log in or register to remove this ad

 

5E The "Faster Features" Variant (+)

Jediking

Explorer
@dnd4vr


Barbarian: Rage damage could scale the same as proficiency bonus. Other classes seem to get more damage boosts (eg. monk scaled martial arts) so it's in line with them.
Fighter: saving throw bonuses will stack hard with Indomitable. Only +1, I'm sure play-testing will see how this goes.
Monk: seems to be the most difficult to condense.... I would personally keep Ki at level 2. But levels 1-2 go so fast it won't make a big difference.
Paladin: good, but I would change cantrip progression to same as Ranger.
Rogue: probably needs Sneak Attack scaling to jump once or twice to help keep up damage with other classes. Maybe skip 3d6 and just change it to 4d6 at level 5
Sorcerer: seems good, I can't think of OP metamagics but playtests will sort it out. Maybe add more Known spells (a common complaint about Sorcerers, but personal taste not really a balance issue)
Warlock: would be one of the harder ones to balance, especially with so many options and features. Pact of Blade - look at Ranger/Paladin. Chain - look at Druid. Tome - look at Wizard/Cleric.
I am not a fan of the Unstoppable Caster - but I hate dealing with Counter-Counterspells in combats so am pretty biased on that front.
Wizard: give them proficiency (or even expertise) in Arcana at first level. I'd rather swap Resilient Caster with something truly "wizard-ly" like skills, defence against illusions, etc rather than just a bonus in combat.
 

log in or register to remove this ad



Stalker0

Legend
So of course when I first read this I was like "oh no way that will be too OP", but having looked over the charts, its not nearly as bad as I thought, and actually looks quite promising (not compressing the spell levels greatly reduces the overall change to gameplay).


Here are my thoughts having read over the classes. While some things you'll shake out in playtesting I think there are a few things off the bat that stick out that can be addressed.

1) Barbarian: I would swap Persistant and Relentless Rage (relentless is a major increase in resiliency, too much for 6th level).

I would also consider dropping the 3 dice brutal crit, that is bringing a lot of extra damage to the party.

2) Druid: Archdruid as written is 100% broken. Its manageable at 20th level because of all of the other crazy stuff at that level, but its not savable at 10th. You could maybe do something like double the number of wildshapes available.

3) Fighter: Action Surge with 2 uses unchecked gives the fighter too much nova power. A simple fix, is to only allow 1 use per encounter. So it lets the fighter surge more often per day, but not in a single fight.

4) Monk: For Empty Body, you may want to allow the invisibility but not the astral projection. Going with your spell notion (ie not wanting to add high level spell "shenanigans"), that prevents the plane shifting ability.

I do think you can likely increase the monk's damage table, all of the other fighting classes are getting a solid increase, the monk could use some love their as well.

5) Paladin: I would swap aura improvements and improved divine smite. IDS is a large damage enhancer, worthy of a bit later in the progression. Aura Improvement is nice but it only changes frequency not power.

6) Rogue: Considering what all of the other fighting classes are getting, I really don't think evasion is OP.

7) Sorceror: My group has been using the "improved metamagic" ability for several campaigns, never had a single issue with it.

8) Wizard: Spell Mastery may be a little over the top for 10th, perhaps make it only 1st level at will. That is still really good, but shifts the curb just a bit.

9) General: I would put all the Extra attacks on the fighting classes back to 5th. This is the most important damage increase in the progression. At 3rd that really shakes up the CR calculation. It also shifts the needle towards fighters too much at the low levels where they are already quite good.

10) You may want to consider removing the last of the subclass powers from each class, unless you just want to handle subclasses on a case by case basis. Some of them give some "high level" type powers that are not immediately apparent until you start going through them. Example: Dragon Sorcerer's "always fly". Knocking out the highest level of the subclass powers could take out a lot of potential abuses in a single stroke.
 


Warlock: would be one of the harder ones to balance, especially with so many options and features. Pact of Blade - look at Ranger/Paladin. Chain - look at Druid. Tome - look at Wizard/Cleric.
I am not a fan of the Unstoppable Caster - but I hate dealing with Counter-Counterspells in combats so am pretty biased on that front.

I had this reflex too. The counter-counterspelling gets annoying fast when your player still has a whole selection of 1st, 2nd, 3rd (and over) spell slots to fuel their fight with. But warlocks, specifically, have two spell slots per fight for a significant part of their career. Getting counterspelled as a warlock is actually rather frustrating; more than as any other full-caster class at any case. In the hands of any other full-caster, I'd say "not a fan" too, but for warlock I actually find this cool. And given that it is a 6th level class feature, I'm not too worried about multi-classing cheese; full casters give a lot to invest in 6 levels of warlocks.
 

NotAYakk

Legend
I had this reflex too. The counter-counterspelling gets annoying fast when your player still has a whole selection of 1st, 2nd, 3rd (and over) spell slots to fuel their fight with. But warlocks, specifically, have two spell slots per fight for a significant part of their career. Getting counterspelled as a warlock is actually rather frustrating; more than as any other full-caster class at any case. In the hands of any other full-caster, I'd say "not a fan" too, but for warlock I actually find this cool. And given that it is a 6th level class feature, I'm not too worried about multi-classing cheese; full casters give a lot to invest in 6 levels of warlocks.
As an alternative, what if a counterspelled spell doesn't actually cost the slot?

I mean, in general.

For monsters this has almost no balance impact; few monsters use up their spell slots in a combat.

For PCs, it has a large impact on warlocks, and a far lesser one on everyone else.

---

You could also refund a 1 level lower slot instead of the full slot when you are counterspelled.

This means if you counterspell the "one level 6 slot" you block the disintegrate (and don't just delay it).
 


6ENow!

The Smurfiest Wizard Ever!
Hi all! Thanks for the feedback. I will get to it when I am less exhausted (just started my new job today... oi!, but it is good to be working again. :) ).

So, maybe tonight, maybe not until this weekend, but I promise to get to it all eventually. Cheers.
 


I asm not sure slinging around a lot of "Continual Flame" makes up for no Wish.
No wish yet. In theory the leveling still go up to 17th level, at which point they do gain their wish of having wish (haha).

Of all classes, wizards gain the most by leveling-up past 10th level in this context. Whether this makes them comparable to other 10th level characters under that variant is debatable. I think that you are right in saying that they lose more than all other classes. I still don't think they lose to the point of breaking this variant however.

[edit] they do get about half a feat worth with their concentration advantage ability, but since everyone get extra goodies, i'm not sure if it pulls them up that much.
 

6ENow!

The Smurfiest Wizard Ever!
A quick note for now: if you go to level 20 in a class, it is the same as the normal progression in the end (other than my house-ruled/ homebrewed adjustments).

More later, Warrior Needs Food Badly... ;)
 

6ENow!

