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My Low Fantasy homebrew mods to 5th Edition
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8244356" data-attributes="member: 6871653"><p>Re: Spells</p><p></p><p>I think its a little harsh. I'd go with something like this:</p><p>- <strong>Concentration</strong>: You speed is reduced to 10 ft when concentrating unless your speed was already lower.</p><p></p><p>- <strong>Cantrips</strong> only deal INT mod damage on a hit + their normal effect. (Invokers get to add their Prof bonus to Evocation cantrips)</p><p></p><p>- <strong>Spellcasting</strong>: You can spend a spell slot action only if you haven't moved during this turn, and after you spent a spell slot, your speed is 0 until the end of the current turn.</p><p></p><p>- Spells that require a roll to hit add their DEX (not spellcasting stat) for a ranged spell attack and STR for melee spell attack. The caster adds its proficiency bonus to the roll.</p><p></p><p>- <strong>Clerics</strong> have not cantrips.</p><p></p><p>As for max 6th level, I'd say its a good idea, but with a few caveats:</p><p>- Instead of ASI and Feats, I'd give the classes extra features.</p><p></p><p>Fighter 4: </p><p><strong>Expert Warrior</strong>: When you make an attack, you can gain a penalty equal to up to your Prof. Bonus. On a hit, you deal damage equal to twice the penalty you took.</p><p></p><p>Fighter 6:</p><p><strong>Improved Resilience</strong>: Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.</p><p>[HR][/HR]</p><p></p><p>Cleric 4: </p><p>Destroy undead CR 1/2, Advantage on Religion rolls.</p><p></p><p>Cleric 5: </p><p>Channel Divinity (2)</p><p></p><p>Cleric 6: </p><p>Destroy undead CR 1, Archetype Features</p><p>[HR][/HR]</p><p>Wizard 4:</p><p><strong>Eyes of the Runekeeper: </strong></p><p>Expertise in Arcana, can read any language.</p><p>[HR][/HR]</p><p>Rogue 4:</p><p><strong>Delver</strong> (as per the feat).</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8244356, member: 6871653"] Re: Spells I think its a little harsh. I'd go with something like this: - [B]Concentration[/B]: You speed is reduced to 10 ft when concentrating unless your speed was already lower. - [B]Cantrips[/B] only deal INT mod damage on a hit + their normal effect. (Invokers get to add their Prof bonus to Evocation cantrips) - [B]Spellcasting[/B]: You can spend a spell slot action only if you haven't moved during this turn, and after you spent a spell slot, your speed is 0 until the end of the current turn. - Spells that require a roll to hit add their DEX (not spellcasting stat) for a ranged spell attack and STR for melee spell attack. The caster adds its proficiency bonus to the roll. - [B]Clerics[/B] have not cantrips. As for max 6th level, I'd say its a good idea, but with a few caveats: - Instead of ASI and Feats, I'd give the classes extra features. Fighter 4: [B]Expert Warrior[/B]: When you make an attack, you can gain a penalty equal to up to your Prof. Bonus. On a hit, you deal damage equal to twice the penalty you took. Fighter 6: [B]Improved Resilience[/B]: Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. [HR][/HR] Cleric 4: Destroy undead CR 1/2, Advantage on Religion rolls. Cleric 5: Channel Divinity (2) Cleric 6: Destroy undead CR 1, Archetype Features [HR][/HR] Wizard 4: [B]Eyes of the Runekeeper: [/B] Expertise in Arcana, can read any language. [HR][/HR] Rogue 4: [B]Delver[/B] (as per the feat). [/QUOTE]
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