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Kane0
2014-12-23, 07:02 PM
This is just to hold all my tweaks, changes and additions I'm going to be using when running games, not much to see here.

Post #1: Races
Post #2: Backgrounds
Post #3: Classes
Post #4: Gear
Post #5: Feats
Post #6: Spells
Post #7: Misc

If you'd like to critique or contribute, please send me a PM!

Kane0
2014-12-23, 07:03 PM
Races

Dragonborn
- Dragonborn get darkvision out to 60'
- Breath weapon damage is 2d6, which increases to 4d6 at level 5, 6d6 at level 11 and 8d6 at level 17
- Dragonborn have advantage on checks to determine the value or probable location of valuables and currency.

Tiefling

Warforged

Living Construct: Even though you were constructed, you are a humanoid. You are immune to disease and do not need to breathe, eat or drink. You can choose to ingest food or drink if you wish.

Unsleeping Sentinel: Warforged do not need to sleep. Instead, they settle into a resting state, remaining semiconscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Warforged Resilience: Warforged have advantage on saving throws against poison, and you have resistance against poison damage.

Armor Plating: When not wearing armor, a Warforged AC is 12 + your Dexterity modifier

Repair and Production: Both healer's kits and smith's tools can be used to repair a Warforged.

Languages: Warforged speak, read, and write Common and one other language

Chassis: Multiple types of Warforged exist. Choose on chassis from those provided below:

- Warforged Scout
Ability Score Increase: Your Dexterity and Charisma scores increases by 1
Senses: Darkvision out to 60'
Integrated Subterfuge: You gain proficiency with thieves tools and are always considered to be carrying a set.

- Warforged Soldier
Ability Score Increase: Your Strength score and Constitution scores increase by 1
Improved Armor Plating: When you are not wearing armor, your AC is 14 + your Dexterity modifier. This replaces the AC provided by the Armor Plating Racial Feature
Heavy Handed: Your unarmed strikes deal 1d4 damage

- Warforged Machinist
Ability Score Increase: Your Wisdom and Intelligence scores increases by 1
Inscribed Adept: You are always considered to be carrying a magical focus
Repair Protocols: You can cast the Cure Wounds spell once per long rest as if from a 1st level spell slot. This Cure Wounds only affects warforged or other constructs.


Goliath

Ability Score Increase: Your Constitution score increases by 2 and your Strength score increases by 1
Powerful Athlete: You gain proficiency in athletics, and add double your proficiency to Athletics checks. You also make all jumps as if you had a running start.
Giant Grip: When using a versatile weapon, you use the higher damage die even when using only one hand, and the range of any thrown weapon you use is doubled.
Weapon Proficiency: You have proficiency with all melee weapons that have the Two Handed property
Attuned: You know the Druidcraft cantrip.
Speed: 30'
Languages known: Common plus either Dwarven or Giant

Kane0
2014-12-23, 07:05 PM
Backgrounds

Regular Joe
Skill Proficiencies: Athletics and your choice of Nature, Animal handling or History
Tool Proficicncies: One type of artisan or manual labor tool
Equipment: A set of tools (which you are proficient with, see above), A token from your community, a set of rugged clothes, a belt pouch containing 10 gp.

Call to adventure
Something shook you from your regular life. Roll to decide or choose something that happened that caused this change in your life.

Feature: Local
You are a known entity in your regular surroundings and peers, who you can rely on to help you in a pinch. In return these peers expect the same courtesy from you and you have come to trust each other, or at least come to an understanding. Your peers also form a respectable network of contacts, and although sometimes unreliable can often point you in the right direction.

Recurring Character
Skill Proficiencies: Two previously adept skills
Tool Proficiencies: One previously adept set of tools
Languages: One previously known language
Equipment: A set of rugged clothes, one set of tools you are proficient with, two previously owned possessions, a belt pouch containing 15 gp.

Feature: Prior experience
You have appeared or featured in other circumstances and maintain a respectable amount of your old knowledge and resources, but the very same issues and foes also pursue you. You can call upon much of what you have already come across, but your past is constantly catching up to you.

Kane0
2014-12-23, 07:06 PM
Classes


Spellcasting
Your talent, luck, research and/or practice has given you spellcasting ability.
Use the usual rules found under your subclass description for Cantrips and Spells known of 1st level and higher.

Spell Slots
The table shows you how many spell slots you have. It also shows you what level those slots are; all your slots are of the same level. To cast a spell you must expend a spell slot. You regain all expended spell slots when you finish a long or short rest.

Spellcasting Ability
Intelligence is your spellcasting ability for your spells, so you use INT whenever a spell refers to your casting ability. You also use your INT modifier when setting the saving throw DC of your spells and for your attack bonus when attacking with your spells.

Spellcasting Focus
You can use an arcane focus for your spells.

