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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
[+] What features should a "Advanced 5E" have?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8060610" data-attributes="member: 6871653"><p>Nice. I would start the archetypes at 1st level though, because it always felt weird that you had to built your bard at first with the idea that you only had a few available weapons and only light armors, then at 3rd you unlocked medium armor, martial weapons and shield, meaning if you boosted your Dex to go rapier + light armor at 1st level, your new proficiencies were lost, or you built in advance to use a str-weapon and heavier armor +shield, but your damage and damage for 3 level were abysmal. </p><p></p><p>In ''Tales from the Borderland'' which is my table's 5e-lite system I created, this is what I went with two archetypes A) Valor/Skald/Warchanter and B) the loremaster, both starting at level 1 (in my system, all archetypes starts at 1. Note also: my system does not have spells). </p><p></p><p>Hit Points: 1d8 + your CON score. </p><p>Armor: light armor</p><p>Weapons: simple weapons</p><p>Skills: Choose any 3 and three musical instruments of your choice</p><p></p><table style='width: 100%'><tr><td>Level</td><td>Description</td></tr><tr><td>1</td><td>College: Choose between Lore and Valor.<br /> <br /> Bonds of friendship: As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a spirit bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a save it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again. 2/rest.<br /> <br /> Chant of help: You can take the Help action as a bonus action to help a creature within 30 ft of you.</td></tr><tr><td>2</td><td>Jack of all trades: You add half your proficiency bonus to all untrained skill check you make.<br /> <br /> Song of rest (1d6): If you or any friendly creatures who can hear you regain hit points by spending Hit Dice at the end of a rest, each creature regains an extra 1d6 hit points.</td></tr><tr><td>5</td><td>Inspiring help (1d6): When you use the Chant of help bonus action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target. </td></tr><tr><td>6</td><td>Song of healing (1d8): The extra hit points from Song of rest increase to 1d8.</td></tr><tr><td>9</td><td>Countercharm: As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.</td></tr><tr><td>10</td><td>Inspiring help (2d6): The bonus from Inspiring help increases to 2d6.</td></tr></table><p></p><table style='width: 100%'><tr><td>Level</td><td>Lore</td></tr><tr><td>1</td><td>Loremaster: You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.<br /> Your proficiency bonus is doubled for any ability check you make that uses either of those skills.</td></tr><tr><td>3</td><td>Words of warning: When an ally that can hear you within 30 ft makes a STR, DEX or WIS save, you can use a reaction to grant them advantage on the roll. </td></tr><tr><td>7</td><td>Shared inspiration: When you use Inspiring help on an ally affected by Bonds of friendship, both allies receive the bonus die to their roll.</td></tr></table><p></p><table style='width: 100%'><tr><td>Level</td><td>Valor</td></tr><tr><td>1</td><td>Warchanter: You gain proficiency with medium armors, shields and martial weapons. While both the targets of Bonds of friendship are within 15 ft of each other, they both deal 1d4 damage when they hit with a weapon attack.</td></tr><tr><td>3</td><td>Battle harmony: When an ally that can hear you within 30 ft makes an attack roll, you can use a reaction to grant them advantage on the roll.</td></tr><tr><td>7</td><td>Stirring shout: When you use Inspiring help on an ally, they gain 5 temporary HP. When a creature gains these temporary HP, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.</td></tr></table></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8060610, member: 6871653"] Nice. I would start the archetypes at 1st level though, because it always felt weird that you had to built your bard at first with the idea that you only had a few available weapons and only light armors, then at 3rd you unlocked medium armor, martial weapons and shield, meaning if you boosted your Dex to go rapier + light armor at 1st level, your new proficiencies were lost, or you built in advance to use a str-weapon and heavier armor +shield, but your damage and damage for 3 level were abysmal. In ''Tales from the Borderland'' which is my table's 5e-lite system I created, this is what I went with two archetypes A) Valor/Skald/Warchanter and B) the loremaster, both starting at level 1 (in my system, all archetypes starts at 1. Note also: my system does not have spells). Hit Points: 1d8 + your CON score. Armor: light armor Weapons: simple weapons Skills: Choose any 3 and three musical instruments of your choice [TABLE] [TR] [TD]Level[/TD] [TD]Description[/TD] [/TR] [TR] [TD]1[/TD] [TD]College: Choose between Lore and Valor. Bonds of friendship: As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a spirit bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a save it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again. 2/rest. Chant of help: You can take the Help action as a bonus action to help a creature within 30 ft of you.[/TD] [/TR] [TR] [TD]2[/TD] [TD]Jack of all trades: You add half your proficiency bonus to all untrained skill check you make. Song of rest (1d6): If you or any friendly creatures who can hear you regain hit points by spending Hit Dice at the end of a rest, each creature regains an extra 1d6 hit points.[/TD] [/TR] [TR] [TD]5[/TD] [TD]Inspiring help (1d6): When you use the Chant of help bonus action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target. [/TD] [/TR] [TR] [TD]6[/TD] [TD]Song of healing (1d8): The extra hit points from Song of rest increase to 1d8.[/TD] [/TR] [TR] [TD]9[/TD] [TD]Countercharm: As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.[/TD] [/TR] [TR] [TD]10[/TD] [TD]Inspiring help (2d6): The bonus from Inspiring help increases to 2d6.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TD]Level[/TD] [TD]Lore[/TD] [/TR] [TR] [TD]1[/TD] [TD]Loremaster: You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.[/TD] [/TR] [TR] [TD]3[/TD] [TD]Words of warning: When an ally that can hear you within 30 ft makes a STR, DEX or WIS save, you can use a reaction to grant them advantage on the roll. [/TD] [/TR] [TR] [TD]7[/TD] [TD]Shared inspiration: When you use Inspiring help on an ally affected by Bonds of friendship, both allies receive the bonus die to their roll.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TD]Level[/TD] [TD]Valor[/TD] [/TR] [TR] [TD]1[/TD] [TD]Warchanter: You gain proficiency with medium armors, shields and martial weapons. While both the targets of Bonds of friendship are within 15 ft of each other, they both deal 1d4 damage when they hit with a weapon attack.[/TD] [/TR] [TR] [TD]3[/TD] [TD]Battle harmony: When an ally that can hear you within 30 ft makes an attack roll, you can use a reaction to grant them advantage on the roll.[/TD] [/TR] [TR] [TD]7[/TD] [TD]Stirring shout: When you use Inspiring help on an ally, they gain 5 temporary HP. When a creature gains these temporary HP, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.[/TD] [/TR] [/TABLE] [/QUOTE]
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[+] What features should a "Advanced 5E" have?
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