Done some preliminary work on a system for characters that is less class oriented, and more based round 3 archetypes. Planning to use for settings like Earthdawn or Glorantha, where magic is very widely available so all characters will have some magic. Aims to flatten the power for pure casters, so they get more to start with, but advancement is more incremental. Characters may well be more powerful from this than standard 2024, at the start anyway, my main concern is they be roughly balanced against each other as types. Uses concepts from Runequest such as maximum spells that can be held in mind. Particularly interested in any options that seem unbalanced.
Thank you in advance for any constructive criticism.
5e Dungeons & Dragons – effects based advancement
Advancement Process
Experience is granted by completing sessions – 1/session, plus completing quests (variable) which will translate to milestone advancement.
Money can be used to buy tattoos of power. The maximum number of tattoos that can be borne equal the principal magic attribute modifier plus proficiency bonus. If you buy a spell tattoo, you do not need to already know that spell.
Principal Modifier
At character creation choose their discipline. This never changes. There is no multiclassing as the discipline is designed to give the characters path.
Physical – d12 hit dice , spell points = Con bonus + caster mod + 1/3 full levels, Skills = 4. Wisdom or Charisma caster. Proficiency in all armour and all weapons. 1 cantrip, 1 level one spell known. Saves STR, CON. Exemplar – Conan.
Versatile – d10 hit dice, spell points = Con bonus + caster mod +1/ 2 full levels, Skills = 5. Any one mental stat caster. Saves DEX & CASTER STAT. Exemplar – Gray Mouser.
Proficiency in simple weapons, martial weapons = dex bonus, light & medium armour. 2 cantrips, 2 level 1 spells know.
Mental – d8 hit dice, spell points = Con bonus + Caster bonus + second best mental stat mod + level; Skills = 3. Intelligence caster. Proficiency in simple weapons, light armour. 3 cantrips, 3 level one spells known. Saves INT & SECOND BEST MENTAL STAT. Exemplar – Merlin.
Spells in Mind
Characters may keep a number of levelled spells in mind equal to the sum of Level + Int bonus + Caster bonus. They may know a number of cantrips = Half that, round down, minimum 1.
They may have spell knowledge tattoos that grant knowledge of the spell without counting against spells in mind.
They may know spells not held in mind that they may recall to mind on a long rest
Spell points
Spell points = number of spell levels that can be cast. The maximum level of spell that can be cast is Main Caster bonus; +1 for every full 5 levels. If the level of spell cast is higher than the character level, the cost is doubled.
Spell points recover at the rate of proficiency bonus on a short rest, caster bonus + proficiency bonus on a long rest. Additionally, you may expend a full use of a hit dice to recover 1 spell point on either a short or long rest.
Character abilities
At each level after the first the character may pick 3 of the following capabilities. They may pick up no more than 1 outside their discipline each level – but can spend 2 picks on it. They may pick a single option no more times than their proficiency bonus, and no more than once per level. Universal picks count as a discipline pick.
Dice steps
If a dice step increase is called for, go up a step as follow d4,d6,d8,d10,d12;d20.
Universal Picks
Proficiency in 2 skills and/or weapons
A Feat (costs 2 picks)
Healers hands – d6+caster mod+ proficiency mod, self or other – 1 use/short rest, bonus action. Each time you take this increase the uses, the number of dice and the dice step by 1.
Leaders Voice – bardic inspiration d6, Cha times/long rest, recover 1 on a short rest. Each time you take this, increase the dice step by 1 and the number of times usable by 1.
Blessing of a power – You may choose one of the following Eldritch Invocations – Aspect of the Moon, Devils Sight, Gift of the Depths. (NB most invocations can be replicated by taking it as an innate spell).
Attribute increase – increase an attribute by 1 (regardless of attribute, cannot select this option more often than proficiency bonus even if different attributes are chosen).
Physical
Second Wind – 1 use (recover 1 use on a short rest). May use as a reaction or a bonus action. D10 + Con bonus + Proficiency bonus damage recovered.
Rage – 1 use (recover 1 use on a short rest) (taking this grants unarmoured defence, add Con to AC)
Fighting Style
Weapon mastery x2 (must be proficient in the weapons)
Action Surge (costs 2 picks) 1 use (recover 1 use on a short rest)
Battlemaster discipline learned x2 & d8 dice x proficiency bonus. Each time you pick this the dice level increases.
