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Modifying the Bard as non magical, more "realistic"
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<blockquote data-quote="peterka9" data-source="post: 7988205" data-attributes="member: 37226"><p>I modified the Bard as the Philosopher, using INT instead of CHA and changing the words fluff. Cosmetic changes.</p><p></p><p>I'll like to know if my bardic inspiration nerf (in scope and flexibility, not mere power) is balanced by the non magical nature of the "spells". Anti-magic is situational, so it may be hard to balance. I nerfed healing, using Hit Point Dice as an additional resource.</p><p></p><p>There is always a trick</p><p>Philosophical knowledge is not countered with a dispell magic spell, an anti-magic sphere and other featured limiting magic. The focus also becomes superfluous. However, healing now draws from the life dice of the recipients. Any healing spell requires a Hit Dice from the recipient in addition to a spell slot. For the other spells, a "scientific" explanation can be provided, see the appendix.</p><p></p><p></p><p></p><p></p><p></p><p>Philosophical advice (instead of bardic inspiration )</p><p>You have an amazing general education, from academic source, and you never forget lecturing others. To do this, use a bonus action on your turn to assess a fight, a problem to be solved or an imminent danger. Then choose a creature other than yourself within 60' of you who can hear you. This creature is granted a Philosopher's Council die (d6), which applies to a given situation, This creature can keep the die roll and add the number obtained to an ability check, attack or save roll it just made as long as the advice is still applicable. Once the Philosopher's advice die is rolled, it is consumed. A creature can only have one Philosopher advice die at a time. For example, the advice may relate to an orc who has a weakness noticed by the philosopher in the previous round; on an increased method to better climb a mountain or to resist a possible poisoned dart.</p><p></p><p>You can use this ability a number of times equal to your intelligence modifier (minimum 1). You regain your Philosopher advice dice after completing a long rest. Your Philosopher advice die changes when you reach certain levels in this class. The die goes to a d8 at level 5, a d10 at level 10, and a d12 at level 15.</p><p></p><p>Your opinion ?</p></blockquote><p></p>
[QUOTE="peterka9, post: 7988205, member: 37226"] I modified the Bard as the Philosopher, using INT instead of CHA and changing the words fluff. Cosmetic changes. I'll like to know if my bardic inspiration nerf (in scope and flexibility, not mere power) is balanced by the non magical nature of the "spells". Anti-magic is situational, so it may be hard to balance. I nerfed healing, using Hit Point Dice as an additional resource. There is always a trick Philosophical knowledge is not countered with a dispell magic spell, an anti-magic sphere and other featured limiting magic. The focus also becomes superfluous. However, healing now draws from the life dice of the recipients. Any healing spell requires a Hit Dice from the recipient in addition to a spell slot. For the other spells, a "scientific" explanation can be provided, see the appendix. Philosophical advice (instead of bardic inspiration ) You have an amazing general education, from academic source, and you never forget lecturing others. To do this, use a bonus action on your turn to assess a fight, a problem to be solved or an imminent danger. Then choose a creature other than yourself within 60' of you who can hear you. This creature is granted a Philosopher's Council die (d6), which applies to a given situation, This creature can keep the die roll and add the number obtained to an ability check, attack or save roll it just made as long as the advice is still applicable. Once the Philosopher's advice die is rolled, it is consumed. A creature can only have one Philosopher advice die at a time. For example, the advice may relate to an orc who has a weakness noticed by the philosopher in the previous round; on an increased method to better climb a mountain or to resist a possible poisoned dart. You can use this ability a number of times equal to your intelligence modifier (minimum 1). You regain your Philosopher advice dice after completing a long rest. Your Philosopher advice die changes when you reach certain levels in this class. The die goes to a d8 at level 5, a d10 at level 10, and a d12 at level 15. Your opinion ? [/QUOTE]
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