D&D 5E Gyor's Alternate playtest packet


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gyor

Legend
I'm starting with the cleric class, this is just a taste.

Cleric

Ceremonies: Ceremonies are special holy rites that a cleric has mastered that resanate with divine power, but are not spells. At first level a cleric picks one, the cleric picks another at third level and at every three levels from thier.

Example Ceremonies: Turn Undead, Exoricism, Consorecrate/Desorecrate, Fattawa, Blood Sacrifice, Divine Marriage, Channel Divinity, Convert, Commune, Ridden, Prophecy, Sin-Eating, Lesser Investure, Greater Investure, Vow of Poverty, Vow of Chasity, Vow of Sin.

Gnosis: As your faith grows so to do you grow closer to your God or Philosphy, the connection becomes stronger. Still Gods are too large to grasp in thier entirety and so ypi seek union by becoming one with aspects of your God, aspects called domains, which are facets of you god or philosphy. A Philosphy or God's Domains may or may not manifest as unique beings, such as saints, avatars, manifestations, or angels, etc...

A Cleric gets access to one of thier Gods Domains at 1st level, 5th level, and every 5 levels after that. Each Domain gives profancies and a domain gift that requires 5 minutes of mediation to reattune to after being used before it can be used again.

Orisons: Orisons are O level cleric spells that can be cast at will. A cleric chooses one at 1 level and gets one with each domain. The Lesser Investure Ceremony allows a cleric to grant the use of one of thier Orisons to another person who they invest a measure of thier power as a Champion of the Faith. Only one person can be so invested for each time the cleric chooses Lesser investure as a ceremony.

Spells: As normal cleric spells. Retains words of power, but slight change in fluff, Words of Power are the secret sacred names of your God/Philosphy, invested with power and unspeakable to unbelievers. The spell works the same no matter the God as all Gods have these Secret names/words of power becomes thier appart of a God's Godhood the way a true name are apart of a mortals soul.

Rituals spells change a bit, reduce the cost of ritual spells by 25 percent for each partipate other then the caster. Particapates need not be spells casters to be invovled. Rituals that use a holy relic are free and recieve bonuses.

(Authors note part of the goal here of the Cleric was to make the cleric feel more spiritual, give it a more religious feel, instead of A armoured wizard who prays, so I tie the features more into side effects of spiritial growth, instead of just using Domains as just ways to make a cleric more unique, I'm using them as stepping stones on the path to divine union, Ceremonies harken back to the fact that priests can have different duties within the same religion)
 

gyor

Legend
Wizard

Class features

Traditions: Basically the same, but more features.

Metamagic: Metamagic works differently. The,idea is you use your understanding of a key magical principle to alter a spell. Using metamagic costs hit dice as twisting a spell using fundamental laws of magic takes a toll on,your health from the effect and side effects of,twisting magic. Some types of metamagic maybe have restructions, such as it can only be applies to spells a certain amount of levels below your lowest. You choose one metamagic princple and gain a second from your tradition, plus an extra one at third level and every three levels there after.

Signature Spell: I'm seperating Signature Spell from traditions and changing how it works. You pick your Signature Spell and it can be any wizard spell you want that you can cast. The spell doesn't become encounter spell automatically instead you can cast that spell with 1 Metamagic without spending any hit dice.

Spellcasting: Works mostly the same, but,with the following changes.

Ritual Tools: Tradition grants one unique ritual tool and you pick another ritual tool at first level. Each Ritual tool you use reduces the cost of the ritual by 25 percent and provides a benifit. Familiars can be choosen as a ritual tool, granting the feat for free.

Examples a wizard of the necromancy tradition, who gets skull as a tool from thier tradition which grants the necromancer a bonuw undead minion when casting necromancer ritual spells.

He chooses the familar as his other ritual tool which grants the wizard one extra spell known, not in his spell book, but which can only be cast as a ritual.

Another example would be envoker which gains the sword ritual tool which deals damage to any enemy who ruins the wizards ritual as punishment, a magical backlash.

This wizard picks the chalice his other tool, which reduces the cost of rituals by another 10 percent.

Wizards get a new ritual tool at 5th level and once every five levels after first.


Special Spells: Endowments keyword. Spells with the endowment keyword cast an endowment upon the wizard, which is buff that replenishes over time. So a wizard casts flaming serpant upon himself and a tattoo of a burning king cobra appears on his arm. With a word the tattoo spring to life and attacks, dealing damage to a target, before becoming a tattoo again, abit faded. The Flame Serpant regains power over time, say 5 minutes, and which point that wizard can make it attack again, until the end of the day.

Endowment spells allows a wizard to costomize his ratio of encounter powers to daily spells using vancian daily spell slots. Don't like encounter powers, use spells without the endowment keyword, want only encounter powers cast only spells with the endowment keyword, or you can mix it up however you like.

Obviously these two classes need work, I'll do the Rogue later.
 


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