This is my version of D&D that I plan on DMing. I just wanted to make a more simplified version, because I'm a new DM and am afraid of surprises. This was also an attempt to make Multiclass a more important function and just threw out all Prestige Classes to help eliminate some cheese. Let me know what you think.
allowed classes
-Fighter, Bard, Rogue, Barbarian, Ranger, Scout, Apotheosis (Favored Soul), Sorcerer, Paladin, Knight, Weapon Master (Samurai), Marshal, Swashbuckler, Hexblade.
Ranger/Paladin: These classes now cast spontaneously. They use the same number of Spells Known as a Hexblade. The Variants from the Complete Warrior may be used. A Paladin may use a Remove Disease to turn as a Cleric.
Apotheosis: Favored Souls may choose Wings or a Domain Ability (not spells) at level 17. Favored Souls cast spells from either the Cleric Spell list or the Druid Spell list. If they cast as a Druid, they must follow the Material, Alignment, Weapon restrictions. They gain Wild Empathy, Nature Sense, and Resist Nature’s Lure as normal; and may substitute Venom Immunity for a Resistance and may only choose wings. All Favored Souls may exchange the weapon feats for other feats and gain the class skills list of both the Favored Soul and a Druid or a Cleric. They still use the same skills per level.
Knight: Gain Warhorse (Animal Companion) class feature, as a ranger at 4th level.
Marshal: Hit dice are changed from d8 to d10 and they gain tower shield proficiency.
Samurai: Daisho Proficiency’s Katana can be substituted for any Melee Exotic Weapon. Alternate weapon style of Cleave, Improved Critical, and Power Critical at levels 2, 11, and 16, instead of Two Swords as One. Iaiujutsu Master can be substituted for an Exotic Weapon Stunt (See Below).
Bard: When takes advantage of Battle Caster feat, gains Medium Armor proficiency, gains Jack-of-All-Trades feat at 4th level.
Swashbuckler: Dodge Bonus acts as a Monk’s Dodge bonus, only when wearing No armor, otherwise works regularly in light armor. Gains fast movement at level 5, 10, and 15, and 20; as +5, +10, +15, +20.
Hexblade: When takes advantage of Battle Caster feat, gains Medium Armor proficiency
Specialist Sorcerer: as Warmage except skills and armor; the Sudden Feats become Bonus Feats as a Wizard. Warmage Edge becomes School Mastery. Advanced Learning changes to School Mastery (See Below); and spells are known as a Sorcerer. Armored Mage Light and Medium changes to Specialist Wizard Variant ability and may choose any two of the three (on d20srd.org website, I think it's in Unearthed Arcana). They gain a Bonus spell every level and must choose one school of magic to cast from permanently. They gain Summon Familiar at 1st level.
Extra: Variants: Totem Barbarians, Bardic Sage, Thug (Fighter), Paladin of Freedom, Planar Ranger, Urban Ranger, Specialist Wizard (use as Specialist Sorcerer). (www.d20srd.org). Bardic Sages use Intelligence for all Spellcasting factors. Fighters get Profession and Speak Language as a class skill and may substitute Intimidate for a different “Social” skill, such as Diplomacy, Gather Information, or Sense Motive. Knights add Diplomacy as class skill. Frenzy does no sub dual damage nor is it instigated from being damaged.
-Bards: Bards may choose feats from other sources at DM approval.
-Spell-Casters must use a Divine Focus or an Arcane Focus. Divine Focus is a Holy Symbol, and an Arcane Focus is a Wand or Staff, this replaces materials as "Eschew Materials" feat and other focuses (spl). High cost components are still needed.
- PHBII class variant options are allowed, No Prestige Classes allowed
- Leadership Feat not allowed, Feats and Spells can be gained from Core, Minis, PHBII, Splat, and Races books with DM Approval.
- Core Races only, Sorcerer becomes Elves Favored Class,
Half-Orcs are now known as Barbarians and are not related to Orcs (but keep the Orc-Blood ability), Barbarian class is now Berserker.
