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YOU are in charge of the next PHB! What do you change?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8306941" data-attributes="member: 6704184"><p>Some other changes I'd make: </p><p></p><p><strong>Fighters</strong> would gain an optional variant feature that replaces extra extra attacks with legendary actions. PRobably call them Heroic Action. The list of things you could do with them would be similar to the extra action from Haste, and you can do them after any turn in initiative. </p><p></p><p>I'd add a Fighting style that simply allows the fighter to make their weapon damage magical and of an elemental type, and deal proficiency damage once per turn to a creature within 10ft of them or a target they hit when they hit with an attack. This allows a gish or arcane archer from level 1, and works with the attack action, which all fighting styles should obviously do. </p><p></p><p>Replace Indomitable with a Legendary Resistance. </p><p></p><p><strong>Monk</strong> would gain rename Ki to Focus, and the class would be renamed Mystic. </p><p></p><p>1/2 your total Focus can be regained by spending 1 minute in meditation, during which time you must maintain concentration. You can do this prof mod per day. </p><p></p><p>Add Mightly Blow to Focus Abilities. Bonus action when you hit, cost 1 Focus, you deal extra damage equal to 3 of your Martial Arts Die. Can spend additional FOcus, gaining 1 die for each additional focus spent.</p><p></p><p>Make Deflect Arrows into Deflect Attacks. In melee you can make an unarmed attack by spending 1 Focus. You can also choose to spend 1 Focus to gain THP equal to the damage you negated, after the attack is resolved. You can't do both. </p><p></p><p>Add a feat of strength type ability to the Focus Abilities. </p><p></p><p>4 Elements Monk gets an overhaul, gaining elemental stances that give access to at-will and limited abilities. Focus abilities cost 1 Focus per spell level, rather than 1+1/spell level. More of these abilities are bonus actions or part of an attack action, so less competition with base class features.</p><p></p><p><strong>Artificer</strong> becomes a PHB class. I add in Infusions that grant higher level spellcasting than 5th. Each such infusion is an item that lets you cast that specific spell 1/day. You also gain 1 more Infusion than is currently the case, at level 5. </p><p></p><p>Weapons and armor get a review, finesse is more common, including bows (allowing you to use strength), and a light glaive type weapon. Introduce heavy shields which have a strength requirement and give partial cover against AoEs on top of +2 AC. </p><p></p><p><strong>Captain</strong> class introduced. Uses Morale as a limited resource, has a "presence" aura that passively impacts initiative and has active benefits as you level. Not all subclasses are "leader" oriented, but instead act as a sort of "paragon" or "exemplar". Ability to share proficiencies, help other PCs and NPC allies learn stuff faster, each subclass has a type of organization that they have greater and easier access to than others do.</p><p></p><p><strong>Perhaps </strong>at high levels both the Captain, Paladin, and the Fighter gain the ability to gain hirelings to perform mundane tasks for them, and do jobs like completing downtime activities for the group while the group adventures. This might instead be a whole system of it's own. </p><p></p><p><strong>Cleric </strong>gets overhauled so that the base class is vastly more a priest, and the vampire hunter war-priest thing lives in subclass options. </p><p></p><p><strong>Paladin</strong> gets less healing, gains some inspiration abilities, and all paladins gain the ability to "turn" regular folks and make them reconsider their life choices. </p><p></p><p><strong>Ranger</strong> gains extra spells <em>prepared</em> from their choice of terrain, <em>and</em> gain Deft Explorer as a basic class feature. Favored Enemy is left mostly alone except that you also gain the ability to make a Bane, which is essentialy a poison that does stuff like shutting down common monster abilities, making all attacks against the creature count as magical until it saves, makes flight clumsy and slow, makes spellcasting harder, etc. You'd get a basic one for free, and then at least one related to your favored enemy choice.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8306941, member: 6704184"] Some other changes I'd make: [B]Fighters[/B] would gain an optional variant feature that replaces extra extra attacks with legendary actions. PRobably call them Heroic Action. The list of things you could do with them would be similar to the extra action from Haste, and you can do them after any turn in initiative. I'd add a Fighting style that simply allows the fighter to make their weapon damage magical and of an elemental type, and deal proficiency damage once per turn to a creature within 10ft of them or a target they hit when they hit with an attack. This allows a gish or arcane archer from level 1, and works with the attack action, which all fighting styles should obviously do. Replace Indomitable with a Legendary Resistance. [B]Monk[/B] would gain rename Ki to Focus, and the class would be renamed Mystic. 1/2 your total Focus can be regained by spending 1 minute in meditation, during which time you must maintain concentration. You can do this prof mod per day. Add Mightly Blow to Focus Abilities. Bonus action when you hit, cost 1 Focus, you deal extra damage equal to 3 of your Martial Arts Die. Can spend additional FOcus, gaining 1 die for each additional focus spent. Make Deflect Arrows into Deflect Attacks. In melee you can make an unarmed attack by spending 1 Focus. You can also choose to spend 1 Focus to gain THP equal to the damage you negated, after the attack is resolved. You can't do both. Add a feat of strength type ability to the Focus Abilities. 4 Elements Monk gets an overhaul, gaining elemental stances that give access to at-will and limited abilities. Focus abilities cost 1 Focus per spell level, rather than 1+1/spell level. More of these abilities are bonus actions or part of an attack action, so less competition with base class features. [B]Artificer[/B] becomes a PHB class. I add in Infusions that grant higher level spellcasting than 5th. Each such infusion is an item that lets you cast that specific spell 1/day. You also gain 1 more Infusion than is currently the case, at level 5. Weapons and armor get a review, finesse is more common, including bows (allowing you to use strength), and a light glaive type weapon. Introduce heavy shields which have a strength requirement and give partial cover against AoEs on top of +2 AC. [B]Captain[/B] class introduced. Uses Morale as a limited resource, has a "presence" aura that passively impacts initiative and has active benefits as you level. Not all subclasses are "leader" oriented, but instead act as a sort of "paragon" or "exemplar". Ability to share proficiencies, help other PCs and NPC allies learn stuff faster, each subclass has a type of organization that they have greater and easier access to than others do. [B]Perhaps [/B]at high levels both the Captain, Paladin, and the Fighter gain the ability to gain hirelings to perform mundane tasks for them, and do jobs like completing downtime activities for the group while the group adventures. This might instead be a whole system of it's own. [B]Cleric [/B]gets overhauled so that the base class is vastly more a priest, and the vampire hunter war-priest thing lives in subclass options. [B]Paladin[/B] gets less healing, gains some inspiration abilities, and all paladins gain the ability to "turn" regular folks and make them reconsider their life choices. [B]Ranger[/B] gains extra spells [I]prepared[/I] from their choice of terrain, [I]and[/I] gain Deft Explorer as a basic class feature. Favored Enemy is left mostly alone except that you also gain the ability to make a Bane, which is essentialy a poison that does stuff like shutting down common monster abilities, making all attacks against the creature count as magical until it saves, makes flight clumsy and slow, makes spellcasting harder, etc. You'd get a basic one for free, and then at least one related to your favored enemy choice. [/QUOTE]
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