sinmissing
First Post
Based on some Class Construction documents I found, and a table from the DMG (I'm sure this is where I found it), I made some optional rules to tweak character classes. Can I get some feedback?
Tweaks
Tweaks are small modifications to the Core Classes to accommodate the tastes of the individual player. The value of individual Tweaks are based on the tables found in the Dungeon Master’s Guide. A tweaked version of a class is still considered to be the same class as the un-tweaked version. You cannot, for example, tweak the Bard class and then multiclass into the un-tweaked Bard class. The following tweaks are the most typical requested in my experience.
In designing tweaks, the following guidelines were used: The classes are balanced as is (this is not my personal opinion, but it is the stance I need to take in order to make this work). No ability was watered down. It was replaced completely with one or more abilities. Certain tweaks were available based on conceptual similarities between classes. Unused points are lost.
Barbarian
Barbarian Tweaks
Substitutable Abilities: Barbarian Rage (15), Fast Movement (5), Damage Reduction (10)
Tweaks: Woodland Stride (5), Trackless Step (5), Wildshape (20), Resist Nature’s Lure (10), Track (5), Favored Enemy (15), Ranger Two-Weapon Technique (10)
Bard
Bard Tweaks
Substitutable Abilities: Spell Casting (80)
Tweaks: D8 Hit Dice (30), Martial Weapon Proficiencies (15), Medium Armor Proficiency (10), 6 Skill Points (15) or 8 Skill Points (30), Durable: Good Fortitude Save (10), Uncanny Dodge (15), Aura of Courage (10), Evasion (10), Fighter Attack Progression (20)
Cleric
Free Tweak: Clerics substitute spontaneous casting of healing/harming spells, with spontaneous casting of Domain spells.
Druid
Substitutable Abilities: Wild Shape (20)
Tweaks: 6 Skill Points (15), Barbarian Rage (15), D10 Hit Dice (20), Domain Spells: Two from Animal, Plant, Air, Earth, Fire, Water (5), Divine Gift or Bonus Domain Spell (10), Spell Substitution: Substitute memorized spells for healing spells (5), Druidic Spell Substitution: Substitute memorized spells for spells that affect animals or plants* (10), Fast Movement (5), Fighter Attack Progression (20), Expanded Druidic Weapons: axe (throwing), battleaxe, club, dagger, dart, greataxe, greatclub, halfspear, handaxe, javelin, kukri, longspear, morningstar, net, quarterstaff, scimitar, sickle, shortbow, shortspear, sling, trident (5), Damage Reduction (10)
* Summon Nature’s Ally is not an Animal Spell
Paladin
Paladin Tweaks
A Paladin may freely multiclass, within the limits of their alignment, by losing access to one of the following abilities: Detect Evil, Divine Grace, Lay on Hands, Aura of Courage, Smite Evil, Remove Disease, Turn Undead, or Spell Casting
Monk
A Monk may freely multiclass, within the limits of their alignment, by losing access to one of the following abilities: Stunning Attack, Fast Movement, Wholeness of Body, Ki Strike, Diamond Soul, Quivering Palm, Empty Body, or Perfect Self
Ranger
Free Tweak: Rangers can swap their bonus feats for Point Blank Shot, and one other Archery Feat. At 8th Level, she may take an additional Archery Feat even if she does not quality for it. The rules governing when a Ranger can use these feats remains unchanged from the Player’s Handbook.
Ranger Tweaks
Substitutable Abilities: Spell Casting (15)
Tweaks (Ability or Progression is gained at 4th Level): Barbarian Rage (15), Fast Movement (5), Nature Sense (10), Resist Nature’s Lure (10), Sneak Attack (15), Trackless Step (5), Woodland Stride (5)
Rogue
Rogue Tweaks
Substitutable Abilities: Sneak Attack (15)
Tweaks: 10 Skill Points (15), Martial Weapons (5), D8 Hit Dice (10), Durable: Good Fortitude Saves (10), Ranger Two-Weapon Fighting Technique (10), Track or Shadow, and Wilderness Lore as a Class Skill (5), Willful: Good Will Saves (10)
Sorcerer
Free Tweak: The Sorceror can substitute her Sorcery Spell List for the Druid Spell List. The character is now referred to as a Druidic Sorceror. The Sorceror is now a Divine Spellcaster.
