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E15 Draft (Homebrew): 15 levels instead of 20.
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<blockquote data-quote="ezo" data-source="post: 9550354" data-attributes="member: 7037866"><p>For those who love tweaking here is the revised "E15" concept (started by [USER=6987520]@DND_Reborn[/USER]) for 5E 2014. This is being presented "as is" for the 1st draft. There won't be major modifications, however.</p><p></p><p>The basic premise is to remove the ability score improvements from the class tables to the character level table, thereby compressing the 20 levels down to 15. You can continue playing after 15th level, gaining ASIs (or feats) every 30,000 xp, so your character can continue to grow in breadth. We don't recommend multiclassing with this concept, but you can certainly. If you do, you are limited to 15 total levels for your classes. (Well, you can do whatever you want to obviously, this is our limit if we allow it).</p><p></p><p>This means PCs will max out at 15 hit dice, and with the revised spellcasting progression stop with 7th level spells. Other class features <em>generally</em> stop at 15th level (like Sneak Attack +8d6), while some have modifier progressions to keep them equivalent to 20th level (such as Unarmored Movement +30 feet).</p><p></p><p>This only impacts classes, with the exception of our using critical damage instead of critical hits -- which obviously anyone could choose to ignore if they wanted to try adopting this concept. Unless otherwise noted, all class features remain unchanged (although you will get many at different levels).</p><p></p><p>[spoiler="Notable Changes"]</p><p>Here are the notable changes, which you will find in the document as well:</p><ul> <li data-xf-list-type="ul"><strong>Barbarians.</strong>Rage damage affects thrown weapons.</li> <li data-xf-list-type="ul"><strong>Bards.</strong>Bards are half-casters (but with quicker spellcasting progression) and do not gain Expertise. They gain earlier magical secrets and a stronger Countermagic to replace Countercharm.</li> <li data-xf-list-type="ul"><strong>Clerics.</strong>Maximum spell level is 7th. Destroy Undead is altered to deal damage. A new Channel Divinity (Rebuke Otherworldly) allows clerics to turn or destroy celestials, elementals, fey, and fiends.</li> <li data-xf-list-type="ul"><strong>Druids.</strong>Maximum spell level is 7th. Druids have an additional Wild Shape improvement increasing the max CR to 2 and adding the monstrosity creature type to Wild Shape. Archdruid now allows extended duration for Wild Shape instead of unlimited uses.</li> <li data-xf-list-type="ul"><strong>Fighter.</strong>Second Wind improves more with level. Champion has an altered Improved Critical and Superior Critical, and Eldritch Knight has a quicker spellcasting progression.</li> <li data-xf-list-type="ul"><strong>Monk.</strong>Monks gain additional ki points.</li> <li data-xf-list-type="ul"><strong>Paladin.</strong>Lay on Hands has improvements gained at higher levels and quicker spellcasting progression.</li> <li data-xf-list-type="ul"><strong>Ranger.</strong>This class has numerous changes, along with quicker spellcasting progression. Most notable is damage to favored enemies, advantage on ability checks in favored terrains, more useful features moved to be gained at lower levels.</li> <li data-xf-list-type="ul"><strong>Rogue.</strong>None. Arcane Trickster has a quicker spellcasting progression.</li> <li data-xf-list-type="ul"><strong>Sorcerer.</strong>Sorcerers no longer have a spell list, but have random sources for their spells. Metamagics can now be applied to other casters and changed more often. Sorcerers gain additional sorcery points.</li> <li data-xf-list-type="ul"><strong>Warlock.</strong>This class is now a half-caster (but with a faster spellcasting progression), but gains Pact Boon improvements. Eldritch Master allows changing of known invocations.</li> <li data-xf-list-type="ul"><strong>Wizard.</strong>Maximum spell level is 7th. Signature spells are gained sooner along with a slightly earlier Spell Mastery.</li> </ul><p>[/spoiler]</p><p></p><p>Anyway, that's it. Cheers.</p><p></p><p>[ATTACH]391705[/ATTACH][ATTACH]391706[/ATTACH][ATTACH]391707[/ATTACH][ATTACH]391708[/ATTACH][ATTACH]391709[/ATTACH][ATTACH]391710[/ATTACH][ATTACH]391711[/ATTACH][ATTACH]391712[/ATTACH][ATTACH]391713[/ATTACH][ATTACH]391714[/ATTACH][ATTACH]391715[/ATTACH][ATTACH]391716[/ATTACH][ATTACH]391717[/ATTACH][ATTACH]391718[/ATTACH]</p><p></p><p><strong>EDIT:</strong> I found the type-O for Sorcerer's Spell Source entry. Yes, you should roll a d20, not a d10, as the table uses results from 1-20.</p></blockquote><p></p>
