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Brainstorming 5 minute work day fixes
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<blockquote data-quote="GMforPowergamers" data-source="post: 8850886" data-attributes="member: 67338"><p>I think that taking the warlock from 5e as your base (most your best abilities are at will or short rest) keep some daily and give something for pushing on (4e gave extra magic item uses). </p><p></p><p>so lets build a fighter and a wizard...</p><p></p><p>fighter has 8ish at will attacks they can choose from at 1st level 2 of them. At level 2 they get a pool of abilities that scale based on a short rest, at 3rd 5th 7th 9th and 11th level they get more to that pool and at level 11 they get more uses FROM the pool. At level 4, and 8 you get a feat/asi like warlock you pick 2 subclasses 1 at 1st and 1 at 3rd... at 1st you pick one based on fighting style (so archery, protection, defense, great weapon, duiling) at 3rd you get something more akin to Knight, Warlord, ect. However your Action Surge (that you start with at 1st level) you can only use 1 time after a mile stone (2 encounters) but it comes back every milestone (2 encounters)</p><p></p><p>wizard has 4-5 combat at wills and 6-10 non combat at wills and you pick 1 combat and 3 non combat and a spell book with a number of first level spells known, and the ability to prep 1/2 your level plus int mod spells at 1st level at level 2 you get spell slots (like a half caster but you get a max of 3 spells per level instead of 4) these spells slots are kinda sorta dailies... but at level 3 you get mana and arcane recovery...So you can get some spell slots on a short rest add in something that is like a mix of artificer infusions and warlock invocations that let you get some customization INSTEAD of subclass. Now you get EXTRA arcane recovery (to get back those dailys) on mile stone (2 encounters)</p><p>The trick is the change to spells and what mana is... mana is basicly sorcerery pts you get 1/2 your level round up starting with 2 at 3rd level... what can you do with it, you can invest or spend. If you spend it is like metamagic from sorcerer... if you invest it in an at will though it is a day long buff that you can uninvest on a short rest (ending the buff) to get the pts back to spend... Then spells, all spess get preped BUT not all spells need spell slots. Detect magic, and Mage armor compaired to shield and tasha's laugh are my got to examples... if you prep detect magic at 1st level when you have 0 spell slots you can detect magic at will.. if you prep detect magic at 20th level when you have 3 1st 3 2nd 3 3rd 3 4th and 3 5th level spell slots 10 mana and arcane recharge, you can still use detect magic at will. Mage armor on the other hand you can use 1 time per short rest without expending a slot or use a slot if you already used your 1 use this short rest... Shield and Tasha's laugh (that needs a nerf still) would still cost daily slots. </p><p>so at level 20 you can prep 25 spells even though you have 15 spell slots, but several of them can be at will or 1/sr for free... heck you could just fill up on those.</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 8850886, member: 67338"] I think that taking the warlock from 5e as your base (most your best abilities are at will or short rest) keep some daily and give something for pushing on (4e gave extra magic item uses). so lets build a fighter and a wizard... fighter has 8ish at will attacks they can choose from at 1st level 2 of them. At level 2 they get a pool of abilities that scale based on a short rest, at 3rd 5th 7th 9th and 11th level they get more to that pool and at level 11 they get more uses FROM the pool. At level 4, and 8 you get a feat/asi like warlock you pick 2 subclasses 1 at 1st and 1 at 3rd... at 1st you pick one based on fighting style (so archery, protection, defense, great weapon, duiling) at 3rd you get something more akin to Knight, Warlord, ect. However your Action Surge (that you start with at 1st level) you can only use 1 time after a mile stone (2 encounters) but it comes back every milestone (2 encounters) wizard has 4-5 combat at wills and 6-10 non combat at wills and you pick 1 combat and 3 non combat and a spell book with a number of first level spells known, and the ability to prep 1/2 your level plus int mod spells at 1st level at level 2 you get spell slots (like a half caster but you get a max of 3 spells per level instead of 4) these spells slots are kinda sorta dailies... but at level 3 you get mana and arcane recovery...So you can get some spell slots on a short rest add in something that is like a mix of artificer infusions and warlock invocations that let you get some customization INSTEAD of subclass. Now you get EXTRA arcane recovery (to get back those dailys) on mile stone (2 encounters) The trick is the change to spells and what mana is... mana is basicly sorcerery pts you get 1/2 your level round up starting with 2 at 3rd level... what can you do with it, you can invest or spend. If you spend it is like metamagic from sorcerer... if you invest it in an at will though it is a day long buff that you can uninvest on a short rest (ending the buff) to get the pts back to spend... Then spells, all spess get preped BUT not all spells need spell slots. Detect magic, and Mage armor compaired to shield and tasha's laugh are my got to examples... if you prep detect magic at 1st level when you have 0 spell slots you can detect magic at will.. if you prep detect magic at 20th level when you have 3 1st 3 2nd 3 3rd 3 4th and 3 5th level spell slots 10 mana and arcane recharge, you can still use detect magic at will. Mage armor on the other hand you can use 1 time per short rest without expending a slot or use a slot if you already used your 1 use this short rest... Shield and Tasha's laugh (that needs a nerf still) would still cost daily slots. so at level 20 you can prep 25 spells even though you have 15 spell slots, but several of them can be at will or 1/sr for free... heck you could just fill up on those. [/QUOTE]
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