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How to De-Magic 5e
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<blockquote data-quote="DEFCON 1" data-source="post: 7832077" data-attributes="member: 7006"><p>Make six different Battlemaster builds, one for each Fighting Style. Don't let the fighters choose their own maneuvers, decide beforehand which maneuvers go with each Fighting Style build. And at the points where the fighter gets the "extra" feats/ASIs (at 6th level and so on), pre-select the feat each build gets that makes the most sense.</p><p></p><p> Now write up each of these builds in Word with complete information for the entirety of the 20 levels, all features written out and explained. Give each of them their own special name (like Marksman for Archery style, Slayer for Great Weapon, Armiger for Defense, Dervish for Two-Weapon, Vanguard for Protection, and Myrmidon for Dualist) When you do this, you will now have 6 new and complete non-magical classes for players to select from. Then write up every single one of the rogue subclasses in complete class form (all rogue features plus subclass features) as though they were no all rogues, but instead were their own individual classes.</p><p></p><p>At this point you have about 12 non-magical classes for players to choose from.</p><p></p><p>For the Paladin and the Ranger, give both of them the Divine Smite feature that Paladin gets (call the Ranger's "Hunter's Mark" if you want, and write both classes up such that they no longer have spells, they just have the slots to fuel their Divine Smite / Hunter's Mark damage. You now have an additional 6 to 8 non-magical classes.</p><p></p><p>Then finally, you only use the Cleric and the Wizard as your two lone spellcasting classes. And you remove cantrips from both of them... or at the very least, the only cantrip they get is Thaumaturgy or Prestidigitation, as they are just your basic minor roleplaying magics.</p><p></p><p>You now have a whole host of warrior types and only a few caster types.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7832077, member: 7006"] Make six different Battlemaster builds, one for each Fighting Style. Don't let the fighters choose their own maneuvers, decide beforehand which maneuvers go with each Fighting Style build. And at the points where the fighter gets the "extra" feats/ASIs (at 6th level and so on), pre-select the feat each build gets that makes the most sense. Now write up each of these builds in Word with complete information for the entirety of the 20 levels, all features written out and explained. Give each of them their own special name (like Marksman for Archery style, Slayer for Great Weapon, Armiger for Defense, Dervish for Two-Weapon, Vanguard for Protection, and Myrmidon for Dualist) When you do this, you will now have 6 new and complete non-magical classes for players to select from. Then write up every single one of the rogue subclasses in complete class form (all rogue features plus subclass features) as though they were no all rogues, but instead were their own individual classes. At this point you have about 12 non-magical classes for players to choose from. For the Paladin and the Ranger, give both of them the Divine Smite feature that Paladin gets (call the Ranger's "Hunter's Mark" if you want, and write both classes up such that they no longer have spells, they just have the slots to fuel their Divine Smite / Hunter's Mark damage. You now have an additional 6 to 8 non-magical classes. Then finally, you only use the Cleric and the Wizard as your two lone spellcasting classes. And you remove cantrips from both of them... or at the very least, the only cantrip they get is Thaumaturgy or Prestidigitation, as they are just your basic minor roleplaying magics. You now have a whole host of warrior types and only a few caster types. [/QUOTE]
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