Hunters strike d6 – additional damage to an injured enemy, once per turn, on a hit. Each time you pick this, increase the number of dice and the dice level.
Expertise in Athletics & Weapon mastery x1 (must have proficiency in Athletics and the weapon chosen)
Danger Sense (Attribute) – Saves to avoid harm for chosen attribute have advantage.
Animal Companion (2 picks) You have a faithful companion with the attributes of a beastmaster rangers companion – choose land or sky. If it dies you may summon another after a long rest. You use your casting stat to modify its abilities.
Versatile
Expertise in any 2 skills or tools already known
Proficiency in any tool, & expertise in any one tool or skill
Sneak attack d6 – additional damage with a finesse or ranged weapon once per round, with advantage or if a comrade is next to the target or the target has no ally next to them. Each time you pick this, increase the number of dice and the level.
Monk Focus Points x2 (taking this grants unarmoured defence and unarmed combat, defence can key off the caster stat rather than Wisdom). You may use monk abilities in Light armour or if unarmoured. Your unarmed damage dice increases each time you choose this.
Cunning Action (costs 2 picks)
Swift movement, +10’ round in light or no armour
Effortless Skill – For Skills in which you have Expertise, you may change a roll to your level number after rolling.
Marksman – you may spend a bonus action to give yourself advantage on the next ranged attack you make. Lasts until the end of your next round.
Mental
2 new spells known. Must know 3 of the preceding level to get spells of the next level. This may be picked once every level, it is not limited by proficiency bonus.
Spell recovery – recover spell points = caster modifier – 1 use/long rest. An action.
Channel Divinity – one known – 1 use (recover one on a short rest)
Expertise in one skill using intelligence, Proficiency in that or any another skill.
Proficiency in calligraphy or herbalism, Expertise in any one tool already proficient.
Innate spell – choose 1 spell known. Reduce it’s cost by your proficiency bonus once per long rest. If the cost is 0 from this, you can treat it as a cantrip for this casting, it takes only a bonus action and you do not need to maintain concentration to sustain its duration. It does not count against the maximum number of spells held in mind.
Evokers Power – choose a damage type (Fire, Cold, Electricity, Thunder, Radiant, Psychic, Necrotic) – deal extra damage equal to your proficiency bonus whenever you damage an enemy with a spell dealing this damage type. This bonus damage is not affected by immunity or resistance. Each time you pick this choose another damage type this affects, and add 1 to the extra damage.
Abjurers power – Whenever you cast an abjuration spell, gain temporary hp = 2 x level of the spell. These last until removed or you take a long rest.
Enchanters Power – a number of times equal to your proficiency bonus/day, you may impose disadvantage on an enemies saving roll to a spell you have cast on them. Choose this when you target the attack.
Summoners Power – when you cast a spell that summons a creature, grant it additional hit points = (spell level x proficiency mod) + caster attribute mod.
Diviners Power – You may maintain 1 divination spell without concentrating.
Illusionists Power – Your illusions are very realistic, disadvantage on attempts to disbelieve.
Wild Shape (2 picks) – You may memorise the shapes of creatures you have encountered. You may memorise a number of such shapes equal to your Wis + Int Mods. You may transform into the shape of an animal with a CR = One third your level (round down). You gain it’s physical attributes, movement ability, attacks, AC and hit points. This lasts until you loses all hit points or you choose to change back or you take a long rest. If you lose all hit points in creature form you are stunned for the round following this. It costs Spell points = 1+ CR of creature form (round nearest).
At character creation, Level 1.
Characters get capabilities as described under their discipline, one Origin Feat and two picks, one may be from outside their discipline. They get max hit points. Note that magic initiate and any other ability that gives one use per day of a levelled spell, instead grants it as an innate spell.
Advancement
Physical – 7 hit points (+Con mod), 3 picks. 1 spell point every 3 levels. 1 extra attack every full 5 levels. 1d12 hit dice/level
Versatile – 6 hit points (+Con Mod). 3 picks. 1 spell point every 2 levels. 1 extra attack at level 7.