[QUOTE="ezo, post: 9550354, member: 7037866"] For those who love tweaking here is the revised "E15" concept (started by [USER=6987520]@DND_Reborn[/USER]) for 5E 2014. This is being presented "as is" for the 1st draft. There won't be major modifications, however. The basic premise is to remove the ability score improvements from the class tables to the character level table, thereby compressing the 20 levels down to 15. You can continue playing after 15th level, gaining ASIs (or feats) every 30,000 xp, so your character can continue to grow in breadth. We don't recommend multiclassing with this concept, but you can certainly. If you do, you are limited to 15 total levels for your classes. (Well, you can do whatever you want to obviously, this is our limit if we allow it). This means PCs will max out at 15 hit dice, and with the revised spellcasting progression stop with 7th level spells. Other class features [I]generally[/I] stop at 15th level (like Sneak Attack +8d6), while some have modifier progressions to keep them equivalent to 20th level (such as Unarmored Movement +30 feet). This only impacts classes, with the exception of our using critical damage instead of critical hits -- which obviously anyone could choose to ignore if they wanted to try adopting this concept. Unless otherwise noted, all class features remain unchanged (although you will get many at different levels). [spoiler="Notable Changes"] Here are the notable changes, which you will find in the document as well: [LIST] [*][B]Barbarians.[/B]Rage damage affects thrown weapons. [*][B]Bards.[/B]Bards are half-casters (but with quicker spellcasting progression) and do not gain Expertise. They gain earlier magical secrets and a stronger Countermagic to replace Countercharm. [*][B]Clerics.[/B]Maximum spell level is 7th. Destroy Undead is altered to deal damage. A new Channel Divinity (Rebuke Otherworldly) allows clerics to turn or destroy celestials, elementals, fey, and fiends. [*][B]Druids.[/B]Maximum spell level is 7th. Druids have an additional Wild Shape improvement increasing the max CR to 2 and adding the monstrosity creature type to Wild Shape. Archdruid now allows extended duration for Wild Shape instead of unlimited uses. [*][B]Fighter.[/B]Second Wind improves more with level. Champion has an altered Improved Critical and Superior Critical, and Eldritch Knight has a quicker spellcasting progression. [*][B]Monk.[/B]Monks gain additional ki points. [*][B]Paladin.[/B]Lay on Hands has improvements gained at higher levels and quicker spellcasting progression. [*][B]Ranger.[/B]This class has numerous changes, along with quicker spellcasting progression. Most notable is damage to favored enemies, advantage on ability checks in favored terrains, more useful features moved to be gained at lower levels. [*][B]Rogue.[/B]None. Arcane Trickster has a quicker spellcasting progression. [*][B]Sorcerer.[/B]Sorcerers no longer have a spell list, but have random sources for their spells. Metamagics can now be applied to other casters and changed more often. Sorcerers gain additional sorcery points. [*][B]Warlock.[/B]This class is now a half-caster (but with a faster spellcasting progression), but gains Pact Boon improvements. Eldritch Master allows changing of known invocations. [*][B]Wizard.[/B]Maximum spell level is 7th. Signature spells are gained sooner along with a slightly earlier Spell Mastery. [/LIST] [/spoiler] Anyway, that's it. Cheers. [ATTACH alt="E15-01.jpg"]391705[/ATTACH][ATTACH alt="E15-02.jpg"]391706[/ATTACH][ATTACH alt="E15-03.jpg"]391707[/ATTACH][ATTACH alt="E15-04.jpg"]391708[/ATTACH][ATTACH alt="E15-05.jpg"]391709[/ATTACH][ATTACH alt="E15-06.jpg"]391710[/ATTACH][ATTACH alt="E15-07.jpg"]391711[/ATTACH][ATTACH alt="E15-08.jpg"]391712[/ATTACH][ATTACH alt="E15-09.jpg"]391713[/ATTACH][ATTACH alt="E15-10.jpg"]391714[/ATTACH][ATTACH alt="E15-11.jpg"]391715[/ATTACH][ATTACH alt="E15-12.jpg"]391716[/ATTACH][ATTACH alt="E15-13.jpg"]391717[/ATTACH][ATTACH alt="E15-14.jpg"]391718[/ATTACH] [B]EDIT:[/B] I found the type-O for Sorcerer's Spell Source entry. Yes, you should roll a d20, not a d10, as the table uses results from 1-20. [/QUOTE]
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