Starting Stats: 17 16 14 13 11 10
Feats:
Frenzy: Greater Rage class feature (or equivilant): while raging +2 to strength, gain an extra attack per round when making a full attack action at full attack bonus. -1 to AC. DC 20 Will to end.
Improved Frenzy: Frenzy, Endurance: +2 to strength, -2 to AC while in Frenzy.
Greater Frenzy: Improved Frenzy: +2 to Strength, -2 to AC while in Frenzy.
Deathless Frenzy: Frenzy, Die Hard: as the Frenzied Berserker ability.
Improved Power Attack: Fighter Level 10th, Power Attack: As the Frenzied Berserker ability.
Supreme Power Attack: Improved Power Attack, Fighter Level 15th: As the frenzied berserker ability
Supreme Cleave: Greater Cleave, BAB +8: As the Frenzied Berserker ability
Spell Mastery: Caster level 1st: Choose a number of spells equal to your intelligence bonus that you already know. You may cast these spells without a Focus.
Improved Companion: Animal Companion class feature, Handle Animal 9 ranks, Animal Affinity: Your animal companion’s level is based on your class level -3.
Marching Music: Bardic Music class feature: A Bard can start a bardic music ability during a double move as a free action and may concentrate on it during a double move as a free action.
Commanding: Marshal level 15: By taking a standard action each round A Marshal may emit 2 minor auras instead of just 1 and the aura’s ranges increase by 10 feet.
Daisho Stunt: Samurai 5th: As the Exotic Weapon Master’s Stunt
Poison Use: Sneak Attack/Skirmish +3d6, Int 13+: never risk poisoning self when applying it to a blade.
Improved Poison Use: Sneak Attack/Skirmish +5d6, Dex 13+, Poison Use: apply poison as a move action.
Combine Songs: Perform 12 ranks, Bardic Music: as the War Chanter ability.
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School Mastery Class Feature: choose a number of spells equal to you intelligence modifier that you don’t already know up to the maximum level that you know. These spells become added to your Spells Known list.
allowed classes
-Fighter, Bard, Rogue, Barbarian, Ranger, Scout, Apotheosis (Favored Soul), Sorcerer, Paladin, Knight, Weapon Master (Samurai), Marshal, Swashbuckler, Hexblade.
Ranger/Paladin: These classes now cast spontaneously. They use the same number of Spells Known as a Hexblade. The Variants from the Complete Warrior may be used. A Paladin may use a Remove Disease to turn as a Cleric.
Apotheosis: Favored Souls may choose Wings or a Domain Ability (not spells) at level 17. Favored Souls cast spells from either the Cleric Spell list or the Druid Spell list. If they cast as a Druid, they must follow the Material, Alignment, Weapon restrictions. They gain Wild Empathy, Nature Sense, and Resist Nature’s Lure as normal; and may substitute Venom Immunity for a Resistance and may only choose wings. All Favored Souls may exchange the weapon feats for other feats and gain the class skills list of both the Favored Soul and a Druid or a Cleric. They still use the same skills per level.
Knight: Gain Warhorse (Animal Companion) class feature, as a ranger at 4th level.
Marshal: Hit dice are changed from d8 to d10 and they gain tower shield proficiency.
Samurai: Daisho Proficiency’s Katana can be substituted for any Melee Exotic Weapon. Alternate weapon style of Cleave, Improved Critical, and Power Critical at levels 2, 11, and 16, instead of Two Swords as One. Iaiujutsu Master can be substituted for an Exotic Weapon Stunt (See Below).
Bard: When takes advantage of Battle Caster feat, gains Medium Armor proficiency, gains Jack-of-All-Trades feat at 4th level.
Swashbuckler: Dodge Bonus acts as a Monk’s Dodge bonus, only when wearing No armor, otherwise works regularly in light armor. Gains fast movement at level 5, 10, and 15, and 20; as +5, +10, +15, +20.
