D&D 5E (2024) How I Would Do 5.75

Zardnaar

Legend
So one year on i thinking how 5.5 coukd be improved. But not requiring a full rewrite atlas my 6E thread. Where did 5.5 hit the mark and where did it whiff. Im going with the assumption that one likes 5 5. Drastic changes are the 6E thread.

Overall I think the class balance is fairly good at most levels. In a way we will get updates of missing 5.0 archetypes. Still could be better.

Things They Should Have Done Better.

1. Monster design. The classes are better 8/12 I would play 1-20. (5.0 was 4/12). The power creep did not extend to monsters at least updating them. Generally tgey just need better defenses. Theres various ways to do this the relevant abilities are scattered across various 5.0 and 5.5 books. Hit points are bloated tier 1 probably not enough on higher tier beings. 5.5 exclusive critters hit like a truck.

2. Rangers and Rogues. Both need an overhaul. Hunters mark concentration and bonus action to move it is an issue. Rogues still weak a d no subclass abilities after 3 all the way to lvl 9.

3. Maybe tweak power levels at certain tiers. Barbarian is front loaded falls off later. Similar deal with wizard but in reverse. With Rogues and Rangers they fail the 1-20 "test".

4. Some higher level abilities need to go bye bye or be revised. Mostly spells eg simulacrum, shapechange, true polymorphism, prismatic wall, conjure Celestial. Some new stuff in FotA and Heroes of Faerun eg Potent Dragonmark and a few epic boons.
 

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1. Universal subclass levels. At levels 1,3,6,10,14.
1.1. Universal subclasses. not all but some can be for (almost) all classes.

2. 1/3rd caster subclasses need to be buffed up to 1/2 casters. I'm sure that rogue and fighter will not be overpowered with this.
2.1 add "shaman" or what ever to barbarian, 1/2 caster with druid spells. can cast in rage, gain rage bonus on spell damage also.

3. Every ability that has counter in "ability bonus per X rest" moved to Prof bonus per X rest.

4. remove ASIs from feats. Everyone gains +2 ASI at levels 5,9,13,17.
4.1 Starting array reworked to 16,16,14,12,12,10. No ASIs from background/species

5. game tiers increase to 5 from 4. At levels 5,9,13,17.
5.1. cantrips scale 4x. at levels 5,9,13,17
5.2 fighters gain extra attacks at levels 5,9,13,17. Still working on where to put extra attacks for other martials. Will be more than 1.
5.3. Summon spells reworked for spell levels 1,3,5. Number of attacks still equal to half spell slot level, but rounded up. 1 attack for 1st level spell slot, 5 attacks for 9th level spell slot.

6. Short rest is 1min. Max prof bonus per Long rest.

7. Small species get mechanical bonuses and penalties for being small again.
IE:
-5ft movement
cannot use heavy weapons
+1 AC(smaller target)

8. Advantage/disadvantage stacks up to 4 dice. +1(max 5) for elven accuracy.

9. Rework weapon table, needed boost for STR based melee weapons. Versatility is not as valuable as Finesse.
9.1 Standardize thrown/ranged weapon ranges:
40/120, 60/180, 80/300, 100/400, 120/500
9.2 make weapon masteries work like battlemaster maneuvers.

10. reduce darkvision from 60ft to 30ft, 120->60, 180->90

11. Ranged attacks provoke Attack of Opportunity (AoO)
11.1 after making an attack with a ranged weapon, melee attacks have advantage vs you
11.2 AoOs do not use your reaction, you can use 1 AoO per turn.
11.3 Action cast spells(and longer) provoke AoO if they have ranged attack and if they have spell components.
11.4 caster can attempt a Conc save to avoid AoO, if failed the spell fizzles but spell slot is not expanded.

12. class capstones at 15th level.
after that can be improvement and/or more usages.

13. Remove medium armor category.
 




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