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Going back to Basic(s). A thought experiment.
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<blockquote data-quote="steeldragons" data-source="post: 9224611" data-attributes="member: 92511"><p>Hmm...I'm not sure what the point of a single subclass is. The point of the subclasses -as they are now used/understood- is to provide options for character archetypes. Just one isn't/can't do that.</p><p></p><p>So you'd want a "default/no subclass" for each of your base classes, and then a particular "flavor" of that base class as your single subclass option for a "different/specific" kind of that class.</p><p></p><p>Working with the "5" as a theme...something along these lines...</p><p></p><p><strong>Classes:</strong></p><p><strong>The Cleric:</strong> <strong>1st lvl:</strong> +2 to all saves. <em>Channel Divinity</em> (level times per day): +2 to AC and saves for all allies within 15' radius. <strong>2nd lvl:</strong> <em>Divine Magic </em>- tier I. <strong>3rd lvl: </strong>Channel Divinity: Turn Undead. <strong>4th lvl: </strong>+1 to hit with attacks (with weapon or spell).<em> Divine Magic </em>- tier II. <strong>5th level:</strong> +3 to all saves. Channel: +3 to AC and ally saves within 30' radius.</p><p><em>Divine Magic:</em> 2nd level: 1 Tier I spell per day. 3rd level: 2 Tier I spells/day. 4th level: 3 Tier I spells & 1 Tier II/day. 5th level: 4 Tier I spells & 2 Tier II spells per day.<em><strong> Plus</strong></em> 1 bonus spell per day for each Wisdom bonus point. Spells must be a tier you an cast.</p><p>--<strong>The Crusader Cleric</strong>: <strong>1st lvl: </strong>+1 to all saves and AC. Channel Divinity (level times per day): Righteous Smite +d6 to damage (x2 vs. undead or extraplanar Evil creatures). <strong>2nd lvl:</strong> +1 to weapon attacks.<strong> 3rd lvl: </strong>Channel Divinity: Righteous Smite now does 2d6 added damage <em><strong>or</strong></em> Lay on Hands -heal a total of up d6 per level HP per day (may be divided among as many channels as the templar wants, but can not exceed their # of Channels per day). <strong>4th lvl:</strong> +2 to weapon attacks, saves, and AC. <strong>5th lvl: </strong>Channel: Righteous Smite now adds 3d6 damage. Lay on Hands now allows 2d6 per level HP of healing per day.</p><p></p><p><strong>The Fighter:</strong> <strong>1st level:</strong> +2 to hit on melee attacks (weapons or unarmed). <em>Power Attack</em> (level times per day): +d6 to damage. 2nd level: "Battle Stamina/Second Wind" mechanic, restore d8 + Con bonus, once per day. <strong>3rd level:</strong> +2 to any Str, Con, or Dex checks and saves. <strong>4th level:</strong> Second Wind twice per day. <strong>5th level: </strong>+3 to hit and damage any weapon/unarmed attack. +3 to Str/Con/Dex checks and saves. Second Wind mechanic now restores 2d6 + Con. </p><p>--<strong>The Defender Fighter: 1st level:</strong> +1 to hit on melee attacks, +1 to AC. <em>Take the Hit</em> (level times per day): Absorb/deflect (must hit your AC) 1 attack on ally/innocent within 10' of you. <strong>2nd:</strong> Second Wind, as above. <strong>3rd:</strong> +2 to hit<strong><em> or </em></strong>damage (player's choice per round) and +2 to AC.<strong> 4th: </strong>Second Wind, 2 per day, as above. <strong>5th: </strong>+2 to hit <strong><em>and </em></strong>damage, +3 to AC. Take the Hit can now absorb two attacks per round (vs. same ally or different ones, still limited to level uses per day), within 15' of you. Second Wind, as above.</p><p></p><p><strong>The Mage: 1st level:</strong><em> Arcane Magic</em> - choose 3 tier I spells for your grimoire. <em>Magic-User </em>(level times per day): +2 to saves against any spell or magical effect/attack. <strong>2nd lvl: </strong>+1 to hit with or save DC of all magic attacks. <strong>3rd lvl: </strong><em>Arcane Magic</em> - choose 2 tier II spells for your grimoire. <strong>4th:</strong> +2 to hit with or save DC of all magic attacks. <strong>5th lvl: </strong><em>Arcane Magic</em> - choose 1 tier III spell for your grimoire. Magic-user is now +3 to all magic saves.