Tales and Chronicles
Jewel of the North, formerly know as vincegetorix
Hey guys, having some time to spend, I decided to write down some ideas I had to modify some class features to make them more interesting (from my own opinion, of course). I'd like if you guys could give it a look and tell me what you think of them.
Some points:
- Its just for fun: no, my players havent been consulted. I'm a player for a short while and wont be DMing for a month or two.
- Dont check the typos, I wrote them in English but the whole document will be printed in French for my PHB.
Thanks in advance!
[FONT="][h=2]Barbarian[/h][h=3]Alternate Feature: Rage[/h]The pain from your foes attacks fuel the mighty fury that burns within you. Each time an hostile creature hit you for 5 damage (after resistances, immunities or damage reduction) or more, mark a level of Rage. The levels of rage are cumulative. Your rage lasts for 1 minute. It ends and reset to 0 level of rage early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
1. You have advantage on Strength checks and Strength saving throws.
2. Your melee attacks using your Strength score deals +2 damage
3. You have resistance to Bludgeoning, Slashing and Piercing damage
4. Your melee attacks using your Strength score deals +4 damage
5. After a hit from a melee attack using your Strength score, the target's speed is reduced by 15 feet until the end of its next turn
6. After you hit an hostile creature with a melee attack using your strength score, you deal damage equals to half the damage you did on your damage roll to every creature within 5 feet.
[h=2]Fighter[/h][h=3]New Fighting Styles[/h]At first level, you can choose this fighting style.
Artisan of War You gain two Skill proficiency and two Tool proficiency. You are also proficient in the use of improvised weapons.
Camp Maker You only require 4 hours of sleep to gain the benefit of a long rest. You and each allies who ends a long rest within 30 feet of you gain 1d6 temporary hit points and have advantage against fear effects until its next rest.
Skirmisher You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. When you use thrown weapon to make an attack, you can automatically draw another thrown weapon as part of the attack.
Well-traveled Your speed increases by 10 feet and non-magical difficult terrain does not require extra movement from you. You also gain proficiency in 2 languages and have advantage when trying to remember information about people and their lands.
[h=3]New feature: Destiny in Steel[/h]At level 3, your favored piece of equipment becomes infused with a spark of your spectacular fate. Choose one non-magical weapon or armor you own. This item is now your destined item. Roll once on the magic item minor properties table and once one the quirk table (DMG p.143). At fighter level 6 you roll once on the artifact minor properties table (DMG p.289). At fighter level 11, you can roll on the major properties table (DMG p.290). You can spend a week of downtime to transfer your item's properties to a magic weapon or armor in your possession.
[h=2]Monk[/h][h=3]New Feature: Battle Meditation (Way of the Four Elements)[/h]At level 6, you can enter a trance-like state to help you focus your elemental powers. You can halve the ki cost (minimum 1) of all elemental disciplines until the end of your next turn. If you do so, your speed is reduced to 0, enemies have advantage when attacking you and you have disadvantage on Dexterity saving throws until the start of your next turn.
[h=2]Ranger[/h][h=3]Alternate Feature: Ranger's Hit Points[/h]Rangers gain 2d6 hit points instead of 1d10 at 1st level and on level up.
[h=3]New Fighting Styles[/h]At second level, you can choose this fighting style.
Beast Handler Beasts under your care gain 2d6 temporary hit points at the end of a long rest. They also gain +2 to AC, attack and damage rolls and saving throws. If you spend Hit Dice during a short rest, beasts under your care regain the same amount of healing.
Camp Maker You only require 4 hours of sleep to gain the benefit of a long rest. You and each allies who ends a short rest within 30 feet of you gain 1d6 temporary hit points and have advantage against fear effects until its next rest.
Skirmisher You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. When you use thrown weapon to make an attack, you can automatically draw another thrown weapon as part of the attack.
