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<blockquote data-quote="dco" data-source="post: 6954832"><p>Supposedly all those monsters should also hit at higher levels, that was the point of the bounded accuracy. The optional human can start with that feat, it also gives +1str.</p><p></p><p>In any case it is your game, you can use what fits your vision, this is all I change in the game when I am the DM:</p><p>- Standard human gets one proficiency with one skill.</p><p>- 4 Damage reduction for plate armor, 3 for heavy armor, 2 for medium armor</p><p>- Rapier damage = d6</p><p>- Fighting styles:<p style="margin-left: 20px">*Defensive duelist = Finesse weapon, no shield: reaction and get AC=proficiency for one round. </p> <p style="margin-left: 20px">*Offensive duelist = +1 to hit with finesse weapon</p> <p style="margin-left: 20px">*Archery = No disadvantage at long range with bows.</p> <p style="margin-left: 20px">*Crossbow mastery = Bonus action for reload (2shots/round). +2 to hit</p> <p style="margin-left: 20px">*Dueling = +2 damage with one handed weapon that doesn't have the finesse quality.</p> <p style="margin-left: 20px">*Great weapon fighting = Roll an aditional damage die, discard the worst roll.</p> <p style="margin-left: 20px">*Two weapon fighting = +ability modifier to second attack, you can use weapons that are not light.</p> <p style="margin-left: 20px">*Grappler = Enemies have disadvantage against your grapples and escaping from your net.</p> <p style="margin-left: 20px">*Protection = +2 AC using a shield to an adjacent friend not using a shield</p> <p style="margin-left: 20px">*Sentinel = If someone hits an adjacent friend use the reaction to impose advantage or attack.</p> <p style="margin-left: 20px">*Shield master = Shield +2 for dex saves, tower shield +3</p> <p style="margin-left: 20px">*Mounted combat = Advantage against unmounted creatures of < large size.</p> <p style="margin-left: 20px">*Armor mastery = +1 max DEX AC for all armors.</p> <p style="margin-left: 20px">*Thrown weapons = +2 damage</p><p>- I let draw or stow a weapon with each hand.</p><p>- No multiclassing = No more dabbling to get action surge, eldritch blast, armor, etc. Use feats.</p><p>- Feats allowed: Light/Medium/Heavy armor master, Durable, Magic initiate, Martial adept, Ritual caster, Skilled, Weapon master (also for unarmed attacks and improvised weapons).</p><p>- New feats:<p style="margin-left: 20px">*Fighting style: +1STR/DEX. Add one fighting style.</p> <p style="margin-left: 20px">*Innate ability: +1 STR/DEX/CON/WIS/INT/CHA. Choose between:</p> <p style="margin-left: 40px">+Mimic = After some hour practising you can mimic voices and sounds. Insight vs Deception.</p> <p style="margin-left: 40px"> +Lip reading</p> <p style="margin-left: 40px"> +3 languages</p> <p style="margin-left: 40px"> +Eidetic memory</p> <p style="margin-left: 40px"> +10 foot extra movement</p> <p style="margin-left: 40px"> +Dim light doesn't impose disadvantage on perception rolls.</p> <p style="margin-left: 40px"> +Always knows where is the north and the hour.</p> <p style="margin-left: 40px"> +(Exhaustion = Exhaustion-1 If too many fights per day and no access to restoration).</p> <p style="margin-left: 20px">*Warcaster = +1 INT/WIS/CHA, Somatic components with both hands holding something.</p> <p style="margin-left: 20px">*Inspiring leader = Bonus action, grant advantage to all rolls for one round, once per short rest.</p><p>- Metamagic: More options than the usual two.<p style="margin-left: 20px">* Elemental adept = Ignore resistance for the damage type of your dragon ancestor. 1 pt</p> <p style="margin-left: 20px">* Careful spell = Avoid damage. 2pts</p> <p style="margin-left: 20px">* Distant spell = Touch or self spells. F.E: Shield, use reaction and meta when another one is hit.</p> <p style="margin-left: 20px">* Extended spells = Any duration spell. F.E: Shield lasts 2 rounds.</p> <p style="margin-left: 20px">* Heightened spell = 2pts</p> <p style="margin-left: 20px">* Subtle spell = Without V, S and M.</p> <p style="margin-left: 20px">* Wild damage = Roll the type of damage of the spell. 1pt. Only for wild mage.</p><p>- Spells Changes: I added more damage types for some offensive spells to balance the number of damage types of spells. But this is too long.</p><p></p><p>This way I avoid from feats extra bonus attacks, high extra damage for some weapons, OAs using spells, bonus shoves, super alertness, etc. Most feats are for people who want some extra proficiencies, fighting styles or special abilities. Optimizing for DEX is very good but now this build has less damage for melee (max -3 average), doesn't have damage reduction, etc. No advantage for concentration rolls means class features as warding flare, fighting styles with shield or some metamagic options gain more interest, reduction from armor can also help...</p></blockquote><p></p>