The Smurfiest Wizard Ever!
@Laurefindel : keeping the progression similar for levels 1-5 might be okay, but then trying to jam everything from levels 6-20 (sans ASIs) into the next 5 levels would be a nightmare. You might prefer the L15 concept (remove the ASIs from the tables and shift everything down) in which levels 1-5 would have the features for levels 1-6 as they currently stand. Post #16 shows the Barbarian table as an example.

@Jediking:

Barbarian. They will have more rage potential as it is, and keep the "other numbers" in line with the current PHB has been my intent as much as possible. Currently, rage bonus damage caps at +4, and I haven't seen any evidence it needs a boost IMO.

Fighter. Yes, the AC/Saves bonus will need to be tested. Off-hand, I don't think +3 at the end will be too much, but we'll see. I added the feature because Fighters are the only class that has nothing "extra" to progress beyond level 10, otherwise. That was also the reason I moved Extra Attack (3), I felt it was too strong at level 10 and fit better at level 15. I considered a simple weapon damage bonus, but it is too close to the rage of barbarians and I wanted something different for Fighter.

Paladin. Sure, you could change it. We just mirrored Cleric progression for Paladin and Druid progression for Ranger--it made sense and is a current house-rule we've used for several months.

Sorcerers. Yep, I am looking for too powerful combos for the combined metamagics as well. I hesitate to give Sorcerers even more knowns spells (we bumped it to 18 from 15 already) because sorcerers are about using the few spells they have in cool ways, i.e. metamagic, not about knowing a ton of spells IMO.

Warlock. Sigh... yeah, we strained for Unstoppable Caster (it was a thought for Wizard at first), but they have two gaps (6 and 9) that needed something. Most of the other things seemed too OP so we rejected them. I am totally open to thoughts on other things that might fit warlocks better.

Wizard. We had a version of magic resistance but seemed too strong. Maybe I could limit it to so many uses and increase the uses? The idea was you gained advantage on saves and saved for no damage, not half, if the spell/effect deals damage. I know it is still "combat" oriented, and so I was never totally stoked on the idea. I shied away from a skill proficiency because other than filling in gaps in the level 1-10 features, I am trying not to give more features. The classes are (for the most part) strong enough--I'm not sure they need anything more--I just want them to get it sooner so players can actually enjoy it more. :)

I appreciate your in-depth thoughts.

@Umbran and @Zaukrie :

Respectfully, I disagree. Wizards are just as strong (stronger really) than the current PHB version, just like most of the other classes. Getting Spell Mastery and Signiture Spell is their cap stones and they get them at levels 9/10 just like everyone else. Although Resilient Caster is combat-oriented, a second use of Arcane Recovery can be very strong IMO.

BUT... I had an idea a long time ago and we used it for a while, and maybe I could add it for Wizards only:

Spell Recovery (6th level-- Draft)
You can use your action to attempt to recover a spell you just cast. If you cast a spell on the prior round and use this feature on the current round, you can make a spellcasting check against a DC equal to 10 + the spell slot level of the spell you just cast. If you succeed, your regain the spell slot. Once you use this feature, you cannot use it again until you finish a long rest. At 11th level you can use this feature twice, and at 14th level you can use this feature three times before requiring a long rest to regain expended uses.

Or something along those lines... shrug

@Stalker0

#1) Maybe, I know Relentless Rage is really strong, but at level 6 you aren't likely to make the higher DC checks so I don't see it as much of an issue. I'll keep it in mind for the play-test--maybe you're correct?

#2) Hmm... you probably are correct about Archdruid. I thought instead about keeping the wildshape uses the same, but having Archdruid have the ability to change form from one wild shape to the next, with the caveat that you can never increase your HP in the next form--it either decreases or remains the same.

Ex. You begin as a Saber-Toothed Tiger for a battle, and manage to only lose a couple HP so instead of 52 you have 49. You come up to a river you need to swim across so change into a Hunter Shark. Because the max HP of a hunter shark is 42, your HP drop to 45.

In other words, as long as you don't come out of your wild shape, you can change forms for "free"--it all counts as one use. If you are forced out via damage or choose to come out, that use is over.

I could add a column to grand more uses as well, but I sort of like the idea above. What do you think?

#3) Limiting Fighter to once per Initiaitve (twice per short rest) would be fine. I'll discuss it with the others Sunday.

#4) That is an excellent point on monks! I hadn't thought about the Astral Projection... Over all, however, it costs 8 ki and the monk only affects himself. I don't think it is too OP with those restrictions. Do you really feel with the cost and restriction it is too much?

#5) That is a good point. I will suggest swapping them around since the improvement only extends the range (useful certainly), which is less impactful in the long term than extra damage per hit.

#6) It's a house-rule we've been using for a long time. No one here objects, but if others adopted the FF-variant they could drop it and play as normal instead. No harm.

#8) I could drag Spell Mastery out a bit into the higher levels maybe. I don't see it as being too strong, but play-testing should help decide it.

#9) Given how others have had similar comments, it is a top concern for play-testing. If it turns out too strong, which it likely could, we'll shift things around.

#10) as #9. :)

Thanks for your thoughtful input.

@NotAYakk : I'll suggest your alternatives and see what feedback the group has. Thanks!
 

Stalker0

Legend
#4) That is an excellent point on monks! I hadn't thought about the Astral Projection... Over all, however, it costs 8 ki and the monk only affects himself. I don't think it is too OP with those restrictions. Do you really feel with the cost and restriction it is too much?
Really depends on your campaign. For example, if your game has any measure of downtime, than the 8 ki cost isn't that much, and the monk gets to gallavant around the planes when the spellcasters have maybe just learned teleport circle.

In theory from a campaign standpoint, this would make monks the premier multiverse travelers, which you might think is super cool or be highly against.

So is it "OP". Strength wise, I don't think so, at the end of the day its more of a really fancy travel spell, and its not going to affect combat much. Could it be considered "cinematically overpowered"....possibly. Some groups would just think that's neat, other people would think that is the coolest ability in the entire game, and "ridiculous" that spellcasters can't do something equivalent.
 

@Laurefindel : keeping the progression similar for levels 1-5 might be okay, but then trying to jam everything from levels 6-20 (sans ASIs) into the next 5 levels would be a nightmare. You might prefer the L15 concept (remove the ASIs from the tables and shift everything down) in which levels 1-5 would have the features for levels 1-6 as they currently stand. Post #16 shows the Barbarian table as an example.