</p><p>--<strong>The Evoker Mage:</strong> <strong>1st lvl: </strong><em>Arcane Magic</em> - tier I, as above. <em>Empower Spell</em> (level times per day): +2 to hit with or save DC of spell attack, and add 5' to range or area of effect per level. <strong>2nd lvl:</strong> <em>Substitute Spell</em> - once per day you can swap out a spell you have memorized to shape the energy into Magic Missile or Shield (even if you do not have the spell in your grimoire). <strong>3rd lvl:</strong> <em>Arcane Magic</em> - tier II, as above. <strong>4th:</strong> <em>Sorcerous Strike</em> - add d6 magic energy damage to any spell or weapon attack you make.<strong> 5th:</strong> <em>Arcane Magic</em>- tier III, as above. Empowered Spell is now +3 to hit or save DC, damage dealing spells add additional damage die. You can now Substitute Spell 3 times per day.</p><p><em>Arcane Magic:</em> 1st level: Cast 2 Tier I spells per day. 2nd level: 3 Tier I spells/day. 3rd level: 3 Tier I & 1 Tier II/day. 4th level: 4 Tier I & 2 Tier II/per day. 5th level: 4 Tier I, 3 Tier II, & 2 Tier 3 per day. <em><strong>Plus</strong></em> 1 bonus spell per day for each Intelligence bonus point. Spells must be a tier you an cast.</p><p></p><p><strong>The Sentinel: 1st level:</strong> +2 to hit with 1 ranged and 1 melee weapon of choice. <em>Sorcerous Strike</em> (level times per day): add d6 magic energy damage to your weapon attack. <strong>2nd lvl: </strong><em>Arcane Magic</em> - tier I. <strong>3rd lvl:</strong> <em>Second Wind</em>, as 2nd level Fighter. <strong>4th lvl:</strong><em> Arcane Magic</em> - tier II. <strong>5th lvl: </strong>+3 to hit with any weapon attack. Sorcerous Strike now adds 2d6 damage. Second Wind as 4th level Fighter.</p><p><em>Sentinel Spell Progression:</em> 2nd level: 1 Tier I spell per day. 3rd level: 2 Tier I spells/day. 4th level: 3 Tier I spells & 1 Tier II/day. 5th level: 4 Tier I spells & 2 Tier II spells per day.<em><strong> Plus</strong></em> 1 bonus spell per day for each Intelligence bonus point. Spells must be a tier you an cast.</p><p>--<strong>The Ranger Sentinel: 1st level: </strong>+2 to hit with 1 ranged and 1 melee weapon of choice, and any Dexterity- or Constitution-based checks/saves. <em>Marked Strike</em> (level times per day): add d6 to damage against a target you select as your "Marked quarry." Once chosen, the mark can not be changed until they have been defeated (slain, retreated, or surrendered). <strong>2nd lvl:</strong> <em>Second Wind</em>, as 2nd level Fighter. <strong>3rd lvl:</strong> <em>Strider: </em>add +2 to any roll to find and follow trails/tracks of a target you choose, you are not slowed by difficult terrain, and add +2 to saves against unnatural/effects causing difficult terrain. <strong>4th lvl:</strong> <em>Magic Adept</em> - choose 3 cantrips, 2 Tier I, and 1 Tier II spell from the Arcane or Divine spell lists. You cast these spells 1 + your modifier for Intelligence (for (Arcane spells) or Wisdom (Divine spells) per day. Once chosen, these spells can not be changed.<strong> 5th lvl:</strong> +3 to hit with all weapon attacks, Dex- and Con-checks/saves.<em> Marked Strike</em> is now 2d6.</p><p></p><p><strong>The Thief:</strong> <strong>1st level:</strong> +2 to hit with ranged or simple weapon attacks, all Dexterity-based checks/saves, and <strong>Rogue Tricks</strong> rolls. <em>Cunning Guile</em> (level times per day): +2 to deceive, flatter, intimidate or otherwise influence interactions with others. <strong>2nd lvl: </strong><em>Sneak Attack:</em> +2 to hit and add d6 against a target if after a successful Stealthy Move (prior to your attack) or against a target otherwise engaged in combat/distracted from your approach. <strong>3rd lvl:</strong> Cunning Guile is now +3 and can be used to add bonus to a Rogue Trick roll. <strong>4th lvl:</strong> Sneak Attack is now +3 to hit and +2d6 damage. <strong>5th lvl:.</strong> +3 to ranged attacks, all Dexterity-based checks/saves, and Rogue Trick rolls. Cunning Guile is now +4.