it devalues the monk's feature to gain proficiency in all saving throws, and characters who really want a particular saving throw that their class doesn't provide (e.g., casters with CON) are going to be torn between taking Resilient CON early and then losing out on the big benefit of this feature, or waiting and having a rough time with that save before then. What would you think about allowing this half proficiency to stack with proficiency from another source (up to a max of 1.5x proficiency)? It sounds strong, but it's a sizeable investment to get there, and it's still weaker than the Paladin's bonus to all saves [B]Barbarian:[/B] Unfaltering Stamina: Love it. Very on-theme; not overly powerful, but certainly useful. Makes berserker a little more viable. Move in the Wild: Nice. Removes the temptation to spend a rage just to get advantage on high stakes climbs or jumps. Revealing Sight: A cool ability, but I'm not sure what it has to do with being a barbarian. It's sort of a higher level, weaker version of the warlock invocation Eldritch Sight. Something should go in this level since Brutal Critical doesn't seem like enough for a whole level... but I'm not sure this is it. What about something like "Primal Intuition: You have an instinctive ability to sense that something is off when your senses conflict. You gain proficiency in Insight if you do not have it already. If you are already proficient, you add one and a half times your proficiency bonus (round down) to all Wisdom (Insight) checks. Whenever you make a Wisdom (Insight) check to assess whether another creature is hiding hostile intentions, you can treat any roll of 9 or lower as a 10. In addition, when a illusion that affects a living creature would normally require an Intelligence (Investigation) check to detect its presence, you can choose to make a Wisdom (Insight) check instead." Magic Weapons + Magic Resistance: I see why you put this here given the next feature, since you're trying to push barbarians away from using actual magic weapons, but... it's not clear why barbarians would suddenly start channeling magic through all their weapon attacks. I think this ends up doing the opposite of what you were going for, in trying to keep barbarians a "non-magical" class. For 6th level if you are looking for an offensive boost, how about adding some sort of shove rider to your weapon strikes? "You can put extra force behind your weapon attacks. Once per turn when you hit another creature with a melee weapon attack, you can make a Strength (Athletics) check, contested by the creatures Strength (Athletics) or Dexterity (Acrobatics) (its choice). If you win the contest you can shove the creature 5' away from you or knock it prone." You can of course do this normally by spending an attack; but this lets you do it after you hit with a weapon. For 8th level how about something like: "Durable Instincts: While raging, the link between your natural instincts and you behavior becomes more difficult to interrupt. You have advantage on saving throws against Intelligence, Charisma and Wisdom saving throws to resist effects that would compel you to act contrary to your normal behavior." (This steps a little bit on the berserker's charm+fright immunity though, so might need tweaking). [/QUOTE]
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