It's not that bad. It actually works relatively well mathematically (haven't looked about balance yet). If you start from level 6th and collapse everything above in such a way that you have two levels worth of features for every level - including ASI but leaving them at their usual levels - you get the following:

Level 6th: lvl 6 + lvl 7 features
Level 7th: lvl 9 + lvl 10 features (lvl 8 is an ASI staying at 8th)
Level 8th: ASI + lvl 11 feature
Level 9th: lvl 13+ lvl 14 features (lvl 12 is an ASI staying at 12th)
Level 10th: lvl 15 + lvl 17 features (lvl 16 is an ASI staying at 16th)
Level 11th: lvl 18 + lvl 20 features (lvl 19 is an ASI staying at 19th)

ASIs of level 8th, 12th, 16th, and 19th remain in their usual spots. Extra ASI of fighter and rogue take place of class feature in this case however.

For example, the barbarian would look like this (features in red have moved down from higher levels).


BARBARIAN
Level
Proficiency Bonus
Features
Rages
Rage Damage
1st​
+2​
Rage, Unarmored Defense
2​
+2​
2nd​
+2​
Reckless Attack, Danger Sense
2​
+2​
3rd​
+2​
Primal Path
3​
+2​
4th​
+2​
Ability Score Improvement
3​
+2​
5th​
+3​
Extra Attack, Fast Movement
3​
+2​
6th​
+3​
Path feature, Feral Instinct
4​
+2​
7th​
+3​
Brutal Critical (1 die), Path feature
4​
+2​
8th​
+3​
Ability Score Improvement, Relentless Rage
4​
+2​
9th​
+4​
Brutal Critical (2 dice), Path feature
4​
+3​
10th​
+4​
Persistent Rage, Brutal Critical (3 dice)
4​
+3​
11th​
+4​
Indomitable Might, Primal Champion
4​
+3​
12th​
+4​
Ability Score Improvement
5​
+3​
13th​
+5​
5​
+3​
14th​
+5​
5​
+3​
15th​
+5​
5​
+3​
16th​
+5​
Ability Score Improvement
5​
+4​
17th​
+6​
6​
+4​
18th​
+6​
6​
+4​
19th​
+6​
Ability Score Improvement
6​
+4​
20th​
+6​
Unlimited​
+4​

Some classes, like the monk, are feature-heavy around 6th-7th level. It'd look like this:

MONK
Level
Proficiency Bonus
Martial Arts
Ki Points
Unarmored Movement
Features
1st​
+2​
1d4​
–​
–​
Unarmored Defense, Martial Arts
2nd​
+2​
1d4​
2​
+10 ft.​
Ki, Unarmored Movement
3rd​
+2​
1d4​
3​
+10 ft.​
Monastic Tradition, Deflect Missiles
4th​
+2​
1d4​
4​
+10 ft.​
Ability Score Improvement, Slow Fall
5th​
+3​
1d6​
5​
+10 ft.​
Extra Attack, Stunning Strike
6th​
+3​
1d6​
6​
+15 ft.​
Ki-Empowered Strikes, Monastic Tradition feature, Evasion, Stillness of Mind
7th​
+3​
1d6​
7​
+15 ft.​
Unarmored Movement improvement, Purity of Body
8th​
+3​
1d6​
8​
+15 ft.​
Ability Score Improvement, Monastic Tradition feature
9th​
+4​
1d6​
9​
+15 ft.​
Tongue of the Sun and Moon, Diamond Soul
10th​
+4​
1d6​
10​
+20 ft.​
Timeless Body, Monastic Tradition feature
11th​
+4​
1d8​
11​
+20 ft.​
Empty Body, Perfect Self
12th​
+4​
1d8​
12​
+20 ft.​
Ability Score Improvement
13th​
+5​
1d8​
13​
+20 ft.​
14th​
+5​
1d8​
14​
+25 ft.​
15th​
+5​
1d8​
15​
+25 ft.​
16th​
+5​
1d8​
16​
+25 ft.​
Ability Score Improvement
17th​
+6​
1d10​
17​
+25 ft.​
18th​
+6​
1d10​
18​
+30 ft.​
19th​
+6​
1d10​
19​
+30 ft.​
Ability Score Improvement
20th​
+6​
1d10​
20​
+30 ft.​
 

dmhelp

Villager
I really like it. I'd call it "Accelerated 5e". I'd do normal HP for the first 10 levels. For levels 11-20 you gain 2 HP/level without con mod and your proficiency bonus goes up. Essentially they are like Epic levels and either count for spell progression for one spellcasting class or grant ASIs every so many levels.

If you make a few minor modifications to the third and half casters you can do this pretty easily:

Fighter Eldritch Knight and Rogue Arcane Trickster casting scales as a Wizard of 1/3 level rounded up (complete with spellbook and preparing spells) starting at level 2 for the 1st 10 levels.

Paladins prepare Paladin or Cleric spells as a Cleric of 1/2 level rounded up for the 1st 10 levels.

Rangers prepare Ranger or Druid spells as a Druid of 1/2 level rounded up (instead of spells known) for the 1st 10 levels.

For level 11-20 you choose either:
1. An ASI at levels 11, 13, 15, & 17 with an Epic Boon at level 20.
2. Full spellcaster progression for spell slots, cantrips known, spells known, and spells prepared with no ASIs, but with an Epic Boon at level 20.

Example:
Paladin 20 can choose 5 more feats (7 total) with spell slots and spells prepared as a Cleric 5 (with 3rd level Cleric & Paladin spells) or only the original two feats with spells prepared as a Cleric 15 (with 8th level Cleric & 5th level Paladin spells).

---

I'd have Barbarian rage & rage damage scale by twice level.
I'd just remove Moon Druid Elemental Wild Shape (you have better CR forms anyway with unlimited wildshape, I'm assuming they scale by level and not level*2 for game balance).

A lot of Warlock Invocations need lower level prereqs. I'd be tempted to just ditch the class (along with Four Elements Monk) for simplicity.
 
Last edited:

6ENow!

The Smurfiest Wizard Ever!
I really like it. I'd call it "Accelerated 5e". I'd do normal HP for the first 10 levels. For levels 11-20 you gain 2 HP/level without con mod and your proficiency bonus goes up. Essentially they are like Epic levels and either count for spell progression for one spellcasting class or grant ASIs every so many levels.
Thanks. I think I might like some of your ideas, but I am a visual learner so if there is any chance of showing an example class table it would probably make your ideas clearer for me. If you don't have time, I'll sift through it and revisit it (I am reviewing the thread) on Saturday when I have more time.
 

6ENow!

The Smurfiest Wizard Ever!
For the people who think Wizards get shafted due to "nothing new" and normal spell progression, I had a thought today about Signature Spell: what if you could exchange your Signature spells like you can your Spell Mastery (8 hours of study is needed)? Then, by level 10 you could cast two 1st or 2nd level spells at will and two 3rd levels spells once per long rest without expending a spell slot, but with 8 hours of study you could swap out all 4 spells for different ones! They might not seem like a lot to some people, but the combination makes Wizards really good IMO.

