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<blockquote data-quote="el-remmen" data-source="post: 9509272" data-attributes="member: 11"><p>I just went through and updated a bunch of the PDFs in <a href="https://www.enworld.org/threads/vanity-frankenstein-5e-my-homebrew-d-d-project.706753/#post-9478714" target="_blank">the second post.</a></p><p></p><p>Some of them are just minor tweaks and changes to the classes and/or spell list, but in some cases I was getting told the PDFs were corrupt, so i had to re-render and upload them.</p><p></p><p>Please let me know if you try to view one and it doesn't work so I can try to address it.</p><p></p><p>At this point all the classes and subclasses are "done." I am continuing to do the work of trying to make stuff consistent and building the number or revised or new spells.</p><p></p><p>Some things I have done that people might find interesting:</p><ul> <li data-xf-list-type="ul">Got rid of any non-special/money cost material components and in many cases replaced them with the need for a focus. In some cases you need both a focus and a material component.</li> <li data-xf-list-type="ul">All bardic inspiration dice can be added to damage now.</li> <li data-xf-list-type="ul">Bards cannot cast another spell requiring their bardic focus (an instrument) while using a spell that uses that focus and required concentration. In other words, to concentrate on a bard spell you need to play music the entire time, you cannot cast another spell that requires the instrument (even if it is not a concentration spell) if you are already using it to maintain something else. Other spells that do not require the focus can still be cast while playing/concentrating.</li> <li data-xf-list-type="ul">There is no such thing as a ranger spell list. Even the Warden subclasses which is the only ranger to get spells, chooses druid and mage spells and they then become considered ranger spells.<ul> <li data-xf-list-type="ul">As such, I scrapped most existing ranger spells that don't already exist on other lists, adding one or two to the druid list.</li> </ul></li> <li data-xf-list-type="ul">Got rid of "minimum 1" in most features based on an ability score modifier (in some cases kept "minimum 0"). If you have an average or lower Dex, for example,, don't take a Dex-based ability that will limit how much you can do it</li> <li data-xf-list-type="ul">Related to that I re-added the 3E (and I think 2E) idea that to cast a spell you need to have an ability score that is at least equal to to 10 + the spell's level. Thus to cast first level mage spells you need an Int of at least 11 and need a 15 to cast 5th-level spells.</li> <li data-xf-list-type="ul">Mage-Knights are like mages/wizards. But Arcane Trickster are like sorcerers and thus have a chance for wild surges when they cast spells because they are not as good at it.</li> <li data-xf-list-type="ul">Sorcerers are an Int-based spell casted now. Bards and Warlocks cover Charisma fine, and Clerics and Druids cover Wisdom - so a second Int-based full caster made sense to me.</li> </ul><p></p><p>This is my working list of classes:subclasses in order of complexity (I will probably tweak the order/placement of some these, like Thief Rogue might go before Hunter Ranger)</p><p></p><p><strong><u>Beginner</u></strong></p><p>Fighter: :: Champion</p><p>Ranger: :: Hunter</p><p>Rogue: ::Thief</p><p>Berserker: :: Raider</p><p>Rogue: ::Swashbuckler</p><p></p><p><strong><u>Intermediate</u></strong></p><p>Berserker: :: Vanguard</p><p>Berserker: :: Ancestral Guardian</p><p>Cleric: :: Life</p><p>Cleric: :: Light</p><p>Bard: :: Valor</p><p>Bard: :: Lore</p><p>Cleric: :: Tempest</p><p>Cleric: :: War</p><p>Druid: :: Land</p><p>Druid: :: Sea</p><p>Druid: :: Stars</p><p>Fighter: ::Mage-Knight</p><p>Mage: :: Wizard</p><p>Monk: :: Mercy</p><p>Monk: :: Open Hand</p><p>Monk: :: Sword-Saint</p><p>Paladin: :: Devotion</p><p>Ranger: :: Warden</p><p>Rogue: :: Arcane Trickster</p><p>Warlock: :: Celestial Patron</p><p>Warlock: :: Fiendish Patron</p><p></p><p><u><strong>Advanced</strong></u></p><p>Bard: :: Eloquence</p><p>Cleric: :: Arcana</p><p>Cleric: :: Death</p><p>Cleric: :: Nature</p><p>Druid: :: Moon</p><p>Fighter: :: Battlemaster</p><p>Mage: :: Sorcerer</p><p>Paladin: :: Union</p><p>Paladin: :: Vengeance</p><p>Warlock: :: Primal Patron</p><p>Ranger: :: Beastheart</p><p></p><p></p><p>Happy to entertain feedback/questions!</p></blockquote><p></p>