[QUOTE="dco, post: 6954832"] Supposedly all those monsters should also hit at higher levels, that was the point of the bounded accuracy. The optional human can start with that feat, it also gives +1str. In any case it is your game, you can use what fits your vision, this is all I change in the game when I am the DM: - Standard human gets one proficiency with one skill. - 4 Damage reduction for plate armor, 3 for heavy armor, 2 for medium armor - Rapier damage = d6 - Fighting styles:[INDENT]*Defensive duelist = Finesse weapon, no shield: reaction and get AC=proficiency for one round. *Offensive duelist = +1 to hit with finesse weapon *Archery = No disadvantage at long range with bows. *Crossbow mastery = Bonus action for reload (2shots/round). +2 to hit *Dueling = +2 damage with one handed weapon that doesn't have the finesse quality. *Great weapon fighting = Roll an aditional damage die, discard the worst roll. *Two weapon fighting = +ability modifier to second attack, you can use weapons that are not light. *Grappler = Enemies have disadvantage against your grapples and escaping from your net. *Protection = +2 AC using a shield to an adjacent friend not using a shield *Sentinel = If someone hits an adjacent friend use the reaction to impose advantage or attack. *Shield master = Shield +2 for dex saves, tower shield +3 *Mounted combat = Advantage against unmounted creatures of < large size. *Armor mastery = +1 max DEX AC for all armors. *Thrown weapons = +2 damage[/INDENT] - I let draw or stow a weapon with each hand. - No multiclassing = No more dabbling to get action surge, eldritch blast, armor, etc. Use feats. - Feats allowed: Light/Medium/Heavy armor master, Durable, Magic initiate, Martial adept, Ritual caster, Skilled, Weapon master (also for unarmed attacks and improvised weapons). - New feats:[INDENT]*Fighting style: +1STR/DEX. Add one fighting style. *Innate ability: +1 STR/DEX/CON/WIS/INT/CHA. Choose between:[/INDENT] [INDENT=2]+Mimic = After some hour practising you can mimic voices and sounds. Insight vs Deception. +Lip reading +3 languages +Eidetic memory +10 foot extra movement +Dim light doesn't impose disadvantage on perception rolls. +Always knows where is the north and the hour. +(Exhaustion = Exhaustion-1 If too many fights per day and no access to restoration).[/INDENT] [INDENT]*Warcaster = +1 INT/WIS/CHA, Somatic components with both hands holding something. *Inspiring leader = Bonus action, grant advantage to all rolls for one round, once per short rest.[/INDENT] - Metamagic: More options than the usual two.[INDENT]* Elemental adept = Ignore resistance for the damage type of your dragon ancestor. 1 pt * Careful spell = Avoid damage. 2pts * Distant spell = Touch or self spells. F.E: Shield, use reaction and meta when another one is hit. * Extended spells = Any duration spell. F.E: Shield lasts 2 rounds. * Heightened spell = 2pts * Subtle spell = Without V, S and M. * Wild damage = Roll the type of damage of the spell. 1pt. Only for wild mage.[/INDENT] - Spells Changes: I added more damage types for some offensive spells to balance the number of damage types of spells. But this is too long. This way I avoid from feats extra bonus attacks, high extra damage for some weapons, OAs using spells, bonus shoves, super alertness, etc. Most feats are for people who want some extra proficiencies, fighting styles or special abilities. Optimizing for DEX is very good but now this build has less damage for melee (max -3 average), doesn't have damage reduction, etc. No advantage for concentration rolls means class features as warding flare, fighting styles with shield or some metamagic options gain more interest, reduction from armor can also help... [/QUOTE]
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