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What if you were in charge of reworking classes for 5.5?
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<blockquote data-quote="DeviousQuail" data-source="post: 8609348" data-attributes="member: 7025431"><p>Barbarian - Gets a new attack that forces the target and an adjacent enemy to make a save or take damage. Barbs are decent but something other than reckless or normal attack is needed. </p><p></p><p>Bard - More subclass levels. Every class should have 5 to 6 levels with subclass features and at least three of them should occur before level 10. </p><p></p><p>Cleric - Level ups defensive blessing is all I've ever wanted for the cleric so I'd just steal that.</p><p></p><p>Druid - Wildshape is removed and replaced with Connection to Nature. It's a resource that can be used to wildshape, gain a familiar, or cast a few nature spells. All of these things grow in power as the class progresses. That includes higher CR wildshapes, higher CR familiars, and stronger spells. The more powerful options would require more uses of Connection to Nature to activate. Replace archdruid feature with the ability to concentrate on one 3rd level or lower spell with a target of self without taking up your one concentration slot (effectively double concentration).</p><p></p><p>Fighter - Get two d6 maneuver dice. All fighters get maneuvers and they are powered by the dice. After using a die you reduce it by 1 size (d6 > d4 > 0). The size of the dice increase as you level and potentially get one or more additional dice over time.</p><p></p><p>Monk - Unarmored defense becomes a multiple choice feature so that not every monk needs Dex and Wis. Current capstone becomes a class feature around level 10 or 11.</p><p></p><p>Paladin - Get rid of the generic smite and add a class feature that let's smite spells be cast as part of the attack action.</p><p></p><p>Ranger - Get rid of the magic and the beast master (that becomes it's own tamer class). Hunters mark is a feature not a spell. Move the assassin to this class. </p><p></p><p>Rogue - More subclass levels. Otherwise it's actually a really well put together class.</p><p></p><p>Sorcerer - Whenever you get a spell you choose one metamagic feature for it to always have on and tweak the metamagics with that in mind. Can change metamagics on one spell after a long rest. Slim down the sorcerer spell list and give 2 themed spells between levels 1 and 5 like the clockwork and aberrant mind. </p><p></p><p>Warlock - Eldritch blast is a feature and not a spell, hexblade gets rolled into blade pact, invocations that grant spells are either at-will or get a free cast of the spell as well as adding to your spell list.</p><p></p><p>Wizard - PHB wizards treat all spells of their chosen school as memorized. Non-PHB wizards pick two schools that they can memorize up to class level number of spells from. All wizards can memorize an additional Int Mod number of spells from any school. Add a few more Divination spells so that subclass has at least 20. Each subclass gets a short rest feature because it's ridiculous how much of this class is long rest focused.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 8609348, member: 7025431"] Barbarian - Gets a new attack that forces the target and an adjacent enemy to make a save or take damage. Barbs are decent but something other than reckless or normal attack is needed. Bard - More subclass levels. Every class should have 5 to 6 levels with subclass features and at least three of them should occur before level 10. Cleric - Level ups defensive blessing is all I've ever wanted for the cleric so I'd just steal that. Druid - Wildshape is removed and replaced with Connection to Nature. It's a resource that can be used to wildshape, gain a familiar, or cast a few nature spells. All of these things grow in power as the class progresses. That includes higher CR wildshapes, higher CR familiars, and stronger spells. The more powerful options would require more uses of Connection to Nature to activate. Replace archdruid feature with the ability to concentrate on one 3rd level or lower spell with a target of self without taking up your one concentration slot (effectively double concentration). Fighter - Get two d6 maneuver dice. All fighters get maneuvers and they are powered by the dice. After using a die you reduce it by 1 size (d6 > d4 > 0). The size of the dice increase as you level and potentially get one or more additional dice over time. Monk - Unarmored defense becomes a multiple choice feature so that not every monk needs Dex and Wis. Current capstone becomes a class feature around level 10 or 11. Paladin - Get rid of the generic smite and add a class feature that let's smite spells be cast as part of the attack action. Ranger - Get rid of the magic and the beast master (that becomes it's own tamer class). Hunters mark is a feature not a spell. Move the assassin to this class. Rogue - More subclass levels. Otherwise it's actually a really well put together class. Sorcerer - Whenever you get a spell you choose one metamagic feature for it to always have on and tweak the metamagics with that in mind. Can change metamagics on one spell after a long rest. Slim down the sorcerer spell list and give 2 themed spells between levels 1 and 5 like the clockwork and aberrant mind. Warlock - Eldritch blast is a feature and not a spell, hexblade gets rolled into blade pact, invocations that grant spells are either at-will or get a free cast of the spell as well as adding to your spell list. Wizard - PHB wizards treat all spells of their chosen school as memorized. Non-PHB wizards pick two schools that they can memorize up to class level number of spells from. All wizards can memorize an additional Int Mod number of spells from any school. Add a few more Divination spells so that subclass has at least 20. Each subclass gets a short rest feature because it's ridiculous how much of this class is long rest focused. [/QUOTE]
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What if you were in charge of reworking classes for 5.5?
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