Sorceror Tweaks
Substitutable Abilities: Familiar (15), Simple Weapon Proficiencies: Sorceror has Wizard Proficiencies instead (5)
Tweaks: 3 Skill Points (5) or 4 Skill Points (10), Martial Weapon Proficiencies*: Individual (1), or all (15), D6 Hit Dice (10), Nature Knowledge: May learn Spells from Druid List, but only spells chosen are considered to be on the Sorceror’s Spell List (5), Draconic Knowledge: May learn Spells from the Wizard List, but only spells chosen are considered to be on the Sorceror’s Spell List (5), Natural Meta Magic (20): The sorcerer automatically gains access to all Meta Magic Feats. These feats can only be used on Sorceror spells. The Sorceror must still purchase any meta magic feat that are a prerequisite for a Prestige Class. Furthermore, spells modified with Natural Meta Magic Feats cannot be prepared via the Arcane Preparation Feat.
* All Martial Weapons cannot be chosen if the Sorceror has substituted Simple Weapon Proficiencies.
Wizard
Wizard Tweaks
Substitutable Abilities: Bonus Feats (40), Familiar (15), Scribe Scroll (10)
Tweaks: 3 Skill Points (5) or 4 Skill Points (10)or 6 Skill Points (30) or 8 Skill Points (45), Weapon Proficiencies: Individual (1), or All Simple (10), or All Simple and Martial (25), D6 Hit Dice (10), Studious Magician*: See Table 1-1 (50)
* Although (8) Feats should cost 80 points, the price is reduced because the feats gained are a fixed, and are gained one level after they could be used.
The Wizard gains Meta Magic Feats as detailed on Table 1-1.
Table 1-1 Wizard Meta Magic Feat Progression
Level Feats Gained
4 Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, Still Spell
6 Empower
8 Maximize
10 Quicken
Tweaks
Tweaks are small modifications to the Core Classes to accommodate the tastes of the individual player. The value of individual Tweaks are based on the tables found in the Dungeon Master’s Guide. A tweaked version of a class is still considered to be the same class as the un-tweaked version. You cannot, for example, tweak the Bard class and then multiclass into the un-tweaked Bard class. The following tweaks are the most typical requested in my experience.
In designing tweaks, the following guidelines were used: The classes are balanced as is (this is not my personal opinion, but it is the stance I need to take in order to make this work). No ability was watered down. It was replaced completely with one or more abilities. Certain tweaks were available based on conceptual similarities between classes. Unused points are lost.
Barbarian
Barbarian Tweaks
Substitutable Abilities: Barbarian Rage (15), Fast Movement (5), Damage Reduction (10)
Tweaks: Woodland Stride (5), Trackless Step (5), Wildshape (20), Resist Nature’s Lure (10), Track (5), Favored Enemy (15), Ranger Two-Weapon Technique (10)
Bard
Bard Tweaks
Substitutable Abilities: Spell Casting (80)
Tweaks: D8 Hit Dice (30), Martial Weapon Proficiencies (15), Medium Armor Proficiency (10), 6 Skill Points (15) or 8 Skill Points (30), Durable: Good Fortitude Save (10), Uncanny Dodge (15), Aura of Courage (10), Evasion (10), Fighter Attack Progression (20)
Cleric
Free Tweak: Clerics substitute spontaneous casting of healing/harming spells, with spontaneous casting of Domain spells.