Hexblade: When takes advantage of Battle Caster feat, gains Medium Armor proficiency
Specialist Sorcerer: as Warmage except skills and armor; the Sudden Feats become Bonus Feats as a Wizard. Warmage Edge becomes School Mastery. Advanced Learning changes to School Mastery (See Below); and spells are known as a Sorcerer. Armored Mage Light and Medium changes to Specialist Wizard Variant ability and may choose any two of the three (on d20srd.org website, I think it's in Unearthed Arcana). They gain a Bonus spell every level and must choose one school of magic to cast from permanently. They gain Summon Familiar at 1st level.
Extra: Variants: Totem Barbarians, Bardic Sage, Thug (Fighter), Paladin of Freedom, Planar Ranger, Urban Ranger, Specialist Wizard (use as Specialist Sorcerer). (www.d20srd.org). Bardic Sages use Intelligence for all Spellcasting factors. Fighters get Profession and Speak Language as a class skill and may substitute Intimidate for a different “Social” skill, such as Diplomacy, Gather Information, or Sense Motive. Knights add Diplomacy as class skill. Frenzy does no sub dual damage nor is it instigated from being damaged.
-Bards: Bards may choose feats from other sources at DM approval.
-Spell-Casters must use a Divine Focus or an Arcane Focus. Divine Focus is a Holy Symbol, and an Arcane Focus is a Wand or Staff, this replaces materials as "Eschew Materials" feat and other focuses (spl). High cost components are still needed.
- PHBII class variant options are allowed, No Prestige Classes allowed
- Leadership Feat not allowed, Feats and Spells can be gained from Core, Minis, PHBII, Splat, and Races books with DM Approval.
- Core Races only, Sorcerer becomes Elves Favored Class,
Half-Orcs are now known as Barbarians and are not related to Orcs (but keep the Orc-Blood ability), Barbarian class is now Berserker.
Starting Stats: 17 16 14 13 11 10
Feats:
Frenzy: Greater Rage class feature (or equivilant): while raging +2 to strength, gain an extra attack per round when making a full attack action at full attack bonus. -1 to AC. DC 20 Will to end.
Improved Frenzy: Frenzy, Endurance: +2 to strength, -2 to AC while in Frenzy.
Greater Frenzy: Improved Frenzy: +2 to Strength, -2 to AC while in Frenzy.
Deathless Frenzy: Frenzy, Die Hard: as the Frenzied Berserker ability.
Improved Power Attack: Fighter Level 10th, Power Attack: As the Frenzied Berserker ability.
Supreme Power Attack: Improved Power Attack, Fighter Level 15th: As the frenzied berserker ability
Supreme Cleave: Greater Cleave, BAB +8: As the Frenzied Berserker ability
Spell Mastery: Caster level 1st: Choose a number of spells equal to your intelligence bonus that you already know. You may cast these spells without a Focus.
Improved Companion: Animal Companion class feature, Handle Animal 9 ranks, Animal Affinity: Your animal companion’s level is based on your class level -3.
Marching Music: Bardic Music class feature: A Bard can start a bardic music ability during a double move as a free action and may concentrate on it during a double move as a free action.
Commanding: Marshal level 15: By taking a standard action each round A Marshal may emit 2 minor auras instead of just 1 and the aura’s ranges increase by 10 feet.
Daisho Stunt: Samurai 5th: As the Exotic Weapon Master’s Stunt
Poison Use: Sneak Attack/Skirmish +3d6, Int 13+: never risk poisoning self when applying it to a blade.
Improved Poison Use: Sneak Attack/Skirmish +5d6, Dex 13+, Poison Use: apply poison as a move action.
Combine Songs: Perform 12 ranks, Bardic Music: as the War Chanter ability.
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School Mastery Class Feature: choose a number of spells equal to you intelligence modifier that you don’t already know up to the maximum level that you know. These spells become added to your Spells Known list.