</p><p>--<strong>The Acrobat Thief:</strong> <strong>1st lvl:</strong> +2 to hit with ranged and simple weapon attack, Dex. checks/saves. <em>Uncanny Acrobatics </em>(level times per day): +2 to any save against a threat, trap or directed attack that can be physically avoided (weapons, spells, breath weapon, pit trap, etc...) resulting in your position moving a minimum of 10'-20' (d2 x 10). <strong>2nd lvl: </strong><em>Rogue Tricks</em>, as above (+2). <strong>3rd lvl:</strong> Acrobatics is +3.<strong> 4th lvl:</strong> <em>Evasion</em> - take no damage instead of half on a successful save roll (including using<em> Roll with It</em>). <strong>5th lvl: </strong>+3 to ranged attacks, all Dexterity-based saves/checks, and Rogue's Tricks. Acrobatics is now +4.</p><p>.</p><p><strong>Rogue Tricks:</strong> Add bonus to the roll equal to the Thief's level (plus the indicated ability modifier):</p><p><em>Agility: </em>(Strength or Dexterity, DM's call to situation) climb vertical surfaces and move unhindered (half speed) along narrow, slippery, or otherwise precarious/difficult surfaces.</p><p><em>Sleight of Hand:</em> (Dexterity) pick pockets, palm small objects, or other mundane uses of legerdemain.</p><p><em>Locks & Traps: </em>(Dexterity or Intelligence, DM's call to situation) find, disarm and/or dismantle mechanical locks or traps.</p><p><em>Roll with It:</em> (Strength or Constitution, DM's call to situation) reduce damage from a successful attack by d6 (rolls exceeding the damage taken on a given attack is lost) </p><p><em>Stealthy Moves: </em>(Intelligence or Wisdom, DM's call to situation) move silently, pass unnoticed ("blend in," including to follow someone - "tail"- unnoticed), or hide in shadows or elsewhere. </p><p></p><p><strong>TURNING UNDEAD:</strong></p><p>Cleric Level 3: Turn Skeletons, Zombies, Shadows. 30' radius.</p><p>Level 4: Turn Ghouls, Ghasts, Wraiths. Destroy Skeletons, Zombies. 40' radius.</p><p>Level 5: Turn Mummies, Spectres, Vampires. Destroy Shadows, Ghouls. 50' radius</p><p></p><p><strong>SPELL LISTS: </strong></p><p><strong>DIVINE MAGIC</strong></p><p><strong>TIER I:</strong><em> Bless:</em> +1, and counts as magic, for your and/or other's attacks. 1 person per level.</p><p><em>Cure Wounds I: </em>Heal d8 + Wisdom modifier HP.</p><p><em>Light:</em> shed light to 20' radius.</p><p><em>Sanctuary:</em> 10' radius forcefield that blocks physcial and magic attacks.</p><p><em>Shield of Faith: </em>+2 your and/or other's AC. 1 person per level.</p><p><strong>TIER II: </strong><em>Cure Poison:</em> remove d6 HP and/or halt further poison damage</p><p><em>Cure Wounds II:</em> Heal 2d8 + Wisdom modifier HP.</p><p><em>Hold Person:</em> halt 1 medium humanoid or normal animal target per level, 2 per level for small humanoids/creatures, 1 per 2 levels for large humanoids and/or giant animals.</p><p><em>Silence: </em>cancel sound for 20' radius.</p><p><em>Spiritual Weapon: </em>attack 1 target per level, per round, within a 20' radius of the cleric, successful hit deals d6 magic damage.</p><p></p><p><strong>ARCANE MAGIC</strong></p><p><strong>TIER I:</strong> Your magical training permits you to use the following minor magics ("Cantrips") at will: Detect Magic (sense magic - creatures, items, places- within 50' of you), Detect Evil (sense Evil -creatures, items, places- within a 50' of you), Light (shed illumination 20' radius), Protection Circle (stop Evil beings from being able to near/touch you, 10' radius), Resist Fire/Cold (+1 to save against magical fire or cold/ice attacks, natural high/low temperatures can not harm you).</p><p>The following Tier I spells must be selected/found/recorded/prepared individually:</p><p><em>Burning/Freezing Hands:</em> deal d6 fire or ice (player's choice at casting) damage to all targets within a 20' arc up to 20' away, + 5' range and wider arc per level.</p><p><em>Featherfall: </em>halt your fall/decent to a safe landing.</p><p><em>Magic Missile: </em>unerring bolt of magical energy deals d6 HP of magic damage, 1 bolt per level per casting.