Thoughts?
 

Exercise in collapsing features of levels 6th thru 20th, leaving levels 1st thru 5th intact.

Collapsing was done using the following formula:
6th + 7th level --> new 6th level
8th + 9th + 10th level --> new 7th level, except for ASI remaining at 8th level
11th + 12th level + ASI from 8th level ---> new 8th level, except for ASI reamining at 12th level
13th + 14th level --> new 9th level
15th + 16th + 17th --> new 10th level, except for ASI remaining at 16th level
18th +19 + 20th --> new 11th level, except for ASI remaining at 19th level

The tables below indicated the "raw data", not modified for game balance or aesthetics. Comments about balance and whatnot are included as "observations" at the end of each class table. Features that have been collapsed or somehow adjusted are marked in BOLD to make chages more visible.

Barbarian
Level
Proficiency Bonus
Features
Rages
Rage Damage
1st​
+2​
Rage, Unarmored Defense
2​
+2​
2nd​
+2​
Reckless Attack, Danger Sense
2​
+2​
3rd​
+2​
Primal Path
3​
+2​
4th​
+2​
Ability Score Improvement
3​
+2​
5th​
+3​
Extra Attack, Fast Movement
3​
+2​
6th​
+3​
Path feature, Feral Instinct
4​
+2​
7th​
+3​
Path feature, Brutal Critical (1 die)
4​
+2 (+3)
8th​
+3​
Ability Score Improvement, Relentless Rage
4​
+2 (+3)
9th​
+4​
Path feature, Brutal Critical (2 dice)
4​
+3 (+3)
10th​
+4​
Persistent Rage, Brutal Critical (3 dice)
4​
+3 (+4)
11th​
+4​
Indomitable Might, Primal Champion
4​
+3 (+4)
12th​
+4​
Ability Score Improvement
5​
+3 (+4)
13th​
+5​
5​
+3 (+4)
14th​
+5​
5​
+3 (+4)
15th​
+5​
5​
+3 (+4)
16th​
+5​
Ability Score Improvement
5​
+4​
17th​
+6​
6​
+4​
18th​
+6​
6​
+4​
19th​
+6​
Ability Score Improvement
6​
+4​
20th​
+6​
Unlimited​
+4​

Observations: One could argue that the rage damage bonus is part of the Rage feature gained at 1st level.
Possible Fix: Have rage damage bonus progress x2 past 5th level, as shown in bold in the rage damage column.
Bard
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st​
+2​
Spellcasting, Bardic Inspiration (d6)
2​
4​
2​
-​
-​
-​
-​
-​
-​
-​
-​
2nd​
+2​
Jack of All Trades, Song of Rest (d6)
2​
5​
3​
-​
-​
-​
-​
-​
-​
-​
-​
3rd​
+2​
Bard College, Expertise
2​
6​
4​
2​
-​
-​
-​
-​
-​
-​
-​
4th​
+2​
Ability Score Improvement
3​
7​
4​
3​
-​
-​
-​
-​
-​
-​
-​
5th​
+3​
Bardic Inspiration (d8), Font of Inspiration
3​
8​
4​
3​
2​
-​
-​
-​
-​
-​
-​
6th​
+3​
Countercharm, Bard College feature
3​
9​
4​
3​
3​
-​
-​
-​
-​
-​
-​
7th​
+3​
Song of Rest (d8), Bardic Inspiration (d10), Expertise, Magical Secrets
3​
12
4​
3​
3​
1​
-​
-​
-​
-​
-​
8th​
+3​
Ability Score Improvement
3​
13
4​
3​
3​
2​
-​
-​
-​
-​
-​
9th​
+4​
Bard College feature, Song of Rest (d10), Magical Secrets
3​
16
4​
3​
3​
3​
1​
-​
-​
-​
-​
10th​
+4​
Bardic Inspiration (d12), Song of Rest (d12)
4​
17
4​
3​
3​
3​
2​
-​
-​
-​
-​
11th​
+4​
Magical Secrets, Superior Inspiration
4​
18
4​
3​
3​
3​
2​
1​
-​
-​
-​
12th​
+4​
Ability Score Improvement
4​
18
4​
3​
3​
3​
2​
1​
-​
-​
-​
13th​
+5​
4​
19
4​
3​
3​
3​
2​
1​
1​
-​
-​
14th​
+5​
4​
19
4​
3​
3​
3​
2​
1​
1​
-​
-​
15th​
+5​
4​
20
4​
3​
3​
3​
2​
1​
1​
1​
-​
16th​
+5​
Ability Score Improvement
4​
20
4​
3​
3​
3​
2​
1​
1​
1​
-​
17th​
+6​
4​
21
4​
3​
3​
3​
2​
1​
1​
1​
1​
18th​
+6​
4​
21
4​
3​
3​
3​
3​
1​
1​
1​
1​
19th​
+6​
Ability Score Improvement
4​
22​
4​
3​
3​
3​
3​
2​
1​
1​
1​
20th​
+6​
4​
22​
4​
3​
3​
3​
3​
2​
2​
1​

Observations: Not much to say. Condensing features looks simple enough… Spells known column has been modified to match Magical Secrets features now at 7th and 9th level.
Cleric
Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st​
+2​
Spellcasting, Divine Domain
3​
2​
-​
-​
-​
-​
-​
-​
-​
-​
2nd​
+2​
Channel Divinity (x1), Divine Domain feature
3​
3​
-​
-​
-​
-​
-​
-​
-​
-​
3rd​
+2​
3​
4​
2​
-​
-​
-​
-​
-​
-​
-​
4th​
+2​
Ability Score Improvement
4​
4​
3​
-​
-​
-​
-​
-​
-​
-​
5th​
+3​
Destroy Undead (CR 1/2)
4​
4​
3​
2​
-​
-​
-​
-​
-​
-​
6th​
+3​
Channel Divinity (x2), Divine Domain feature
4​
4​
3​
3​
-​
-​
-​
-​
-​
-​
7th​
+3​
Destroy Undead (CR 1), Divine Domain feature, Divine Intervention
4​
4​
3​
3​
1​
-​
-​
-​
-​
-​
8th​
+3​
Ability Score Improvement, Destroy Undead (CR 2)
4​
4​
3​
3​
2​
-​
-​
-​
-​
-​
9th​
+4​
Destroy Undead (CR 3)
4​
4​
3​
3​
3​
1​
-​
-​
-​
-​
10th​
+4​
Destroy Undead (CR 4), Divine Domain feature
5​
4​
3​
3​
3​
2​
-​
-​
-​
-​
11th​
+4​
Channel Divinity (x3), Divine Intervention improvement
5​
4​
3​
3​
3​
2​
1​
-​
-​
-​
12th​
+4​
Ability Score Improvement
5​
4​
3​
3​
3​
2​
1​
-​
-​
-​
13th​
+5​
5​
4​
3​
3​
3​
2​
1​
1​
-​
-​
14th​
+5​
5​
4​
3​
3​
3​
2​
1​
1​
-​
-​
15th​
+5​
5​
4​
3​
3​
3​
2​
1​
1​
1​
-​
16th​
+5​
Ability Score Improvement
5​
4​
3​
3​
3​
2​
1​
1​
1​
-​
17th​
+6​
5​
4​
3​
3​
3​
2​
1​
1​
1​
1​
18th​
+6​
5​
4​
3​
3​
3​
3​
1​
1​
1​
1​
19th​
+6​
Ability Score Improvement
5​
4​
3​
3​
3​
3​
2​
1​
1​
1​
20th​
+6​
5​
4​
3​
3​
3​
3​
2​
2​
1​
1​