Well-traveled Your speed increases by 10 feet and non-magical difficult terrain does not require extra movement from you. You also gain proficiency in 2 languages and have advantage when trying to remember information about people and their lands.
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Some points:
- Its just for fun: no, my players havent been consulted. I'm a player for a short while and wont be DMing for a month or two.
- Dont check the typos, I wrote them in English but the whole document will be printed in French for my PHB.
Thanks in advance!
[FONT="][h=2]Barbarian[/h][h=3]Alternate Feature: Rage[/h]The pain from your foes attacks fuel the mighty fury that burns within you. Each time an hostile creature hit you for 5 damage (after resistances, immunities or damage reduction) or more, mark a level of Rage. The levels of rage are cumulative. Your rage lasts for 1 minute. It ends and reset to 0 level of rage early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
1. You have advantage on Strength checks and Strength saving throws.
2. Your melee attacks using your Strength score deals +2 damage
3. You have resistance to Bludgeoning, Slashing and Piercing damage
4. Your melee attacks using your Strength score deals +4 damage
5. After a hit from a melee attack using your Strength score, the target's speed is reduced by 15 feet until the end of its next turn
6. After you hit an hostile creature with a melee attack using your strength score, you deal damage equals to half the damage you did on your damage roll to every creature within 5 feet.
[h=2]Fighter[/h][h=3]New Fighting Styles[/h]At first level, you can choose this fighting style.
Artisan of War You gain two Skill proficiency and two Tool proficiency. You are also proficient in the use of improvised weapons.
Camp Maker You only require 4 hours of sleep to gain the benefit of a long rest. You and each allies who ends a long rest within 30 feet of you gain 1d6 temporary hit points and have advantage against fear effects until its next rest.
Skirmisher You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. When you use thrown weapon to make an attack, you can automatically draw another thrown weapon as part of the attack.
Well-traveled Your speed increases by 10 feet and non-magical difficult terrain does not require extra movement from you. You also gain proficiency in 2 languages and have advantage when trying to remember information about people and their lands.
[h=3]New feature: Destiny in Steel[/h]At level 3, your favored piece of equipment becomes infused with a spark of your spectacular fate. Choose one non-magical weapon or armor you own. This item is now your destined item. Roll once on the magic item minor properties table and once one the quirk table (DMG p.143). At fighter level 6 you roll once on the artifact minor properties table (DMG p.289). At fighter level 11, you can roll on the major properties table (DMG p.290). You can spend a week of downtime to transfer your item's properties to a magic weapon or armor in your possession.
[h=2]Monk[/h][h=3]New Feature: Battle Meditation (Way of the Four Elements)[/h]At level 6, you can enter a trance-like state to help you focus your elemental powers. You can halve the ki cost (minimum 1) of all elemental disciplines until the end of your next turn. If you do so, your speed is reduced to 0, enemies have advantage when attacking you and you have disadvantage on Dexterity saving throws until the start of your next turn.
[h=2]Ranger[/h][h=3]Alternate Feature: Ranger's Hit Points[/h]Rangers gain 2d6 hit points instead of 1d10 at 1st level and on level up.
[h=3]New Fighting Styles[/h]At second level, you can choose this fighting style.
Beast Handler Beasts under your care gain 2d6 temporary hit points at the end of a long rest. They also gain +2 to AC, attack and damage rolls and saving throws. If you spend Hit Dice during a short rest, beasts under your care regain the same amount of healing.
Camp Maker You only require 4 hours of sleep to gain the benefit of a long rest. You and each allies who ends a short rest within 30 feet of you gain 1d6 temporary hit points and have advantage against fear effects until its next rest.
Skirmisher You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. When you use thrown weapon to make an attack, you can automatically draw another thrown weapon as part of the attack.
Well-traveled Your speed increases by 10 feet and non-magical difficult terrain does not require extra movement from you. You also gain proficiency in 2 languages and have advantage when trying to remember information about people and their lands.
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