</p><p><em>Shield:</em> provide 5' diameter per level forcefield "disc" that blocks physical and magical/energy attacks. Can create a dome (up to 15' diameter +5' per level after) at 3rd level. Can create a full sphere (up to 25' diameter) at 5th.</p><p><em>Sleep:</em> put targets within 20' of caster into deep slumber.</p><p><strong>TIER II: </strong><em>Charm Person/Animal: </em>place targets under your control, thinking caster is a good friend, up to total of level targets per casting.</p><p><em>Wizard's Knock/Lock: </em>magically open or seal portals.</p><p><em>Levitate: </em>raise/move/lower 10' per round in any direction, up to level targets per casting.</p><p><em>Mirror Image:</em> create illusionary duplicates, d4 + level images appearing around/adjacent to you.</p><p><em>Web:</em> ensnare targets within a 20' diameter up to 20' away from caster.</p><p><strong>TIER III:</strong> <em>Dispel Magic:</em> cancel/undo magical effects on a person, item, or place.</p><p><em>Fireball:</em> deal d6 per level of fire damage to all targets in 20' radius, centered up to 50' away from caster.</p><p><em>Fly:</em> move up to 60' per round through the air, any direction and hover, up to level targets per casting.</p><p><em>Lightning Bolt</em>: deals d6 per level of lightning damage to all targets along a 50' long, up to 10' wide, line from caster.</p><p><em>Tongues:</em> as many targets as caster selects within 30' radius understand and can speak each other's languages.</p><p></p><p><strong>Species: </strong></p><p><strong>Human:</strong> +1 to Prime Ability, +2 to player's choice of Craft, +1 to 2 skills of player's choice, +2 to attack with 1 weapon of choice, Speak Common + languages equal to Intelligence modifier of players choice. </p><p><strong>Dwarf: </strong>Darkvision, Stonecraft, +2 to Toughness, +1 to attack with hammer/sword/axe, Speak Dwarf, Common, Giant.</p><p><strong>Elf: </strong>Lowlight Vision, Woodcraft, +2 to Perception, +1 to attack with bow/sword or spell, Speak Elf, Common, Orc, Sylvan.</p><p><strong>Gnome:</strong> Lowlight Vision, Dweomercraft, +2 to Lore, +1 to attack with dagger/sling or spell, Speak Gnome, Common, Goblin, Sylvan</p><p><strong>Orc:</strong> Darkvision, Warcraft, +2 to Athletics, +1 to attack with sword/axe/spear, Speak Orc, Common, Goblin.</p><p></p><p><strong>SKILLS - Physical</strong> (DM decides which ability is appropriate to the situation, if multiple abilities possible)</p><p><strong>Agility </strong>(Strength, Constitution, or Dexterity): dodge an attack, slink through narrow openings, balance/reflexes, escape a Grapple, etc...</p><p><strong>Athletics </strong>(Strength, Constitution or Dexterity): swim across a river, ride a horse, throw/catch, engage in contests of physical prowess, etc...</p><p><strong>Grapple</strong> (Strength): grab/hold someone to prevent their movement or (normally, physical) actions.</p><p><strong>Nimble </strong>(Dexterity): assist in hand-eye coordination, manual skills (writing/drawing/sewing, etc...), manipulate objects, etc... </p><p><strong>Toughness </strong>(Constitution): endure harsh temperatures, overcome fatigue, run a long distance, etc...</p><p></p><p><strong>SKILLS - Mental</strong> (DM decides, as above)</p><p><strong>Gather Information</strong> (Intelligence, Wisdom or Charisma): find information on a given topic, get information from talking to people, look things up in a library, etc...</p><p><strong>Insight</strong> (Wisdom): read other people's motivations, determine emotional states, notice deceit, etc...</p><p><strong>Lore</strong> (Intelligence): know/have learned something about a given topic.</p><p><strong>Perception</strong> (Intelligence, Wisdom or Charisma): notice things around you.</p><p><strong>Persuasion</strong> (Charisma): interact with and influence others to arrive at an outcome you want, use deception, intimidate, appeal to others' sense of honor, etc...</p><p></p><p><strong>CRAFTS</strong></p><p><strong>Dweomercraft:</strong> identify and use magic items, identify spells, use spell scrolls, or other magical effects on a person/place/thing.