First, capstone abilities restoring on a short rest is too strong. Think about the adventuring day that Dnd is based around: 2 encounters, short rest, 2 encounters, short rest, 2 encounters, Long Rest. Being able to obliterate monsters with a power of the strength that capstone abilities are every other encounter would be way too powerful. I don’t hate the idea but that’d be the kind of thing that would appear in Epic levels.
I've already kind of addressed this. As far as I'm concerned, level 20 is epic.
Barbarian: Only problem I have with your edition on this is that the reaction should be once per short rest. Otherwise the Barbarian could be theoretically invincible by using their reaction every turn to ignore all damage on a hit. Second keep in mind the Bear totem warrior’s Rage resistance extends to all damage types except psychic, so this would need to be carefully worked to include that.
You only get one reaction per round, so at most this would allow a barbarian to negate one attack a round. But as a barbarian on the front lines, he is likely to be drawing more attacks per round. In addition, this ability is likely only going to affect weapon attacks, given it is limited to damage caused by piercing, slashing, or bludgeoning.
Besides, at level 5, the rogue gets to use his reaction to halve damage from an attack. Doesn't seem like a great leap for a level 20 character to negate the full damage from one attack.
Bard: Changing the 3d6 is WAY too strong. Think of the averages: 1d12 average is rounded up 7. 3d6 is rounded up 11. That is such a crazy bump up. Also max would be 18, which yes is rare but an 18 bonus is a guaranteed success on almost any roll. My solution to this is to drop it to 2d6, this way you still have a 2 minimum which is better than the terrifying 1 minimum, and is also equal to ½ cover which is at the very least a nice buff based on an established ruling. The average stays as 7, with a more consistent good increase, but less common max rolls, which is something you should keep in mind in this change.
Second, one commenter wrote that the Bard should get an inspiration at 0 if they start their turn, I agree with that if only to keep it consistent with your Sorcerer change. A level 20 bard is basically an unending fountain of lore and stories and entertainment, there’s no reason they couldn’t inspire effectively indefinitely.
The bard is tricky. I was operating off the false assumption that bardic inspiration refills after a long rest. Forgot that by level 5 it refills after a short rest.
Perhaps 2d6 bardic inspiration and endless font similar to the sorcerer ability would be a good call.
Cleric: I don’t like this one very much for two reasons. First being that 1 week is a measurement that isn’t realllllyyy used in 5e. It’s not bad but I think just slapping it to long rest would be easier for players and DM’s to keep track of. Second is that it’s too vague. The player can ask a favour and the God listens, great, I wish the big bad was dead, I wish I had an infinite amount of money, etc. It would end up forcing DMs to make calls that not all DMs are in the position to make, it could upset players, it could annoy groups that aren’t particularly close, it’s too easy to abuse. This ability should be better explained, maybe the Cleric can cast the Wish spell once per day. The Wish spell isn’t a spell on the Cleric’s spell list, so this work’s fine, plus once per day is of course in line with Spell Slot regen on a long rest, while keeping the Wizard’s Arcane Regeneration as a unique way to keep those level 9 spells going. The problem with this is that it makes the Wizard learning Wish not unique anymore, which is of course very deliberately done by WotC, and second makes it so the Cleric can cast basically any spell of level 8 and lower which may cause problems with spell lists. Personally I think the Cleric should get some special ability based on their domain, like how the Paladin does. I don’t mind Divine Intervention on its own, but it shouldn’t automatically succeed, and removing the auto succeed at level 20 allows you to put in a fun unique level 20 feature.
I see your points and I don't disagree. It is a vague power, and the reset time is pretty long. But the way I interpret it is similarly to your understanding that the cleric effectively gets wish. However, unlike the wizard using wish, it doesn't carry the same drawbacks. Wish is a pretty dangerous spell for a wizard to use if he tries to do anything other than reproduce the effects of another spell, and each time using it to do anything other than reproduce another spell carries the potential to never be able to cast it again.
Given this, it is a powerful ability. But I can see adding something that can be done more regularly. I don't see giving Divine Intervention to clerics more often than once a week, because honestly, I'm sure whatever deity your cleric worships is going to get tired of answering these calls all the time.