[QUOTE="el-remmen, post: 9509272, member: 11"] I just went through and updated a bunch of the PDFs in [URL='https://www.enworld.org/threads/vanity-frankenstein-5e-my-homebrew-d-d-project.706753/#post-9478714']the second post.[/URL] Some of them are just minor tweaks and changes to the classes and/or spell list, but in some cases I was getting told the PDFs were corrupt, so i had to re-render and upload them. Please let me know if you try to view one and it doesn't work so I can try to address it. At this point all the classes and subclasses are "done." I am continuing to do the work of trying to make stuff consistent and building the number or revised or new spells. Some things I have done that people might find interesting: [LIST] [*]Got rid of any non-special/money cost material components and in many cases replaced them with the need for a focus. In some cases you need both a focus and a material component. [*]All bardic inspiration dice can be added to damage now. [*]Bards cannot cast another spell requiring their bardic focus (an instrument) while using a spell that uses that focus and required concentration. In other words, to concentrate on a bard spell you need to play music the entire time, you cannot cast another spell that requires the instrument (even if it is not a concentration spell) if you are already using it to maintain something else. Other spells that do not require the focus can still be cast while playing/concentrating. [*]There is no such thing as a ranger spell list. Even the Warden subclasses which is the only ranger to get spells, chooses druid and mage spells and they then become considered ranger spells. [LIST] [*]As such, I scrapped most existing ranger spells that don't already exist on other lists, adding one or two to the druid list. [/LIST] [*]Got rid of "minimum 1" in most features based on an ability score modifier (in some cases kept "minimum 0"). If you have an average or lower Dex, for example,, don't take a Dex-based ability that will limit how much you can do it [*]Related to that I re-added the 3E (and I think 2E) idea that to cast a spell you need to have an ability score that is at least equal to to 10 + the spell's level. Thus to cast first level mage spells you need an Int of at least 11 and need a 15 to cast 5th-level spells. [*]Mage-Knights are like mages/wizards. But Arcane Trickster are like sorcerers and thus have a chance for wild surges when they cast spells because they are not as good at it. [*]Sorcerers are an Int-based spell casted now. Bards and Warlocks cover Charisma fine, and Clerics and Druids cover Wisdom - so a second Int-based full caster made sense to me. [/LIST] This is my working list of classes:subclasses in order of complexity (I will probably tweak the order/placement of some these, like Thief Rogue might go before Hunter Ranger) [B][U]Beginner[/U][/B] Fighter: :: Champion Ranger: :: Hunter Rogue: ::Thief Berserker: :: Raider Rogue: ::Swashbuckler [B][U]Intermediate[/U][/B] Berserker: :: Vanguard Berserker: :: Ancestral Guardian Cleric: :: Life Cleric: :: Light Bard: :: Valor Bard: :: Lore Cleric: :: Tempest Cleric: :: War Druid: :: Land Druid: :: Sea Druid: :: Stars Fighter: ::Mage-Knight Mage: :: Wizard Monk: :: Mercy Monk: :: Open Hand Monk: :: Sword-Saint Paladin: :: Devotion Ranger: :: Warden Rogue: :: Arcane Trickster Warlock: :: Celestial Patron Warlock: :: Fiendish Patron [U][B]Advanced[/B][/U] Bard: :: Eloquence Cleric: :: Arcana Cleric: :: Death Cleric: :: Nature Druid: :: Moon Fighter: :: Battlemaster Mage: :: Sorcerer Paladin: :: Union Paladin: :: Vengeance Warlock: :: Primal Patron Ranger: :: Beastheart Happy to entertain feedback/questions! [/QUOTE]
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