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General Tabletop Discussion
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Which subclasses dropped the ball and how did you fix them
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<blockquote data-quote="dmhelp" data-source="post: 8086808" data-attributes="member: 7025338"><p> <ul> <li data-xf-list-type="ul">Barbarian Berserker - exhaustion from Frenzy only lasts for one hour</li> <li data-xf-list-type="ul">Cleric Nature - at level 2 gains Druidic Secrets - may also prepare 1st level Druid spells</li> <li data-xf-list-type="ul">Cleric Trickery - at level 6 hex is added as a domain spell</li> <li data-xf-list-type="ul">Druid Circle of the Land - at level 2 gains Fire & Ice - may reverse Druid fire spells at the time of casting to make them cold spells (<em>e.g. may cast cold blade instead of flame blade, or chill metal instead of heat metal</em>)</li> <li data-xf-list-type="ul">Fighter Champion - at level 3 gains Weapon Specialization - choose one weapon type (<em>e.g. greataxes</em>) to increase standard damage dice size by one, to a minimum of 1d8 (1/1d4/1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d8, or 2d6 -> 2d8), this focus may be changed upon every level up </li> <li data-xf-list-type="ul">Monk Four Elements - all Elemental Discplines (except Fangs of the Fire Snake) use a bonus action instead of an action</li> <li data-xf-list-type="ul"> Ranger - most subclasses gain Beast Master progression with powers at levels 1 (Ranger's Companion), 6 (Exceptional Training), 10 (Beastial Fury), & 14 (Share Spells) in addition to regular subclass progression, except Gloom Stalkers gain Exeptional Training at level 10 and do not gain Beastial Fury</li> <li data-xf-list-type="ul"> Rogue - may also Sneak Attack with all melee weapons/improvised weapons that lack the heavy/special properties (this allows strength builds) and with unarmed strikes</li> <li data-xf-list-type="ul"> Sorcerer Draconic Bloodline - at level 1 may choose either Draconic Resilience or Elemental Spells - ability to pick variant Sorcerer elemental (acid, cold, fire, or lightning) level 0-3 spells as ancestry damage type instead (<em>e.g. green dragon may pick a poison variant fireball or a poison variant shocking grasp</em>)</li> <li data-xf-list-type="ul">Elemental Adept - choose 2 of the 3 benefits: damage boost, ignore resistance, and downgrade immunity to resistance (downgrade immunity and ignore resistance cannot be used on the same target); can also choose poison damage type (this is intended for Green Dragon Sorcerer)</li> <li data-xf-list-type="ul"> Sorcerer Wild Magic - at level 1 gains Chaos Knife - adds 1d4 to one damage roll with spells, increasing to 1d8 at level 10</li> <li data-xf-list-type="ul"> Warlock - receives one additional spell known that must be chosen from Patron expanded spell list</li> <li data-xf-list-type="ul"> Warlock Invocations - the following are "half Invocations" (pick two instead of one standard Invocation): Armor of Shadows, Beast Speech, Bewitching Whispers, Dreadful Word, Eldritch Sight, Eyes of the Rune Keeper, Gaze of Two Minds, Minions of Chaos, Mire the Mind, Otherworldly Leap, Sculptor of Flesh, Sign of Ill Omen, and Thief of Five Fates</li> <li data-xf-list-type="ul"> Wizard Transmutation - at level 2 gains Enchant Weapon - once per long rest may use a bonus action to enchant a weapon increasing its enhancement bonus by 1 (up to a +3 maximum, duration 1 minute, no concentration, range 60')</li> </ul></blockquote><p></p>
[QUOTE="dmhelp, post: 8086808, member: 7025338"] [LIST] [*]Barbarian Berserker - exhaustion from Frenzy only lasts for one hour [*]Cleric Nature - at level 2 gains Druidic Secrets - may also prepare 1st level Druid spells [*]Cleric Trickery - at level 6 hex is added as a domain spell [*]Druid Circle of the Land - at level 2 gains Fire & Ice - may reverse Druid fire spells at the time of casting to make them cold spells ([I]e.g. may cast cold blade instead of flame blade, or chill metal instead of heat metal[/I]) [*]Fighter Champion - at level 3 gains Weapon Specialization - choose one weapon type ([I]e.g. greataxes[/I]) to increase standard damage dice size by one, to a minimum of 1d8 (1/1d4/1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d8, or 2d6 -> 2d8), this focus may be changed upon every level up [*]Monk Four Elements - all Elemental Discplines (except Fangs of the Fire Snake) use a bonus action instead of an action [*] Ranger - most subclasses gain Beast Master progression with powers at levels 1 (Ranger's Companion), 6 (Exceptional Training), 10 (Beastial Fury), & 14 (Share Spells) in addition to regular subclass progression, except Gloom Stalkers gain Exeptional Training at level 10 and do not gain Beastial Fury [*] Rogue - may also Sneak Attack with all melee weapons/improvised weapons that lack the heavy/special properties (this allows strength builds) and with unarmed strikes [*] Sorcerer Draconic Bloodline - at level 1 may choose either Draconic Resilience or Elemental Spells - ability to pick variant Sorcerer elemental (acid, cold, fire, or lightning) level 0-3 spells as ancestry damage type instead ([I]e.g. green dragon may pick a poison variant fireball or a poison variant shocking grasp[/I]) [*]Elemental Adept - choose 2 of the 3 benefits: damage boost, ignore resistance, and downgrade immunity to resistance (downgrade immunity and ignore resistance cannot be used on the same target); can also choose poison damage type (this is intended for Green Dragon Sorcerer) [*] Sorcerer Wild Magic - at level 1 gains Chaos Knife - adds 1d4 to one damage roll with spells, increasing to 1d8 at level 10 [*] Warlock - receives one additional spell known that must be chosen from Patron expanded spell list [*] Warlock Invocations - the following are "half Invocations" (pick two instead of one standard Invocation): Armor of Shadows, Beast Speech, Bewitching Whispers, Dreadful Word, Eldritch Sight, Eyes of the Rune Keeper, Gaze of Two Minds, Minions of Chaos, Mire the Mind, Otherworldly Leap, Sculptor of Flesh, Sign of Ill Omen, and Thief of Five Fates [*] Wizard Transmutation - at level 2 gains Enchant Weapon - once per long rest may use a bonus action to enchant a weapon increasing its enhancement bonus by 1 (up to a +3 maximum, duration 1 minute, no concentration, range 60') [/LIST] [/QUOTE]
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