And also, let's not forget the role play potential in using this ability. You can have personal interactions and conversations with a deity at this point. You could effectively become personal friends with Vecna, Orcus, Boccob, or Pelor. You can pick your god's brain, get access to their powers for a time, your imagination is the literal limit to what this power could do. Well, imagination and your DM.
Fighter: The warlock blast getting 4th at level 17 is a great comparison for this. My solution is about the same as yours, indomitable being per short rest up to a max of 2 at level 17, as well as getting your fourth Attack at level 17. I think your Fighting Style Mastery solution is perfect, it’s exactly what a level 20 Fighter would be. Though remember you can get multiple fighting styles so in the ability it would say choose one.
I'm glad we see eye to eye on this one. ^_^ I thought I specified that this ability only gives you the benefit of one of your fighting styles. I will reread it later and double check the wording is sufficient for my intention.
Bleeding Wound:The problem I have with this one is simply that it was in the play test packages and they removed it for a good reason, it just isn’t fun or interesting. It gives more damage but that damage happens later. So it adds some unnecessary book keeping for a smidgen more damage. I think you should split up Dueling fighting style’s and the Close Quarter Shooter’s fighting style capstone.
I really struggled with this one. I agree that there should be unique options for each style, but I just couldn't think of anything.
Here are my ideas:
Brutal Shot: requires Close Quarters Shooter: When you hit a creature within 30ft with a ranged weapon attack, that creature cannot make opportunity attacks against you until the end of your turn.
The reasoning behind this one is obvious, close range shooter still needs to get around and a ranged weapon isn’t the best way to do it, this is directly taken from the Swashbuckler’s Fancy Footwork, and it works great here.
I think I see where you're going with this, but when compared to Peerless Archer, it seems weak. But when I think of Close-Quarters shooter, I think of someone that can pull off trick shots and things. So maybe something that allows you to knock an enemy prone, pin someone to a wall, disarm them, something like that. But then, at the same time, that has the potential to get messy and step on the Battlemaster abilities.
Master Duelist: requires dueling fighting style: +2 to Attack rolls when you are using one weapon and nothing else
Reasoning behind this one is also very simple, but honestly doesn’t feel like enough to me. Maybe add something like when you hit with a weapon attack their speed drops to zero? Something about disarming? Lots of options for this, but it needs its own Supreme Fighting Style at the very least.
I agree it needs its own style, but coming up with ideas that put it on par with the other fighting styles, as well as the other capstone abilities is tricky.
Ultimate Defense: I have no problem with this one, AC is a tricky number to fiddle with, this doesn’t affect people’s ability to hit you, only how much damage they do. Just keep in mind how this may coordinate with the Heavy Armor Master feat.
Personally if someone had both, I would rule that you get the resistance and then 3 damage removed from that. I don't wanna penalize someone for taking a feat.
Brutal Weapon Fighting: same thing here, nice smooth upgrade for the fighting style.
Thank you. ^_^
Supreme Mariner: The indefinite breath holding is too magical, it’s important to note that Martial classes don’t often get magical effects, they get improved physical effects and use incentive rather than force. There’s no real reason for that, but maybe just double the length you can hold your breath, it’s still very impressive and works with the doubling of climb/swim speed. I don’t think +1 AC needs to be upgraded at all. Though now that I think about it this feature could simply remove the Heavy Armor limitation, but many people don’t use it because they tend to have higher dexterity so maybe not, that’d need some careful fiddling.
This one was a challenge because it was so different from other fighting styles. Personally, I think you get to a point where the abilities of martial skill and magic become indistinguishable, so I don't have a problem with the holding breath seeming to be on the verge of magical.
Terrible Onslaught: The first part of this is fine, but the second part is not. What if someone has picked the Sentinal Feat? It makes that feat useless because they get the ability from this. I’d consider something along these lines instead
”Opportunity attacks never require you to use your reaction, allowing you to benefit from your Tunnel Fighter ability without entering a defensive stance as a bonus action. In addition, when a creature within 5ft of you makes a weapon attack against any creature that is not you, you may use your reaction to make an opportunity attack against the creature."