</p><p><strong>Stonecraft: </strong>identify sloping passages (direction, up or down) and crafted vs. natural stone, adept with mansonry, mining, and engineering stone structures, move at normal speed in rocky/mountainous or subterranean surroundings, know direction while moving/working underground.</p><p><strong>Tradecraft: </strong>choose a type of profession or business in which you have experience and apply +2 bonus to actions/feats involving that area: Astronomy, Blacksmithing, Weaving, Cooking, Diplomacy, Farming, etc...</p><p><strong>Warcraft:</strong> identify and appraise the make and quality of armor and weapons, determine if/when danger is in your immediate area, observe weaknesses in your opponents attacks, strategize battleplans and tactics.</p><p><strong>Woodcraft: </strong>identify flora and fauna, adept with tracking, hunting/foraging, and survival in wooded/wilderness environs, move at normal speed through forested areas and undergrowth, know direction in natural - above ground - surroundings.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 9224611, member: 92511"] Hmm...I'm not sure what the point of a single subclass is. The point of the subclasses -as they are now used/understood- is to provide options for character archetypes. Just one isn't/can't do that. So you'd want a "default/no subclass" for each of your base classes, and then a particular "flavor" of that base class as your single subclass option for a "different/specific" kind of that class. Working with the "5" as a theme...something along these lines... [B]Classes: The Cleric:[/B] [B]1st lvl:[/B] +2 to all saves. [I]Channel Divinity[/I] (level times per day): +2 to AC and saves for all allies within 15' radius. [B]2nd lvl:[/B] [I]Divine Magic [/I]- tier I. [B]3rd lvl: [/B]Channel Divinity: Turn Undead. [B]4th lvl: [/B]+1 to hit with attacks (with weapon or spell).[I] Divine Magic [/I]- tier II. [B]5th level:[/B] +3 to all saves. Channel: +3 to AC and ally saves within 30' radius. [I]Divine Magic:[/I] 2nd level: 1 Tier I spell per day. 3rd level: 2 Tier I spells/day. 4th level: 3 Tier I spells & 1 Tier II/day. 5th level: 4 Tier I spells & 2 Tier II spells per day.[I][B] Plus[/B][/I] 1 bonus spell per day for each Wisdom bonus point. Spells must be a tier you an cast. --[B]The Crusader Cleric[/B]: [B]1st lvl: [/B]+1 to all saves and AC. Channel Divinity (level times per day): Righteous Smite +d6 to damage (x2 vs. undead or extraplanar Evil creatures). [B]2nd lvl:[/B] +1 to weapon attacks.[B] 3rd lvl: [/B]Channel Divinity: Righteous Smite now does 2d6 added damage [I][B]or[/B][/I] Lay on Hands -heal a total of up d6 per level HP per day (may be divided among as many channels as the templar wants, but can not exceed their # of Channels per day). [B]4th lvl:[/B] +2 to weapon attacks, saves, and AC. [B]5th lvl: [/B]Channel: Righteous Smite now adds 3d6 damage. Lay on Hands now allows 2d6 per level HP of healing per day. [B]The Fighter:[/B] [B]1st level:[/B] +2 to hit on melee attacks (weapons or unarmed). [I]Power Attack[/I] (level times per day): +d6 to damage. 2nd level: "Battle Stamina/Second Wind" mechanic, restore d8 + Con bonus, once per day. [B]3rd level:[/B] +2 to any Str, Con, or Dex checks and saves. [B]4th level:[/B] Second Wind twice per day. [B]5th level: [/B]+3 to hit and damage any weapon/unarmed attack. +3 to Str/Con/Dex checks and saves. Second Wind mechanic now restores 2d6 + Con. --[B]The Defender Fighter: 1st level:[/B] +1 to hit on melee attacks, +1 to AC. [I]Take the Hit[/I] (level times per day): Absorb/deflect (must hit your AC) 1 attack on ally/innocent within 10' of you. [B]2nd:[/B] Second Wind, as above. [B]3rd:[/B] +2 to hit[B][I] or [/I][/B]damage (player's choice per round) and +2 to AC.