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On capstone class features
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<blockquote data-quote="NotAYakk" data-source="post: 8285671" data-attributes="member: 72555"><p>Here are a bunch of capstone replacements:</p><p></p><p>[spoiler]</p><p> Font of Inspiration (Alternative to Superior Inspiration)</p><p></p><p> Starting at level 20, whenever you cast a Bard spell using a spell slot, you recover one use of Bardic Inspiration.</p><p></p><p></p><p> One with Ki (Additional class feature)</p><p></p><p> Starting at 11th level, you have one point of Ki you can spend each turn on a feature that does not restore HP. In addition, once per turn when you spend Ki as a bonus action, you can do another bonus action.</p><p></p><p></p><p> Eternal Meditation (Replacement for Perfect Self)</p><p></p><p> Starting at 20th level, your One with Ki now has two points of Ki you can spend instead of one, and you can spend them on any feature.</p><p></p><p></p><p> Eldritch Master (Improvement)</p><p></p><p> Your power has grown so far that you can fuel your own pact magic. Starting at 20th level, you can spend an action to regain all of your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a short rest before you can do so again.</p><p></p><p></p><p> Magic Incarnate (Alternative to Sorcerous Restoration)</p><p></p><p> Starting at 20th level, whenever you cast a spell, you can apply 1 metamagic effect to it without expending metamagic points. You may also apply a 2nd metamagic effect to your spells, but must pay for the second with metamagic points.</p><p></p><p></p><p> Signature Spells (Enhancement)</p><p></p><p> When you reach 20th level, you gain mastery over two powerful Spells and can cast them with little effort. Choose two 3rd-level or lower Wizard Spells in your Spellbook as your Signature Spells. You always have these Spells prepared, they don't count against the number of Spells you have prepared, and you can cast each of them once at 6th Level without expending a spell slot. When you do so, you can't do so again until you finish a short or Long Rest.</p><p></p><p></p><p> If you cast them using a spell slot of 5th level or below, you use the “at higher level” feature of the spell as if you had used a 6th level slot.</p><p></p><p></p><p>Perfect Hunter (Foe Slayer replacement)</p><p></p><p> When you attack a creature you can apply the effects of the Hunter’s Mark spell without using concentration; this Hunter’s Mark cannot be transferred to another creature. When you deal Hunter’s Mark damage, you deal extra damage equal to your Wisdom modifier. If you have an animal companion from a ranger class feature, your companion also deals extra damage from your Hunter’s Mark.</p><p></p><p></p><p> Stroke of Luck (Enhancement)</p><p></p><p> At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. If you fail an ability check, you can treat The D20 roll as a 20. If you are hit by an attack, you can turn the hit into a miss. If you fail a saving throw, you can turn the failure into a success. If a creature makes a saving throw against an effect you imposed, you can turn the success into a failure.</p><p></p><p></p><p> Once you use a specific aspect of this feature, you can't use that specific aspect again until you finish a Short or Long Rest.</p><p></p><p></p><p>Primal Champion (Enhancement)</p><p></p><p> At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is increased by 4 (to 24 by default). If you have an item that grants a specific Strength score, increase the score you gain from it by 1.</p><p></p><p>[/spoiler]</p><p></p><p></p><p></p><p>For Druid, I gave every druid access to Moon Druid tier wildshapes (but not elemental forms, healing, or bonus action transformation). So the capstone doesn't suck for non-moon druids.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8285671, member: 72555"] Here are a bunch of capstone replacements: [spoiler] Font of Inspiration (Alternative to Superior Inspiration) Starting at level 20, whenever you cast a Bard spell using a spell slot, you recover one use of Bardic Inspiration. One with Ki (Additional class feature) Starting at 11th level, you have one point of Ki you can spend each turn on a feature that does not restore HP. In addition, once per turn when you spend Ki as a bonus action, you can do another bonus action. Eternal Meditation (Replacement for Perfect Self) Starting at 20th level, your One with Ki now has two points of Ki you can spend instead of one, and you can spend them on any feature. Eldritch Master (Improvement) Your power has grown so far that you can fuel your own pact magic. Starting at 20th level, you can spend an action to regain all of your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a short rest before you can do so again. Magic Incarnate (Alternative to Sorcerous Restoration) Starting at 20th level, whenever you cast a spell, you can apply 1 metamagic effect to it without expending metamagic points. You may also apply a 2nd metamagic effect to your spells, but must pay for the second with metamagic points. Signature Spells (Enhancement) When you reach 20th level, you gain mastery over two powerful Spells and can cast them with little effort. Choose two 3rd-level or lower Wizard Spells in your Spellbook as your Signature Spells. You always have these Spells prepared, they don't count against the number of Spells you have prepared, and you can cast each of them once at 6th Level without expending a spell slot. When you do so, you can't do so again until you finish a short or Long Rest. If you cast them using a spell slot of 5th level or below, you use the “at higher level” feature of the spell as if you had used a 6th level slot. Perfect Hunter (Foe Slayer replacement) When you attack a creature you can apply the effects of the Hunter’s Mark spell without using concentration; this Hunter’s Mark cannot be transferred to another creature. When you deal Hunter’s Mark damage, you deal extra damage equal to your Wisdom modifier. If you have an animal companion from a ranger class feature, your companion also deals extra damage from your Hunter’s Mark. Stroke of Luck (Enhancement) At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. If you fail an ability check, you can treat The D20 roll as a 20. If you are hit by an attack, you can turn the hit into a miss. If you fail a saving throw, you can turn the failure into a success. If a creature makes a saving throw against an effect you imposed, you can turn the success into a failure. Once you use a specific aspect of this feature, you can't use that specific aspect again until you finish a Short or Long Rest. Primal Champion (Enhancement) At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is increased by 4 (to 24 by default). If you have an item that grants a specific Strength score, increase the score you gain from it by 1. [/spoiler] For Druid, I gave every druid access to Moon Druid tier wildshapes (but not elemental forms, healing, or bonus action transformation). So the capstone doesn't suck for non-moon druids. [/QUOTE]
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