This way it furthers the fantasy of a master of enclosed spaces, able to take every opportunity to slam down another attack. Not sure if it should use the reaction or be part of the tunnel fighter stance (which no longer takes a bonus action so… basically all the time). This also takes one ability from the Sentinel feature so I’m not ultra into this, but there’s ways I think to implement this so it doesn’t interfere, such as giving a second attack like “If you already have this ability from the Sentinal feat, you can make two attacks instead of one.” compared to the attack on a disengage which is exclusive to Sentinel, and adding a second attack to a creature that disengages and tries to run isn’t as exciting or used as often.
Personally, I see Terrible Onslaught and Sentinel as very synergistic. Yes, the fighting style effectively takes over the second part of the Sentinel feat, as it does what Sentinel does only better.
However, being able to stop people in their tracks with the AoOs is not something Terrible Onslaught does, but Sentinel does, and that is a potentially cool thing to witness.
Then, on top of that, Sentinel gives you a new way to get an AoO. Since Terrible Onslaught gives you unlimited AoOs in a round, a fighter with Terrible Onslaught and Sentinel would easily have the most attacks allowed in a round.
Two-Weapon Master: I’m not fond of this one for the sole reason that offhand weapons are generally lighter and weaker than the main hand, so an extra attack there is not adding a whole lot, it doesn’t compare well to the increase of the other supreme fighting styles and doesn’t feel like a capstone ability. Secondly, Extra Attack does not mention that it has to be a Main Hand weapon, you CAN make extra attacks with an off-hand weapon already. This is my idea for it:
Two Weapon Coordination: requires two weapon fighting fighting style: When you hit with your main hand weapon, you automatically hit with your off hand weapon if you choose to make an offhand attack.
This is kind of a band aid, I’m not personally fond of auto hit attacks, but it’s a natural progression from the damage onto the offhand weapon. I was considering giving advantage on an offhand attack if you hit with the main hand but that doesn’t feel strong enough. Either works though, and the advantage would be more in line with other features in the game.
I see where you're going with that. Here's my thoughts. Terrible Onslaught (especially with Sentinel) is going to have the highest potential for number of attacks in a round, but this is dependent on how the opponents may attempt to move around the battlefield. Two-Weapon Master would have the most number of attacks consistently, since they would be able to make 6 attacks in a round every round. In addition, off-hand weapons do not have to be weaker. I don't see any fighter going this route without also taking dual-wielder. But even if they did, imagine a champion that crits on an 18-20 with 6 attacks in a round. Light weapon or not, the increased potential for generating a crit is worth the price of admission in my opinion.
But I suppose one way to do it is to say when you are wielding two weapons, you can make 5 attacks when you use the attack action. Then you still have the option for the bonus action attack.
Monk: I’m very iffy on this one. In theory it gives the fantasy of a level 20 monk perfectly, being able to use all those early Ki abilities all the time, but in action it leaves the Monk with almost no reason to USE Ki unless they are a Monk of the way of the four elements. So I have a few things. First like the Bard and the Sorcerer, they should regain Ki on their turn if they are at 0, probably just 2 Ki. This gives the elemental monk its very base abilities to be used every turn, two diamond soul uses, but NOT a Quivering Palm, because that’s an exceptionally strong ability. Finally, I think this should give some kind of new way to use Ki to replace the loss of the uses of Ki on the lower level abilities, something very simple I think, like you can use Ki to make a perception or insight check as a free action, or something.
I considered doing this. But when I reviewed the various monk abilities, most of them only require a single point to activate. Diamond Soul lets you reroll a saving throw for a ki point. Stunning fist is only 1 ki point. Deflect missiles is a ki point if you wanna try and fire it back at the person. I just see having unlimited ability to do all that as too great. Which is why I went with eliminating the cost of the early monk abilities. This way they aren't just constantly rerolling saving throws and stuff.
I'll get to the other points sometime later. Perhaps tomorrow.