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<blockquote data-quote="Stormonu" data-source="post: 8823594" data-attributes="member: 52734"><p>Yeah, for the Ranger, Barbarian & Paladin, replacing spells/supernatural abilities with battlemaster maneuvers is probably the easiest to do. Possibly even make the paladin's smite non-magical and give them X uses/long or short rest, with d8's equal to 1/4th the paladin's level + 1d8.</p><p></p><p>Monk could have some of their abilities replaced with battlemaster maneuvers, and retain others - more difficult would be their subclasses; Way of the 4 Elements is probably right out.</p><p></p><p>You could possibly still include clerics and give them non-combat cantrips, 1st & 2nd level spells as "blessings", making them rely on weapon use for fighting. Might be able to do something similar with bards, doing a mix of granting battlemaster maneuvers and transforming non-combat cantrips, 1st & 2nd level spells into "Inspiration" abilities, reflecting the bard knowing knacks, goading or encouraging individuals to action.</p><p></p><p>Artificers could be redone as a form of smith who fashions their own superior weapons and gear, and much like the bard has knacks that grant them low-level non-combat spells as mundane abilities.</p><p></p><p>Warlocks could be mutants of some sort - drop their spell slots, increase their invocations and add to the invocation list. These could be trollbloods, dragonbloods or whatnot with strange superhuman abilities.</p><p></p><p>Of course, the cleric, bard, artificer and warlock allowance would be if you want just a "lower magic" instead of "magic absent" sort of game.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8823594, member: 52734"] Yeah, for the Ranger, Barbarian & Paladin, replacing spells/supernatural abilities with battlemaster maneuvers is probably the easiest to do. Possibly even make the paladin's smite non-magical and give them X uses/long or short rest, with d8's equal to 1/4th the paladin's level + 1d8. Monk could have some of their abilities replaced with battlemaster maneuvers, and retain others - more difficult would be their subclasses; Way of the 4 Elements is probably right out. You could possibly still include clerics and give them non-combat cantrips, 1st & 2nd level spells as "blessings", making them rely on weapon use for fighting. Might be able to do something similar with bards, doing a mix of granting battlemaster maneuvers and transforming non-combat cantrips, 1st & 2nd level spells into "Inspiration" abilities, reflecting the bard knowing knacks, goading or encouraging individuals to action. Artificers could be redone as a form of smith who fashions their own superior weapons and gear, and much like the bard has knacks that grant them low-level non-combat spells as mundane abilities. Warlocks could be mutants of some sort - drop their spell slots, increase their invocations and add to the invocation list. These could be trollbloods, dragonbloods or whatnot with strange superhuman abilities. Of course, the cleric, bard, artificer and warlock allowance would be if you want just a "lower magic" instead of "magic absent" sort of game. [/QUOTE]
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