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What if you were in charge of reworking classes for 5.5?
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<blockquote data-quote="Neonchameleon" data-source="post: 8615160" data-attributes="member: 87792"><p>For <em>5.5?</em> As opposed to for my own game. My changes would be limited because that's part of the point.</p><p></p><p><strong>Artificers: </strong>the Artificer is now core as are all the existing classes. The Alchemist is the default option - and gets tuned up.</p><p><strong>Barbarian: </strong>The berserker (of course) needs a tune-up. For the semi-mundane classes (barbarian, fighter, rogue, probably monk and possibly even paladin and ranger) give a second subclass at level 12 to define just how you can hang at that level.</p><p><strong>Bard:</strong> Minimal changes here - other than protecting Ranger/Paladin class features from their spell stealing abilities. I don't trust the skills to make a complete rework class.</p><p><strong>Cleric:</strong> Do we have to? But War domain needs boosting - and nature and trickery need tuning up thematically.</p><p><strong>Druid:</strong> Punt the Druid of the Land for the Druid of Spores. Far more evocative and, most importantly, gives you an option that doesn't require you to actually carry a stack of spare character sheets with you. Possibly rework the Moon Druid with stock forms.</p><p><strong>Fighter:</strong> Replace the Champion's mechanics with the Samurai's - and add a bit more out of combat potential. Cut about half the battlemaster maneuvers and add the Tasha's skill ones. Add a Warlord fighting style that gives away your attacks - and an Inspiring Word battlemaster maneuver that lets an ally spend a hit dice for their hit dice plus your superiority dice hit points. Give a second subclass that you get at level 12.</p><p><strong>Monk:</strong> Tune up the flabby levels 7-10. Rework Four Elements.</p><p><strong>Paladin:</strong> If it ain't broke... Maybe a second subclass at level 12.</p><p><strong>Ranger:</strong> Tasha's rules. Bonus spells known for the Hunter.</p><p><strong>Rogue:</strong> Second subclass. The assassin level 7 needs a huge buff - as does most of the rest of the assassin and thief.</p><p><strong>Sorcerer:</strong> Dump the wild sorcerer for a reworked storm sorcerer that knows as many spells as the Tasha's subclasses. (Far simpler concept). Buff the dragon sorcerer so it can actually hang in the front lines.</p><p><strong>Warlock:</strong> Pact of the Blade should (a) allow medium armour and (b) allow Charisma to be used to wield it. Put Pact of the Talisman in there - it's quick. Throw out all the invocations that let you cast a spell 1/day at the cost of a slot (or let you cast it 1/day for free and add it to your spells known). Tune up both Archfey and GOO. Also let warlocks upcast into their high level slots.</p><p><strong>Wizard:</strong> Transmuter needs a tune-up. Necromancer gets split into Necromancer (unchanged) and Nethermancer (the rest of the Necromancy school rather than about three spells total).</p><p></p><p><strong>Feats:</strong> Sharpshooters powerful shot can't be used with one handed crossbows. Ditch half the feats - but add crusher, cutter, piercer, telekinetic, and Eldritch Adept (the Warlock invocations thing).</p><p></p><p><strong>Spells:</strong> Add Greenflame and Booming Blade. Tasha's style summonings.</p><p></p><p>If going wilder:</p><p><strong>Two weapon fighting:</strong> Needs a rework</p><p></p><p><strong>Fighter: </strong>All fighters get superiority dice</p><p><strong>Monk: </strong>Needs to be more focused.</p><p><strong>Paladin:</strong> Give Paladins warlock-style casting (but at half speed) and Devotions as the equivalent to Invocations, making them much more customisable</p><p><strong>Bard:</strong> Rework with an entirely distinct magic system that also uses their allies for extra effects.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8615160, member: 87792"] For [I]5.5?[/I] As opposed to for my own game. My changes would be limited because that's part of the point. [B]Artificers: [/B]the Artificer is now core as are all the existing classes. The Alchemist is the default option - and gets tuned up. [B]Barbarian: [/B]The berserker (of course) needs a tune-up. For the semi-mundane classes (barbarian, fighter, rogue, probably monk and possibly even paladin and ranger) give a second subclass at level 12 to define just how you can hang at that level. [B]Bard:[/B] Minimal changes here - other than protecting Ranger/Paladin class features from their spell stealing abilities. I don't trust the skills to make a complete rework class. [B]Cleric:[/B] Do we have to? But War domain needs boosting - and nature and trickery need tuning up thematically. [B]Druid:[/B] Punt the Druid of the Land for the Druid of Spores. Far more evocative and, most importantly, gives you an option that doesn't require you to actually carry a stack of spare character sheets with you. Possibly rework the Moon Druid with stock forms. [B]Fighter:[/B] Replace the Champion's mechanics with the Samurai's - and add a bit more out of combat potential. Cut about half the battlemaster maneuvers and add the Tasha's skill ones. Add a Warlord fighting style that gives away your attacks - and an Inspiring Word battlemaster maneuver that lets an ally spend a hit dice for their hit dice plus your superiority dice hit points. Give a second subclass that you get at level 12. [B]Monk:[/B] Tune up the flabby levels 7-10. Rework Four Elements. [B]Paladin:[/B] If it ain't broke... Maybe a second subclass at level 12. [B]Ranger:[/B] Tasha's rules. Bonus spells known for the Hunter. [B]Rogue:[/B] Second subclass. The assassin level 7 needs a huge buff - as does most of the rest of the assassin and thief. [B]Sorcerer:[/B] Dump the wild sorcerer for a reworked storm sorcerer that knows as many spells as the Tasha's subclasses. (Far simpler concept). Buff the dragon sorcerer so it can actually hang in the front lines. [B]Warlock:[/B] Pact of the Blade should (a) allow medium armour and (b) allow Charisma to be used to wield it. Put Pact of the Talisman in there - it's quick. Throw out all the invocations that let you cast a spell 1/day at the cost of a slot (or let you cast it 1/day for free and add it to your spells known). Tune up both Archfey and GOO. Also let warlocks upcast into their high level slots. [B]Wizard:[/B] Transmuter needs a tune-up. Necromancer gets split into Necromancer (unchanged) and Nethermancer (the rest of the Necromancy school rather than about three spells total). [B]Feats:[/B] Sharpshooters powerful shot can't be used with one handed crossbows. Ditch half the feats - but add crusher, cutter, piercer, telekinetic, and Eldritch Adept (the Warlock invocations thing). [B]Spells:[/B] Add Greenflame and Booming Blade. Tasha's style summonings. If going wilder: [B]Two weapon fighting:[/B] Needs a rework [B]Fighter: [/B]All fighters get superiority dice [B]Monk: [/B]Needs to be more focused. [B]Paladin:[/B] Give Paladins warlock-style casting (but at half speed) and Devotions as the equivalent to Invocations, making them much more customisable [B]Bard:[/B] Rework with an entirely distinct magic system that also uses their allies for extra effects. [/QUOTE]
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