At levels divisible by 3, only 1 pick needs to be from Versatile at that level. 1d10 hit dice/level.
Mental – 5 hit points (+Con Mod). 3 picks. 1 spell point per level. Increase a mental stat by 1 every 5 full levels. 1d8 hit dice/level.
Thank you in advance for any constructive criticism.
5e Dungeons & Dragons – effects based advancement
Advancement Process
Experience is granted by completing sessions – 1/session, plus completing quests (variable) which will translate to milestone advancement.
Money can be used to buy tattoos of power. The maximum number of tattoos that can be borne equal the principal magic attribute modifier plus proficiency bonus. If you buy a spell tattoo, you do not need to already know that spell.
Principal Modifier
At character creation choose their discipline. This never changes. There is no multiclassing as the discipline is designed to give the characters path.
Physical – d12 hit dice , spell points = Con bonus + caster mod + 1/3 full levels, Skills = 4. Wisdom or Charisma caster. Proficiency in all armour and all weapons. 1 cantrip, 1 level one spell known. Saves STR, CON. Exemplar – Conan.
Versatile – d10 hit dice, spell points = Con bonus + caster mod +1/ 2 full levels, Skills = 5. Any one mental stat caster. Saves DEX & CASTER STAT. Exemplar – Gray Mouser.
Proficiency in simple weapons, martial weapons = dex bonus, light & medium armour. 2 cantrips, 2 level 1 spells know.
Mental – d8 hit dice, spell points = Con bonus + Caster bonus + second best mental stat mod + level; Skills = 3. Intelligence caster. Proficiency in simple weapons, light armour. 3 cantrips, 3 level one spells known. Saves INT & SECOND BEST MENTAL STAT. Exemplar – Merlin.
Spells in Mind
Characters may keep a number of levelled spells in mind equal to the sum of Level + Int bonus + Caster bonus. They may know a number of cantrips = Half that, round down, minimum 1.
They may have spell knowledge tattoos that grant knowledge of the spell without counting against spells in mind.
They may know spells not held in mind that they may recall to mind on a long rest
Spell points
Spell points = number of spell levels that can be cast. The maximum level of spell that can be cast is Main Caster bonus; +1 for every full 5 levels. If the level of spell cast is higher than the character level, the cost is doubled.
Spell points recover at the rate of proficiency bonus on a short rest, caster bonus + proficiency bonus on a long rest. Additionally, you may expend a full use of a hit dice to recover 1 spell point on either a short or long rest.
Character abilities
At each level after the first the character may pick 3 of the following capabilities. They may pick up no more than 1 outside their discipline each level – but can spend 2 picks on it. They may pick a single option no more times than their proficiency bonus, and no more than once per level. Universal picks count as a discipline pick.
Dice steps
If a dice step increase is called for, go up a step as follow d4,d6,d8,d10,d12;d20.
Universal Picks
Proficiency in 2 skills and/or weapons
A Feat (costs 2 picks)
Healers hands – d6+caster mod+ proficiency mod, self or other – 1 use/short rest, bonus action. Each time you take this increase the uses, the number of dice and the dice step by 1.
Leaders Voice – bardic inspiration d6, Cha times/long rest, recover 1 on a short rest. Each time you take this, increase the dice step by 1 and the number of times usable by 1.
Blessing of a power – You may choose one of the following Eldritch Invocations – Aspect of the Moon, Devils Sight, Gift of the Depths. (NB most invocations can be replicated by taking it as an innate spell).
Attribute increase – increase an attribute by 1 (regardless of attribute, cannot select this option more often than proficiency bonus even if different attributes are chosen).
Physical
Second Wind – 1 use (recover 1 use on a short rest). May use as a reaction or a bonus action. D10 + Con bonus + Proficiency bonus damage recovered.
Rage – 1 use (recover 1 use on a short rest) (taking this grants unarmoured defence, add Con to AC)
Fighting Style
Weapon mastery x2 (must be proficient in the weapons)
Action Surge (costs 2 picks) 1 use (recover 1 use on a short rest)
Battlemaster discipline learned x2 & d8 dice x proficiency bonus. Each time you pick this the dice level increases.
Hunters strike d6 – additional damage to an injured enemy, once per turn, on a hit. Each time you pick this, increase the number of dice and the dice level.