Observations: Not much to add either. Condensing features looks simple enough to do… Loses on spells like all full-casters but gains a "I win" button at 11th level.
Druid
Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st​
+2​
Druidic, Spellcasting
2​
2​
-​
-​
-​
-​
-​
-​
-​
-​
2nd​
+2​
Wild Shape, Druid Circle
2​
3​
-​
-​
-​
-​
-​
-​
-​
-​
3rd​
+2​
2​
4​
2​
-​
-​
-​
-​
-​
-​
-​
4th​
+2​
Wild Shape improvement, Ability Score Improvement
3​
4​
3​
-​
-​
-​
-​
-​
-​
-​
5th​
+3​
3​
4​
3​
2​
-​
-​
-​
-​
-​
-​
6th​
+3​
Druid Circle feature
3​
4​
3​
3​
-​
-​
-​
-​
-​
-​
7th​
+3​
Wild Shape improvement, Druid Circle feature
3​
4​
3​
3​
1​
-​
-​
-​
-​
-​
8th​
+3​
Ability Score Improvement
3​
4​
3​
3​
2​
-​
-​
-​
-​
-​
9th​
+4​
Druid Circle feature
3​
4​
3​
3​
3​
1​
-​
-​
-​
-​
10th​
+4​
4​
4​
3​
3​
3​
2​
-​
-​
-​
-​
11th​
+4​
Timeless Body, Beast Spells, Archdruid
4​
4​
3​
3​
3​
2​
1​
-​
-​
-​
12th​
+4​
Ability Score Improvement
4​
4​
3​
3​
3​
2​
1​
-​
-​
-​
13th​
+5​
4​
4​
3​
3​
3​
2​
1​
1​
-​
-​
14th​
+5​
4​
4​
3​
3​
3​
2​
1​
1​
-​
-​
15th​
+5​
4​
4​
3​
3​
3​
2​
1​
1​
1​
-​
16th​
+5​
Ability Score Improvement
4​
4​
3​
3​
3​
2​
1​
1​
1​
-​
17th​
+6​
4​
4​
3​
3​
3​
2​
1​
1​
1​
1​
18th​
+6​
4​
4​
3​
3​
3​
3​
1​
1​
1​
1​
19th​
+6​
Ability Score Improvement
4​
4​
3​
3​
3​
3​
2​
1​
1​
1​
20th​
+6​
4​
4​
3​
3​
3​
3​
2​
2​
1​
1​

Observations: Odd occurrence of “dead level” at 10th, and three features at 11th. As all full-casters, druid loses on spells but gets a very strong capstone at 11th druid level.
Possible Fix: Bring Timeless Body down from 11th to 10th level. Archdruid is potentially broken, and my intuition would be to up it to 16th level or so. Beast Spells is not a bad capstone in itself.
Fighter
Level
Proficiency Bonus
Features
1st​
+2​
Fighting Style, Second Wind
2nd​
+2​
Action Surge (x1)
3rd​
+2​
Martial Archetype
4th​
+2​
Ability Score Improvement
5th​
+3​
Extra Attack (x1)
6th​
+3​
Ability Score Improvement, Martial Archetype feature
7th​
+3​
Martial Archetype feature, Indomitable (x1)
8th​
+3​
Ability Score Improvement, Extra Attack (x2)
9th​
+4​
Ability Score Improvement, Indomitable (x2)
10th​
+4​
Martial Archetype feature, Action Surge (x2), Indomitable (x3)
11th​
+4​
Martial Archetype feature, Extra Attack (x3)
12th​
+4​
Ability Score Improvement
13th​
+5​
14th​
+5​
15th​
+5​
16th​
+5​
Ability Score Improvement
17th​
+6​
18th​
+6​
19th​
+6​
Ability Score Improvement
20th​
+6​

Observations: Extra attacks x2 and x3 features is one of the strongest “core features” that don't have their own progression columns. Fighter is one of the most advantaged class under this variant.
Possible fix: Assuming Extra Attacks (x2) and Extra Attacks (x3) are broken at 8th and 11th level respectively, push them back to a ¾ progression rather than ½ past 6th level. So Extra Attacks (x2) at 9th level and Extra Attacks (x3) at 16th level.
Paladin
Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th
1st​
+2​
Divine Sense, Lay on Hands
-​
-​
-​
-​
-​
2nd​
+2​
Fighting Style, Spellcasting, Divine Smite
2​
-​
-​
-​
-​
3rd​
+2​
Divine Health, Sacred Oath
3​
-​
-​
-​
-​
4th​
+2​
Ability Score Improvement
3​
-​
-​
-​
-​
5th​
+3​
Extra Attack
4​
2​
-​
-​
-​
6th​
+3​
Aura of Protection, Sacred Oath feature
4​
2​
-​
-​
-​
7th​
+3​
Aura of Courage
4​
3​
-​
-​
-​
8th​
+3​
Ability Score Improvement, Improved Divine Smite
4​
3​
-​
-​
-​
9th​
+4​
Cleansing Touch
4​
3​
2​
-​
-​
10th​
+4​
Sacred Oath feature
4​
3​
2​
-​
-​
11th​
+4​
Aura improvements, Sacred Oath feature
4​
3​
3​
-​
-​
12th​
+4​
Ability Score Improvement
4​
3​
3​
-​
-​
13th​
+5​
4​
3​
3​
1​
-​
14th​
+5​
4​
3​
3​
1​
-​
15th​
+5​
4​
3​
3​
2​
-​
16th​
+5​
Ability Score Improvement
4​
3​
3​
2​
-​
17th​
+6​
4​
3​
3​
3​
1​
18th​
+6​
4​
3​
3​
3​
1​
19th​
+6​
Ability Score Improvement
4​
3​
3​
3​
2​
20th​
+6​
4​
3​
3​
3​
2​