Druid
Substitutable Abilities: Wild Shape (20)
Tweaks: 6 Skill Points (15), Barbarian Rage (15), D10 Hit Dice (20), Domain Spells: Two from Animal, Plant, Air, Earth, Fire, Water (5), Divine Gift or Bonus Domain Spell (10), Spell Substitution: Substitute memorized spells for healing spells (5), Druidic Spell Substitution: Substitute memorized spells for spells that affect animals or plants* (10), Fast Movement (5), Fighter Attack Progression (20), Expanded Druidic Weapons: axe (throwing), battleaxe, club, dagger, dart, greataxe, greatclub, halfspear, handaxe, javelin, kukri, longspear, morningstar, net, quarterstaff, scimitar, sickle, shortbow, shortspear, sling, trident (5), Damage Reduction (10)
* Summon Nature’s Ally is not an Animal Spell
Paladin
Paladin Tweaks
A Paladin may freely multiclass, within the limits of their alignment, by losing access to one of the following abilities: Detect Evil, Divine Grace, Lay on Hands, Aura of Courage, Smite Evil, Remove Disease, Turn Undead, or Spell Casting
Monk
A Monk may freely multiclass, within the limits of their alignment, by losing access to one of the following abilities: Stunning Attack, Fast Movement, Wholeness of Body, Ki Strike, Diamond Soul, Quivering Palm, Empty Body, or Perfect Self
Ranger
Free Tweak: Rangers can swap their bonus feats for Point Blank Shot, and one other Archery Feat. At 8th Level, she may take an additional Archery Feat even if she does not quality for it. The rules governing when a Ranger can use these feats remains unchanged from the Player’s Handbook.
Ranger Tweaks
Substitutable Abilities: Spell Casting (15)
Tweaks (Ability or Progression is gained at 4th Level): Barbarian Rage (15), Fast Movement (5), Nature Sense (10), Resist Nature’s Lure (10), Sneak Attack (15), Trackless Step (5), Woodland Stride (5)
Rogue
Rogue Tweaks
Substitutable Abilities: Sneak Attack (15)
Tweaks: 10 Skill Points (15), Martial Weapons (5), D8 Hit Dice (10), Durable: Good Fortitude Saves (10), Ranger Two-Weapon Fighting Technique (10), Track or Shadow, and Wilderness Lore as a Class Skill (5), Willful: Good Will Saves (10)
Sorcerer
Free Tweak: The Sorceror can substitute her Sorcery Spell List for the Druid Spell List. The character is now referred to as a Druidic Sorceror. The Sorceror is now a Divine Spellcaster.
Sorceror Tweaks
Substitutable Abilities: Familiar (15), Simple Weapon Proficiencies: Sorceror has Wizard Proficiencies instead (5)
Tweaks: 3 Skill Points (5) or 4 Skill Points (10), Martial Weapon Proficiencies*: Individual (1), or all (15), D6 Hit Dice (10), Nature Knowledge: May learn Spells from Druid List, but only spells chosen are considered to be on the Sorceror’s Spell List (5), Draconic Knowledge: May learn Spells from the Wizard List, but only spells chosen are considered to be on the Sorceror’s Spell List (5), Natural Meta Magic (20): The sorcerer automatically gains access to all Meta Magic Feats. These feats can only be used on Sorceror spells. The Sorceror must still purchase any meta magic feat that are a prerequisite for a Prestige Class. Furthermore, spells modified with Natural Meta Magic Feats cannot be prepared via the Arcane Preparation Feat.
* All Martial Weapons cannot be chosen if the Sorceror has substituted Simple Weapon Proficiencies.
Wizard
Wizard Tweaks
Substitutable Abilities: Bonus Feats (40), Familiar (15), Scribe Scroll (10)
Tweaks: 3 Skill Points (5) or 4 Skill Points (10)or 6 Skill Points (30) or 8 Skill Points (45), Weapon Proficiencies: Individual (1), or All Simple (10), or All Simple and Martial (25), D6 Hit Dice (10), Studious Magician*: See Table 1-1 (50)
* Although (8) Feats should cost 80 points, the price is reduced because the feats gained are a fixed, and are gained one level after they could be used.
The Wizard gains Meta Magic Feats as detailed on Table 1-1.
Table 1-1 Wizard Meta Magic Feat Progression
Level Feats Gained
4 Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, Still Spell
6 Empower
8 Maximize
10 Quicken
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