steeldragons
Steeliest of the dragons
Alright...swing numero deux. These are not to say features are only acquired at these levels, more a snapshot/framework for what the class can do at these various levels...and then we can pick apart/comments/analysis of why they are or are not balanced or fair or powerful enough or whatever.
Fighters
Fighters fight. All weapons. All armors. Highest HD/most HP (no top level for HD).
*Most Rapid Proficiency Bonus advancement: +2, +1 Every other level.
Archetype/Subclass at 3rd. Features at 3rd, 7th, 10th, 15th, 18th.
Ability Scores increases as normal (4/8/12/16/19)
Mages
Mages cast spells. No armor. Most limited weapons. Lowest HD/least HP (HD caps at 10)
Slowest Proficiency Bonus advancement: +2, add +1 every 4th level (4/8/12/16/20).
Archetype/Subclass at 3rd. Features at 3rd, 6th, 10th, 14th.
Ability Score Increases as normal.
Clerics
Clerics channel divine power to support combat and magic. All armors. Some weapons. Second highest HD/good HP (max HD at 12th level).
Middling Proficiency Bonus: +2, +1 every 3rd level (3/6/9/12/15/18)
Archetype/Subclass at 3rd. Features at 3rd, 6th, 10th, 14th.
Ability Score Increases as normal.
Thieves
Thieves use diversity of skills to support combat and exploration. Limited armor. Most weapons. Third highest HD/good HP (max HD at 15th)
Middling Proficiency Bonus: +2, +1 every 3rd level (3/6/9/12/15/18)
Archetype/Subclass at 3rd. Features at 3rd, 7th, 10th, 15th, 18th.
Ability Score Increases as normal.
Fighters
Fighters fight. All weapons. All armors. Highest HD/most HP (no top level for HD).
*Most Rapid Proficiency Bonus advancement: +2, +1 Every other level.
Archetype/Subclass at 3rd. Features at 3rd, 7th, 10th, 15th, 18th.
Ability Scores increases as normal (4/8/12/16/19)
- 1st level: Fighting Style, Second Wind, Action Surge.
- 5th level: Extra Attack (2/rd). Additional Fighting Style (2). Physical Stat Save Bonus. Situational Interactive Bonus. Combat Maneuvers (2).
- 10th level: Extra Attack (4/rd). Additional Actions. Additional Second Winds. Combat Maneuvers (4). Battlefield Leadership/Control bonuses for allies. Attacks count as Magical +1, with or without magic weaponry.
- 15th level: Extra Attack (6/rd). Additional Fighting Style (3). Maneuvers (6). Additional saves/combat skills to defeat Magic/Supernatural Effects. Attacks count as Magic +2.
- 20th level: Extra Attack (8/rd). Second Wind at will (beneath half HP). Attacks always count as magical. Additional Action.
Mages
Mages cast spells. No armor. Most limited weapons. Lowest HD/least HP (HD caps at 10)
Slowest Proficiency Bonus advancement: +2, add +1 every 4th level (4/8/12/16/20).
Archetype/Subclass at 3rd. Features at 3rd, 6th, 10th, 14th.
Ability Score Increases as normal.
- 1st level: Cantrips. 1st level spells. Arcane Recovery.
- 5th level: 1st-3rd level spells. Spell Attack bonus. Lore & research roll bonuses.
- 10th level: 1st-5th level spells. Signature Spells (1st & 2nd level). Magic Item creation.
- 15th level: 1st-7th level spells. Spell Mastery (1st-3rd level).
- 20th level: 1st-9th level spells. Signature spells (3rd level).
Clerics
Clerics channel divine power to support combat and magic. All armors. Some weapons. Second highest HD/good HP (max HD at 12th level).
Middling Proficiency Bonus: +2, +1 every 3rd level (3/6/9/12/15/18)
Archetype/Subclass at 3rd. Features at 3rd, 6th, 10th, 14th.
Ability Score Increases as normal.
- 1st level: Channel Divinity (1 + Wisdom modifier/day).
- 5th level: Divine Spells 1st-2nd. Destroy Undead (HD1). Save Bonus.
- 10th level: Channel (2 + Wis. mod./day). Divine Spells 1st-4th. Destroy Undead (HD2).
- 15th level: Divine Spells 1st-6th. Destroy Undead (HD3). Save Bonus.
- 20th level: Channel (3 + Wis. mod./day). Divine Spells 1st-7th. Destroy Undead (HD5).
Thieves
Thieves use diversity of skills to support combat and exploration. Limited armor. Most weapons. Third highest HD/good HP (max HD at 15th)
Middling Proficiency Bonus: +2, +1 every 3rd level (3/6/9/12/15/18)
Archetype/Subclass at 3rd. Features at 3rd, 7th, 10th, 15th, 18th.
Ability Score Increases as normal.
- 1st level: Expertise (2). Sneak Attack (+1d6). Cunning Action.
- 5th level: Expertise (4). Sneak Attack (+3d6). Uncanny Dodge. Situational interactive bonus.
- 10th level: Expertise (6). Sneak Attack (+5d6). Evasion. Reliable Talent. Additional Action.
- 15th level: Expertise (8). Sneak Attack (+8d6). Blindsense. Slippery Mind. Broad Interactive bonus.
- 20th level: Expertise (all). Sneak Attack (+10d6). Elusive. Stroke of Luck. Additional Action.