Observations: Paladin also has strong core features, and a particularly strong capstone. Partially compensated by lost of spell slots and therefore; smites.
Possible fix: Push Improve Divine Smite at 9th level and the last Sacred Oath Feature at 16th level to match fighter’s extra attacks, if necessary
Monk
Level
Proficiency Bonus
Martial Arts
Ki Points
Unarmored Movement
Features
1st​
+2​
1d4​
–​
–​
Unarmored Defense, Martial Arts
2nd​
+2​
1d4​
2​
+10 ft.​
Ki, Unarmored Movement
3rd​
+2​
1d4​
3​
+10 ft.​
Monastic Tradition, Deflect Missiles
4th​
+2​
1d4​
4​
+10 ft.​
Ability Score Improvement, Slow Fall
5th​
+3​
1d6​
5​
+10 ft.​
Extra Attack, Stunning Strike
6th​
+3​
1d6​
6 (7)
+15 ft.​
Monastic Tradition feature, Ki-Empowered Strikes, Evasion, Stillness of Mind
7th​
+3​
1d6​
7 (9)
+15 ft.​
Unarmored Movement improvement, Purity of Body
8th​
+3​
1d6 (1d8)
8 (11)
+15 ft.​
Ability Score Improvement, Monastic Tradition feature
9th​
+4​
1d6 (1d8)
9 (13)
+15 ft.​
Tongue of the Sun and Moon, Diamond Soul
10th​
+4​
1d6 (1d10)
10 (15)
+20 ft.​
Monastic Tradition feature, Timeless Body
11th​
+4​
1d8 (1d10)
11 (17)
+20 ft.​
Empty Body, Perfect Self
12th​
+4​
1d8 (1d10)
12 (19)
+20 ft.​
Ability Score Improvement
13th​
+5​
1d8 (1d10)
13 (20)
+20 ft.​
14th​
+5​
1d8 (1d10)
14 (20)
+25 ft.​
15th​
+5​
1d8 (1d10)
15 (20)
+25 ft.​
16th​
+5​
1d8 (1d10)
16 (20)
+25 ft.​
Ability Score Improvement
17th​
+6​
1d10​
17 (20)
+25 ft.​
18th​
+6​
1d10​
18 (20)
+30 ft.​
19th​
+6​
1d10​
19 (20)
+30 ft.​
Ability Score Improvement
20th​
+6​
1d10​
20​
+30 ft.​

Observations: The monk doesn’t have the power spike at 8th level (normally 11th level) that the fighter, ranger, and paladin have, but has other toys to play with. Even on a 1-20 level scale, the monk falls behind in damage at higher levels. Under this variant, it falls behind just as much, but twice as fast.
(Strongly Encouraged) Possible fix: Double Martial Arts and Ki progression past 5th level, as shown in bold in the martial arts and Ki columns.
Ranger
Level
Proficiency
Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th
1st​
+2​
Favored Enemy, Natural Explorer
-​
-​
-​
-​
-​
-​
2nd​
+2​
Fighting Style, Spellcasting
2​
2​
-​
-​
-​
-​
3rd​
+2​
Ranger Archetype, Primeval Awareness
3​
3​
-​
-​
-​
-​
4th​
+2​
Ability Score Improvement
3​
3​
-​
-​
-​
-​
5th​
+3​
Extra Attack
4​
4​
2​
-​
-​
-​
6th​
+3​
Favored Enemy and Natural Explorer improvements, Ranger Archetype feature
4​
4​
2​
-​
-​
-​
7th​
+3​
Land’s Stride, Natural Explorer improvement, Hide in Plain Sight
5​
4​
3​
-​
-​
-​
8th​
+3​
Ability Score improvement, Ranger Archetype feature
5​
4​
3​
-​
-​
-​
9th​
+4​
Favored Enemy improvement, Vanish
6​
4​
3​
2​
-​
-​
10th​
+4​
Ranger Archetype feature
6​
4​
3​
2​
-​
-​
11th​
Feral Senses, Foe Slayer
7​
4​
3​
3​
-​
-​
12th​
+4​
Ability Score improvement
7​
4​
3​
3​
-​
-​
13th​
+5​
8​
4​
3​
3​
1​
-​
14th​
+5​
8​
4​
3​
3​
1​
-​
15th​
+5​
9​
4​
3​
3​
2​
-​
16th​
+5​
Ability Score improvement
9​
4​
3​
3​
2​
-​
17th​
+6​
10​
4​
3​
3​
3​
1​
18th​
+6​
10​
4​
3​
3​
3​
1​
19th​
+6​
Ability Score improvement
11​
4​
3​
3​
3​
2​
20th​
+6​
11​
4​
3​
3​
3​
2​

Observations: The ranger has performance issues at higher levels, and relies heavily on its spells to complete its features. This is a core issue but this variant exacerbates this even more.
Possible fix: Use my variant ranger (or upcoming Tasha’s) then collapse its features? Otherwise, a KISS solution could be a 1/long rest 3rd level spell at 7th ranger level, a 1/long rest 4th level spell at 9th ranger level, and a 1/long rest 5th level spell at 11th level ranger level, as extra core features à la mystic arcanum.
Rogue
Level
Proficiency Bonus
Sneak Attack
Features
1st​
+2​
1d6​
Expertise, Sneak Attack, Thieves' Cant
2nd​
+2​
1d6​
Cunning Action
3rd​
+2​
2d6​
Roguish Archetype
4th​
+2​
2d6​
Ability Score Improvement
5th​
+3​
3d6​
Uncanny Dodge
6th​
+3​
3d6 (4d6)
Expertise, Evasion
7th​
+3​
4d6 (5d6)
Ability Score Improvement, Roguish Archetype feature
8th​
+3​
4d6 (6d6)
Ability Score Improvement, Reliable Talent
9th​
+4​
5d6 (7d6)
Roguish Archetype feature, Blindsense
10th​
+4​
5d6 (8d6)
Roguish Archetype feature, Slippery Mind
11th​
+4​
6d6 (9d6)
Elusive, Stroke of Luck
12th​
+4​
6d6 (10d6)
Ability Score Improvement
13th​
+5​
7d6 (10d6)
14th​
+5​
7d6 (10d6)
15th​
+5​
8d6 (10d6)
16th​
+5​
8d6 (10d6)
Ability Score Improvement
17th​
+6​
9d6 (10d6)
18th​
+6​
9d6 (10d6)
19th​
+6​
10d6​
Ability Score Improvement
20th​
+6​
10d6​