Expertise in Athletics & Weapon mastery x1 (must have proficiency in Athletics and the weapon chosen)
Danger Sense (Attribute) – Saves to avoid harm for chosen attribute have advantage.
Animal Companion (2 picks) You have a faithful companion with the attributes of a beastmaster rangers companion – choose land or sky. If it dies you may summon another after a long rest. You use your casting stat to modify its abilities.
Versatile
Expertise in any 2 skills or tools already known
Proficiency in any tool, & expertise in any one tool or skill
Sneak attack d6 – additional damage with a finesse or ranged weapon once per round, with advantage or if a comrade is next to the target or the target has no ally next to them. Each time you pick this, increase the number of dice and the level.
Monk Focus Points x2 (taking this grants unarmoured defence and unarmed combat, defence can key off the caster stat rather than Wisdom). You may use monk abilities in Light armour or if unarmoured. Your unarmed damage dice increases each time you choose this.
Cunning Action (costs 2 picks)
Swift movement, +10’ round in light or no armour
Effortless Skill – For Skills in which you have Expertise, you may change a roll to your level number after rolling.
Marksman – you may spend a bonus action to give yourself advantage on the next ranged attack you make. Lasts until the end of your next round.
Mental
2 new spells known. Must know 3 of the preceding level to get spells of the next level. This may be picked once every level, it is not limited by proficiency bonus.
Spell recovery – recover spell points = caster modifier – 1 use/long rest. An action.
Channel Divinity – one known – 1 use (recover one on a short rest)
Expertise in one skill using intelligence, Proficiency in that or any another skill.
Proficiency in calligraphy or herbalism, Expertise in any one tool already proficient.
Innate spell – choose 1 spell known. Reduce it’s cost by your proficiency bonus once per long rest. If the cost is 0 from this, you can treat it as a cantrip for this casting, it takes only a bonus action and you do not need to maintain concentration to sustain its duration. It does not count against the maximum number of spells held in mind.
Evokers Power – choose a damage type (Fire, Cold, Electricity, Thunder, Radiant, Psychic, Necrotic) – deal extra damage equal to your proficiency bonus whenever you damage an enemy with a spell dealing this damage type. This bonus damage is not affected by immunity or resistance. Each time you pick this choose another damage type this affects, and add 1 to the extra damage.
Abjurers power – Whenever you cast an abjuration spell, gain temporary hp = 2 x level of the spell. These last until removed or you take a long rest.
Enchanters Power – a number of times equal to your proficiency bonus/day, you may impose disadvantage on an enemies saving roll to a spell you have cast on them. Choose this when you target the attack.
Summoners Power – when you cast a spell that summons a creature, grant it additional hit points = (spell level x proficiency mod) + caster attribute mod.
Diviners Power – You may maintain 1 divination spell without concentrating.
Illusionists Power – Your illusions are very realistic, disadvantage on attempts to disbelieve.
Wild Shape (2 picks) – You may memorise the shapes of creatures you have encountered. You may memorise a number of such shapes equal to your Wis + Int Mods. You may transform into the shape of an animal with a CR = One third your level (round down). You gain it’s physical attributes, movement ability, attacks, AC and hit points. This lasts until you loses all hit points or you choose to change back or you take a long rest. If you lose all hit points in creature form you are stunned for the round following this. It costs Spell points = 1+ CR of creature form (round nearest).
At character creation, Level 1.
Characters get capabilities as described under their discipline, one Origin Feat and two picks, one may be from outside their discipline. They get max hit points. Note that magic initiate and any other ability that gives one use per day of a levelled spell, instead grants it as an innate spell.
Advancement
Physical – 7 hit points (+Con mod), 3 picks. 1 spell point every 3 levels. 1 extra attack every full 5 levels. 1d12 hit dice/level
Versatile – 6 hit points (+Con Mod). 3 picks. 1 spell point every 2 levels. 1 extra attack at level 7.
At levels divisible by 3, only 1 pick needs to be from Versatile at that level. 1d10 hit dice/level.
Mental – 5 hit points (+Con Mod). 3 picks. 1 spell point per level. Increase a mental stat by 1 every 5 full levels. 1d8 hit dice/level.