[B] 4th: [/B]Second Wind, 2 per day, as above. [B]5th: [/B]+2 to hit [B][I]and [/I][/B]damage, +3 to AC. Take the Hit can now absorb two attacks per round (vs. same ally or different ones, still limited to level uses per day), within 15' of you. Second Wind, as above. [B]The Mage: 1st level:[/B][I] Arcane Magic[/I] - choose 3 tier I spells for your grimoire. [I]Magic-User [/I](level times per day): +2 to saves against any spell or magical effect/attack. [B]2nd lvl: [/B]+1 to hit with or save DC of all magic attacks. [B]3rd lvl: [/B][I]Arcane Magic[/I] - choose 2 tier II spells for your grimoire. [B]4th:[/B] +2 to hit with or save DC of all magic attacks. [B]5th lvl: [/B][I]Arcane Magic[/I] - choose 1 tier III spell for your grimoire. Magic-user is now +3 to all magic saves. --[B]The Evoker Mage:[/B] [B]1st lvl: [/B][I]Arcane Magic[/I] - tier I, as above. [I]Empower Spell[/I] (level times per day): +2 to hit with or save DC of spell attack, and add 5' to range or area of effect per level. [B]2nd lvl:[/B] [I]Substitute Spell[/I] - once per day you can swap out a spell you have memorized to shape the energy into Magic Missile or Shield (even if you do not have the spell in your grimoire). [B]3rd lvl:[/B] [I]Arcane Magic[/I] - tier II, as above. [B]4th:[/B] [I]Sorcerous Strike[/I] - add d6 magic energy damage to any spell or weapon attack you make.[B] 5th:[/B] [I]Arcane Magic[/I]- tier III, as above. Empowered Spell is now +3 to hit or save DC, damage dealing spells add additional damage die. You can now Substitute Spell 3 times per day. [I]Arcane Magic:[/I] 1st level: Cast 2 Tier I spells per day. 2nd level: 3 Tier I spells/day. 3rd level: 3 Tier I & 1 Tier II/day. 4th level: 4 Tier I & 2 Tier II/per day. 5th level: 4 Tier I, 3 Tier II, & 2 Tier 3 per day. [I][B]Plus[/B][/I] 1 bonus spell per day for each Intelligence bonus point. Spells must be a tier you an cast. [B]The Sentinel: 1st level:[/B] +2 to hit with 1 ranged and 1 melee weapon of choice. [I]Sorcerous Strike[/I] (level times per day): add d6 magic energy damage to your weapon attack. [B]2nd lvl: [/B][I]Arcane Magic[/I] - tier I. [B]3rd lvl:[/B] [I]Second Wind[/I], as 2nd level Fighter. [B]4th lvl:[/B][I] Arcane Magic[/I] - tier II. [B]5th lvl: [/B]+3 to hit with any weapon attack. Sorcerous Strike now adds 2d6 damage. Second Wind as 4th level Fighter. [I]Sentinel Spell Progression:[/I] 2nd level: 1 Tier I spell per day. 3rd level: 2 Tier I spells/day. 4th level: 3 Tier I spells & 1 Tier II/day. 5th level: 4 Tier I spells & 2 Tier II spells per day.[I][B] Plus[/B][/I] 1 bonus spell per day for each Intelligence bonus point. Spells must be a tier you an cast. --[B]The Ranger Sentinel: 1st level: [/B]+2 to hit with 1 ranged and 1 melee weapon of choice, and any Dexterity- or Constitution-based checks/saves. [I]Marked Strike[/I] (level times per day): add d6 to damage against a target you select as your "Marked quarry." Once chosen, the mark can not be changed until they have been defeated (slain, retreated, or surrendered). [B]2nd lvl:[/B] [I]Second Wind[/I], as 2nd level Fighter. [B]3rd lvl:[/B] [I]Strider: [/I]add +2 to any roll to find and follow trails/tracks of a target you choose, you are not slowed by difficult terrain, and add +2 to saves against unnatural/effects causing difficult terrain. [B]4th lvl:[/B] [I]Magic Adept[/I] - choose 3 cantrips, 2 Tier I, and 1 Tier II spell from the Arcane or Divine spell lists. You cast these spells 1 + your modifier for Intelligence (for (Arcane spells) or Wisdom (Divine spells) per day. Once chosen, these spells can not be changed.[B] 5th lvl:[/B] +3 to hit with all weapon attacks, Dex- and Con-checks/saves.[I] Marked Strike[/I] is now 2d6. [B]The Thief:[/B] [B]1st level:[/B] +2 to hit with ranged or simple weapon attacks, all Dexterity-based checks/saves, and [B]Rogue Tricks[/B] rolls. [I]Cunning Guile[/I] (level times per day): +2 to deceive, flatter, intimidate or otherwise influence interactions with others. [B]2nd lvl: [/B][I]Sneak Attack:[/I] +2 to hit and add d6 against a target if after a successful Stealthy Move (prior to your attack) or against a target otherwise engaged in combat/distracted from your approach. [B]3rd lvl:[/B] Cunning Guile is now +3 and can be used to add bonus to a Rogue Trick roll. [B]4th lvl:[/B] Sneak Attack is now +3 to hit and +2d6 damage. [B]5th lvl:.