Observations: Rogue collapses easily, but lacks the umph that other classes have in damage under this variant.
Possible fix: Double the progression of sneak attack dice past 5th level, as indicated in bold in the Sneak attack column.
Sorcerer
Level
Proficiency Bonus
Sorcery Points
Features
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st​
+2​
-​
Spellcasting, Sorcerous Origin
4​
2​
2​
-​
-​
-​
-​
-​
-​
-​
-​
2nd​
+2​
2​
Font of Magic
4​
3​
3​
-​
-​
-​
-​
-​
-​
-​
-​
3rd​
+2​
3​
Metamagic
4​
4​
4​
2​
-​
-​
-​
-​
-​
-​
-​
4th​
+2​
4​
Ability Score Improvement
5​
5​
4​
3​
-​
-​
-​
-​
-​
-​
-​
5th​
+3​
5​
5​
6​
4​
3​
2​
-​
-​
-​
-​
-​
-​
6th​
+3​
6 (7)
Sorcerous Origin feature
5​
7​
4​
3​
3​
-​
-​
-​
-​
-​
-​
7th​
+3​
7 (9)
Metamagic
5​
8​
4​
3​
3​
1​
-​
-​
-​
-​
-​
8th​
+3​
8 (11)
Ability Score Improvement
5​
9​
4​
3​
3​
2​
-​
-​
-​
-​
-​
9th​
+4​
9 (13)
Sorcerous Origin feature
5​
10​
4​
3​
3​
3​
1​
-​
-​
-​
-​
10th​
+4​
10 (15)
Metamagic
6​
11​
4​
3​
3​
3​
2​
-​
-​
-​
-​
11th​
+4​
11 (17)
Sorcerous Origin feature, Sorcerous Restoration
6​
12​
4​
3​
3​
3​
2​
1​
-​
-​
-​
12th​
+4​
12 (19)
Ability Score Improvement
6​
12​
4​
3​
3​
3​
2​
1​
-​
-​
-​
13th​
+5​
13 (20)
6​
13​
4​
3​
3​
3​
2​
1​
1​
-​
-​
14th​
+5​
14 (20)
6​
13​
4​
3​
3​
3​
2​
1​
1​
-​
-​
15th​
+5​
15 (20)
6​
14​
4​
3​
3​
3​
2​
1​
1​
1​
-​
16th​
+5​
16 (20)
Ability Score Improvement
6​
14​
4​
3​
3​
3​
2​
1​
1​
1​
-​
17th​
+6​
17 (20)
6​
15​
4​
3​
3​
3​
2​
1​
1​
1​
1​
18th​
+6​
18 (20)
6​
15​
4​
3​
3​
3​
3​
1​
1​
1​
1​
19th​
+6​
19 (20)
Ability Score Improvement
6​
15​
4​
3​
3​
3​
3​
2​
1​
1​
1​
20th​
+6​
20​
6​
15​
4​
3​
3​
3​
3​
2​
2​
1​
1​

Observations: The sorcerer suffers a bit more from its reduced spellcasting capacity than the cleric and the druid. It has the ability to create more spell slots but lacks the sorcery points to fuel this feature properly.
Possible fix: Double the progression of sorcery points past 5th level, as indicated in bold in the *Sorcery Point*s column.
Warlock
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spell Slots
Slot Level
Invocations Known
1st​
+2​
Otherworldly Patron, Pact Magic
2​
2​
1​
1st​
-​
2nd​
+2​
Eldritch Invocations
2​
3​
2​
1st​
2​
3rd​
+2​
Pact Boon
2​
4​
2​
2nd​
2​
4th​
+2​
Ability Score Improvement
3​
5​
2​
2nd​
2​
5th​
+3​
3​
6​
2​
3rd​
3​
6th​
+3​
Otherworldly Patron feature
3​
7​
2​
3rd​
3​
7th​
+3​
Otherworldly Patron feature
3​
8​
2​
4th​
4​
8th​
+3​
Ability Score Improvement, Mystic Arcanum (6th level)
3​
9​
2​
4th​
4​
9th​
+4​
Mystic Arcanum (7th level), Otherworldly Patron feature
3​
10​
2​
5th​
5​
10th​
+4​
Mystic Arcanum (8th level)
4​
10​
2​
5th​
5​
11th​
+4​
Mystic Arcanum (9th level), Eldritch Master
4​
11​
3​
5th​
5​
12th​
+4​
Ability Score Improvement
4​
11​
3​
5th​
6​
13th​
+5​
4​
12​
3​
5th​
6​
14th​
+5​
4​
12​
3​
5th​
6​
15th​
+5​
4​
13​
3​
5th​
7​
16th​
+5​
Ability Score Improvement
4​
13​
3​
5th​
7​
17th​
+6​
4​
14​
4​
5th​
7​
18th​
+6​
4​
14​
4​
5th​
8​
19th​
+6​
Ability Score Improvement
4​
15​
4​
5th​
8​
20th​
+6​
4​
15​
4​
5th​
8​

Observations: Trickiest class to collapse. Mystic Arcanum does’t match spell progression of this variant, and the warlock lacks the known number and level prerequisites for its incantations.
Possible Fix: Leave Mystic Arcanum in their normal place, but double the progression of known incantations past 5th level. This is best represented by a new table:

Warlock (redux)
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spell Slots
Slot Level
Invocations Known
Invocation Warlock Level
1st​
+2​
Otherworldly Patron, Pact Magic
2​
2​
1​
1st​
-​
-
2nd​
+2​
Eldritch Invocations
2​
3​
2​
1st​
2​
2nd
3rd​
+2​
Pact Boon
2​
4​
2​
2nd​
2​
3rd
4th​
+2​
Ability Score Improvement
3​
5​
2​
2nd​
2​
4th
5th​
+3​
3​
6​
2​
3rd​
3​
5th
6th​
+3​
Otherworldly Patron feature
3​
7​
2​
3rd​
4
7th
7th​
+3​
Otherworldly Patron feature
3​
8​
2​
4th​
5
10th
8th​
+3​
Ability Score Improvement,
3​
9​
2​
4th​
6
12th
9th​
+4​
Otherworldly Patron feature
3​
10​
2​
5th​
7
15th
10th​
+4​
4​
10​
2​
5th​
8
18th
11th​
+4​
Mystic Arcanum (6th level), Eldritch Master
4​
11​
3​
5th​
8
20th
12th​
+4​
Ability Score Improvement
4​
11​
3​
5th​
8
20th
13th​
+5​
Mystic Arcanum (7th level),
4​
12​
3​
5th​
8
20th
14th​
+5​
4​
12​
3​
5th​
8
20th
15th​
+5​
Mystic Arcanum (8th level)
4​
13​
3​
5th​
8
20th
16th​
+5​
Ability Score Improvement
4​
13​
3​
5th​
8
20th
17th​
+6​
Mystic Arcanum (9th level),
4​
14​
4​
5th​
8
20th
18th​
+6​
4​
14​
4​
5th​
8​
20th
19th​
+6​
Ability Score Improvement
4​
15​
4​
5th​
8​
20th
20th​
+6​
4​
15​
4​
5th​
8​
20th
Wizard
Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st​
+2​
Spellcasting, Arcane Recovery
3​
2​
-​
-​
-​
-​
-​
-​
-​
-​
2nd​
+2​
Arcane Tradition
3​
3​
-​
-​
-​
-​
-​
-​
-​
-​
3rd​
+2​
3​
4​
2​
-​
-​
-​
-​
-​
-​
-​
4th​
+2​
Ability Score Improvement
4​
4​
3​
-​
-​
-​
-​
-​
-​
-​
5th​
+3​
4​
4​
3​
2​
-​
-​
-​
-​
-​
-​
6th​
+3​
Arcane Tradition feature
4​
4​
3​
3​
-​
-​
-​
-​
-​
-​
7th​
+3​
Arcane Tradition feature
4​
4​
3​
3​
1​
-​
-​
-​
-​
-​
8th​
+3​
Ability Score Improvement
4​
4​
3​
3​
2​
-​
-​
-​
-​
-​
9th​
+4​
Arcane Tradition feature
4​
4​
3​
3​
3​
1​
-​
-​
-​
-​
10th​
+4​
5​
4​
3​
3​
3​
2​
-​
-​
-​
-​
11th​
+4​
Spell Mastery, Signature Spells
5​
4​
3​
3​
3​
2​
1​
-​
-​
-​
12th​
+4​
Ability Score Improvement
5​
4​
3​
3​
3​
2​
1​
-​
-​
-​
13th​
+5​
5​
4​
3​
3​
3​
2​
1​
1​
-​
-​
14th​
+5​
5​
4​
3​
3​
3​
2​
1​
1​
-​
-​
15th​
+5​
5​
4​
3​
3​
3​
2​
1​
1​
1​
-​
16th​
+5​
Ability Score Improvement
5​
4​
3​
3​
3​
2​
1​
1​
1​
-​
17th​
+6​
5​
4​
3​
3​
3​
2​
1​
1​
1​
1​
18th​
+6​
5​
4​
3​
3​
3​
3​
1​
1​
1​
1​
19th​
+6​
Ability Score Improvement
5​
4​
3​
3​
3​
3​
2​
1​
1​
1​
20th​
+6​
5​
4​
3​
3​
3​
3​
2​
2​
1​
1​

Observations: Another odd dead level and double feature at 11th level. Wizard is also a big looser in this variant. Buuuuuuut, wizard is a strong high-level class. Its arcane tradition features are usually pretty good, and signature spells is a good capstone…
Possible fix: I’d be tempted to leave it as is. If anything, allow an extra free spell or two in their spellbook for every level gained after 5th. Some kind of feature allowing the wizard to cast spells above its spellcasting level as a one-off could be cool. Like spend X gp and time to create a 8th-level spell scroll (or equivalent) that only you can cast, possibly in special circumstances. But for this exercise I’m trying to avoid new features.
And for the sake of completion...
Artificer
Level
Proficiency Bonus
Features
Infusions Known
Infused Items
Cantrips Known
1st
2nd
3rd
4th
5th
1st​
+2​
Magical Tinkering, Spellcasting
-​
-​
2​
2​
-​
-​
-​
-​
2nd​
+2​
Infuse Item
4​
2​
2​
2​
-​
-​
-​
-​
3rd​
+2​
Artificer Specialist, The Right Tool for the Job
4​
2​
2​
3​
-​
-​
-​
-​
4th​
+2​
Ability Score Improvement
4​
2​
2​
3​
-​
-​
-​
-​
5th​
+3​
Artificer Specialist feature
4​
2​
2​
4​
2​
-​
-​
-​
6th​
+3​
Tool Expertise, Flash of Genius
6​
3​
2​
4​
2​
-​
-​
-​
7th​
+3​
Artificer Specialist feature, Magic Item Adept
6​
3​
2​
4​
3​
-​
-​
-​
8th​
+3​
Ability Score Improvement, Spell-Storing Item
6 (8)
3 (4)
2​
4​
3​
-​
-​
-​
9th​
+4​
Artificer Specialist feature, Magic Item Savant
6 (8)
3 (4)
2​
4​
3​
2​
-​
-​
10th​
+4​
Magic Item Master
8 (10)
4 (5)
3​
4​
3​
2​
-​
-​
11th​
+4​
Soul of Artifice
8 (12)
4 (6)
3​
4​
3​
3​
-​
-​
12th​
+4​
Ability Score Improvement
8​
4​
3​
4​
3​
3​
-​
-​
13th​
+5​
8​
4​
3​
4​
3​
3​
1​
-​
14th​
+5​
10​
5​
4​
4​
3​
3​
1​
-​
15th​
+5​
10​
5​
4​
4​
3​
3​
2​
-​
16th​
+5​
Ability Score Improvement
10​
5​
4​
4​
3​
3​
2​
-​
17th​
+6​
10​
5​
4​
4​
3​
3​
3​
1​
18th​
+6​
12​
6​
4​
4​
3​
3​
3​
1​
19th​
+6​
Ability Score Improvement
12​
6​
4​
4​
3​
3​
3​
2​
20th​
+6​
12​
6​
4​
4​
3​
3​
3​
2​

Observations: The artificer is an oddball, one of the newer classes in design theory along with the warlock. First, according to the collapsing formula I’ve been using, Magic Item Master should have been a 9th artificer level feature in this variant. It makes no sense to give Magic Item Master and Magic Item Savant at the same level, so I put it at 10th level which otherwise was a dead level. Such an obvious “fix” that I’m not including it as a possible fix below. Also, infusions are the artificer’s thing, not unlike how the incantations are the warlock’s thing. Especially with the artificer’s ability to attune to more objects, a bonified infusion known and items progression might be in order.
Possible fix: Double the progression of the artificer’s known infusions and infused items past 5th level, as indicated in bold in the Infusions Known and Infused Items columns. I’d be also tempted to allow the 10th level prerequisite at 8th level with the extra known infusions, and the 14th level prerequisite at 10th artificer level.
 
Last edited:

Stalker0

Legend
For the people who think Wizards get shafted due to "nothing new" and normal spell progression, I had a thought today about Signature Spell: what if you could exchange your Signature spells like you can your Spell Mastery (8 hours of study is needed)? Then, by level 10 you could cast two 1st or 2nd level spells at will and two 3rd levels spells once per long rest without expending a spell slot, but with 8 hours of study you could swap out all 4 spells for different ones! They might not seem like a lot to some people, but the combination makes Wizards really good IMO.

Thoughts?
I think you should playtest it before swapping it. I think people are severely underestimating how good an at will spell of 1st or 2nd level really is when you are only 9th level.
 

Advertisement2

Advertisement4

Top