[/B] +3 to ranged attacks, all Dexterity-based checks/saves, and Rogue Trick rolls. Cunning Guile is now +4. --[B]The Acrobat Thief:[/B] [B]1st lvl:[/B] +2 to hit with ranged and simple weapon attack, Dex. checks/saves. [I]Uncanny Acrobatics [/I](level times per day): +2 to any save against a threat, trap or directed attack that can be physically avoided (weapons, spells, breath weapon, pit trap, etc...) resulting in your position moving a minimum of 10'-20' (d2 x 10). [B]2nd lvl: [/B][I]Rogue Tricks[/I], as above (+2). [B]3rd lvl:[/B] Acrobatics is +3.[B] 4th lvl:[/B] [I]Evasion[/I] - take no damage instead of half on a successful save roll (including using[I] Roll with It[/I]). [B]5th lvl: [/B]+3 to ranged attacks, all Dexterity-based saves/checks, and Rogue's Tricks. Acrobatics is now +4. . [B]Rogue Tricks:[/B] Add bonus to the roll equal to the Thief's level (plus the indicated ability modifier): [I]Agility: [/I](Strength or Dexterity, DM's call to situation) climb vertical surfaces and move unhindered (half speed) along narrow, slippery, or otherwise precarious/difficult surfaces. [I]Sleight of Hand:[/I] (Dexterity) pick pockets, palm small objects, or other mundane uses of legerdemain. [I]Locks & Traps: [/I](Dexterity or Intelligence, DM's call to situation) find, disarm and/or dismantle mechanical locks or traps. [I]Roll with It:[/I] (Strength or Constitution, DM's call to situation) reduce damage from a successful attack by d6 (rolls exceeding the damage taken on a given attack is lost) [I]Stealthy Moves: [/I](Intelligence or Wisdom, DM's call to situation) move silently, pass unnoticed ("blend in," including to follow someone - "tail"- unnoticed), or hide in shadows or elsewhere. [B]TURNING UNDEAD:[/B] Cleric Level 3: Turn Skeletons, Zombies, Shadows. 30' radius. Level 4: Turn Ghouls, Ghasts, Wraiths. Destroy Skeletons, Zombies. 40' radius. Level 5: Turn Mummies, Spectres, Vampires. Destroy Shadows, Ghouls. 50' radius [B]SPELL LISTS: DIVINE MAGIC TIER I:[/B][I] Bless:[/I] +1, and counts as magic, for your and/or other's attacks. 1 person per level. [I]Cure Wounds I: [/I]Heal d8 + Wisdom modifier HP. [I]Light:[/I] shed light to 20' radius. [I]Sanctuary:[/I] 10' radius forcefield that blocks physcial and magic attacks. [I]Shield of Faith: [/I]+2 your and/or other's AC. 1 person per level. [B]TIER II: [/B][I]Cure Poison:[/I] remove d6 HP and/or halt further poison damage [I]Cure Wounds II:[/I] Heal 2d8 + Wisdom modifier HP. [I]Hold Person:[/I] halt 1 medium humanoid or normal animal target per level, 2 per level for small humanoids/creatures, 1 per 2 levels for large humanoids and/or giant animals. [I]Silence: [/I]cancel sound for 20' radius. [I]Spiritual Weapon: [/I]attack 1 target per level, per round, within a 20' radius of the cleric, successful hit deals d6 magic damage. [B]ARCANE MAGIC TIER I:[/B] Your magical training permits you to use the following minor magics ("Cantrips") at will: Detect Magic (sense magic - creatures, items, places- within 50' of you), Detect Evil (sense Evil -creatures, items, places- within a 50' of you), Light (shed illumination 20' radius), Protection Circle (stop Evil beings from being able to near/touch you, 10' radius), Resist Fire/Cold (+1 to save against magical fire or cold/ice attacks, natural high/low temperatures can not harm you). The following Tier I spells must be selected/found/recorded/prepared individually: [I]Burning/Freezing Hands:[/I] deal d6 fire or ice (player's choice at casting) damage to all targets within a 20' arc up to 20' away, + 5' range and wider arc per level. [I]Featherfall: [/I]halt your fall/decent to a safe landing. [I]Magic Missile: [/I]unerring bolt of magical energy deals d6 HP of magic damage, 1 bolt per level per casting. [I]Shield:[/I] provide 5' diameter per level forcefield "disc" that blocks physical and magical/energy attacks. Can create a dome (up to 15' diameter +5' per level after) at 3rd level. Can create a full sphere (up to 25' diameter) at 5th. [I]Sleep:[/I] put targets within 20' of caster into deep slumber. [B]TIER II: [/B][I]Charm Person/Animal: [/I]place targets under your control, thinking caster is a good friend, up to total of level targets per casting. [I]Wizard's Knock/Lock: [/I]magically open or seal portals. [I]Levitate: [/I]raise/move/lower 10' per round in any direction, up to level targets per casting. [I]Mirror Image:[/I] create illusionary duplicates, d4 + level images appearing around/adjacent to you. [I]Web:[/I] ensnare targets within a 20' diameter up to 20' away from caster. [B]TIER III:[/B] [I]Dispel Magic:[/I] cancel/undo magical effects on a person, item, or place. [I]Fireball:[/I] deal d6 per level of fire damage to all targets in 20' radius, centered up to 50' away from caster. [I]Fly:[/I] move up to 60' per round through the air, any direction and hover, up to level targets per casting. [I]Lightning Bolt[/I]: deals d6 per level of lightning damage to all targets along a 50' long, up to 10' wide, line from caster. [I]Tongues:[/I] as many targets as caster selects within 30' radius understand and can speak each other's languages. [B]Species: Human:[/B] +1 to Prime Ability, +2 to player's choice of Craft, +1 to 2 skills of player's choice, +2 to attack with 1 weapon of choice, Speak Common + languages equal to Intelligence modifier of players choice. [B]Dwarf: [/B]Darkvision, Stonecraft, +2 to Toughness, +1 to attack with hammer/sword/axe, Speak Dwarf, Common, Giant. [B]Elf: [/B]Lowlight Vision, Woodcraft, +2 to Perception, +1 to attack with bow/sword or spell, Speak Elf, Common, Orc, Sylvan. [B]Gnome:[/B] Lowlight Vision, Dweomercraft, +2 to Lore, +1 to attack with dagger/sling or spell, Speak Gnome, Common, Goblin, Sylvan [B]Orc:[/B] Darkvision, Warcraft, +2 to Athletics, +1 to attack with sword/axe/spear, Speak Orc, Common, Goblin. [B]SKILLS - Physical[/B] (DM decides which ability is appropriate to the situation, if multiple abilities possible) [B]Agility [/B](Strength, Constitution, or Dexterity): dodge an attack, slink through narrow openings, balance/reflexes, escape a Grapple, etc... [B]Athletics [/B](Strength, Constitution or Dexterity): swim across a river, ride a horse, throw/catch, engage in contests of physical prowess, etc... [B]Grapple[/B] (Strength): grab/hold someone to prevent their movement or (normally, physical) actions. [B]Nimble [/B](Dexterity): assist in hand-eye coordination, manual skills (writing/drawing/sewing, etc...), manipulate objects, etc... [B]Toughness [/B](Constitution): endure harsh temperatures, overcome fatigue, run a long distance, etc... [B]SKILLS - Mental[/B] (DM decides, as above) [B]Gather Information[/B] (Intelligence, Wisdom or Charisma): find information on a given topic, get information from talking to people, look things up in a library, etc... [B]Insight[/B] (Wisdom): read other people's motivations, determine emotional states, notice deceit, etc... [B]Lore[/B] (Intelligence): know/have learned something about a given topic. [B]Perception[/B] (Intelligence, Wisdom or Charisma): notice things around you. [B]Persuasion[/B] (Charisma): interact with and influence others to arrive at an outcome you want, use deception, intimidate, appeal to others' sense of honor, etc... [B]CRAFTS Dweomercraft:[/B] identify and use magic items, identify spells, use spell scrolls, or other magical effects on a person/place/thing. [B]Stonecraft: [/B]identify sloping passages (direction, up or down) and crafted vs. natural stone, adept with mansonry, mining, and engineering stone structures, move at normal speed in rocky/mountainous or subterranean surroundings, know direction while moving/working underground. [B]Tradecraft: [/B]choose a type of profession or business in which you have experience and apply +2 bonus to actions/feats involving that area: Astronomy, Blacksmithing, Weaving, Cooking, Diplomacy, Farming, etc... [B]Warcraft:[/B] identify and appraise the make and quality of armor and weapons, determine if/when danger is in your immediate area, observe weaknesses in your opponents attacks, strategize battleplans and tactics. [B]Woodcraft: [/B]identify flora and fauna, adept with tracking, hunting/foraging, and survival in wooded/wilderness environs, move at normal speed through forested areas and undergrowth, know direction in natural - above ground - surroundings. [/QUOTE]
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