Eldritch Knight Spellcasting Table



Level
Cantrips Known
Spells Known
Spell Slots
Slot Level


3
2
2
1
1st


4
2
2
1
1st


5
2
3
1
2nd


6
3
4
2
2nd


7
3
5
2
2nd


8
3
5
2
2nd


9
3
6
2
3rd


10
4
7
2
3rd


11
4
7
2
3rd


12
4
8
3
3rd


13
4
9
3
4th


14
4
9
3
4th


15
4
10
3
4th


16
4
11
3
4th


17
4
11
3
4th


18
4
12
3
4th


19
4
13
3
4th


20
4
13
3
4th




Additional Multiclassing Rules

Cantrips known, spells known and invocations: are as if you were single classed, and are counted separately.
Spell slots & Slot level: Add together your warlock level and 1/3 your Eldritch knight and Arcane trickster levels (rounded down), then consult the table below to determine the amount of spell slots you have and their highest spell level.



Level
Spell Slots
Slot Level


1
1
1st


2
2
1st


3
2
2nd


4
2
2nd


5
2
3rd


6
2
3rd


7
2
4th


8
2
4th


9
2
5th


10
3
5th


11
3
5th


12
3
5th


13
3
5th


14
3
5th


15
3
5th


16
3
5th


17
4
5th


18
4
5th


19
4
5th


20
4
5th






Spellcasting
Your talent, luck, research and/or practice has given you spellcasting ability.
Use the usual rules found under your subclass description for Cantrips and Spells known of 1st level and higher.

Spell Slots
The table shows you how many spell slots you have. It also shows you what level those slots are; all your slots are of the same level. To cast a spell you must expend a spell slot. You regain all expended spell slots when you finish a long or short rest.

Spellcasting Ability
Intelligence is your spellcasting ability for your spells, so you use INT whenever a spell refers to your casting ability. You also use your INT modifier when setting the saving throw DC of your spells and for your attack bonus when attacking with your spells.

Spellcasting Focus
You can use an arcane focus for your spells.

Arcane Trickster Spellcasting Table



Level
Cantrips Known
Spells Known
Spell Slots
Slot Level


3
2
2
1
1st


4
2
2
1
1st


5
2
3
1
2nd


6
3
4
2
2nd


7
3
5
2
2nd


8
3
5
2
2nd


9
3
6
2
3rd


10
4
7
2
3rd


11
4
7
2
3rd


12
4
8
3
3rd


13
4
9
3
4th


14
4
9
3
4th


15
4
10
3
4th


16
4
11
3
4th


17
4
11
3
4th


18
4
12
3
4th


19
4
13
3
4th


20
4
13
3
4th




Additional Multiclassing Rules

Cantrips known, spells known and invocations: are as if you were single classed, and are counted separately.
Spell slots & Slot level: Add together your warlock level and 1/3 your Eldritch knight and Arcane trickster levels (rounded down), then consult the table below to determine the amount of spell slots you have and their highest spell level.



Level
Spell Slots
Slot Level


1
1
1st


2
2
1st


3
2
2nd


4
2
2nd


5
2
3rd


6
2
3rd


7
2
4th


8
2
4th


9
2
5th


10
3
5th


11
3
5th


12
3
5th


13
3
5th


14
3
5th


15
3
5th


16
3
5th


17
4
5th


18
4
5th


19
4
5th


20
4
5th






Font of Magic: When you spend hit dice to recover HP during a short rest, you also recover an amount of Sorcery Points equal to half the number of hit dice spent.

Spells Known: You gain a new spell known at levels 11, 13 and 15.

Capstone: Select one kind of metamagic you know. You can use this metamagic for free on 1st and 2nd level spells.


Arcane Bloodline
Level 1: Expanded Spells
Level 6: Practiced Metamagic
Level 14: Efficient Exchange
Level 18: Warp Spell

Expanded Spells:
At levels 1, 3, 5, 7 and 9 you gain an additional spell known from the wizard or cleric spell list, which does not count against your regular spells known. These spells must be of spell level 1, 2, 3, 4 and 5 respectively. These additional spells take a visible form on your body, usually as an arcane tattoo or rune marking.
Over the course of an extended rest you can exchange these spells if you have access to a scroll of a wizard or cleric spell of the same level as the spell you are exchanging. The scroll is destroyed during this process, replacing your old spell known with the one contained in the scroll.

Practiced Metamagic:
Select one type of metamagic that you know and that has a cost of 1 sorcery point, excluding twinned spell.
When casting a spell gained from your expanded spells ability you can apply this metamagic for free.

Efficient exchange:
You can more efficiently create spell slots with your sorcery points. Use the following table in place of the one found on page 101 of the PHB:
Level 1 Spell: 2 Sorcery Points
Level 2 Spell: 3 Sorcery Points
Level 3 Spell: 4 Sorcery Points
Level 4 Spell: 5 Sorcery Points
Level 5 Spell: 6 Sorcery Points
Level 6 Spell: 7 Sorcery Points

Warp Spell:
You unlock a new kind of metamagic: Warped spell.
You can choose to spend 2 sorcery points in order to make your spell immune to counterspell attempts and force creatures normally immune to its effects to be affected. Creatures that are normally immune instead receive advantage on saving throws and resistance against damage dealt.




Expanded spells: Every time you gain access to bonus spells granted by your patron, choose one of them to be considered known. This selected spell does not count against your number of spells known. You can exchange this spell known when you take another level in warlock but it must be the other option provided by your patron of that spell level.

Kane0
2014-12-23, 07:07 PM
Equipment

Weapons


Armor


Armor
Cost
Armor Class
Strength
Stealth
Weight


Light Armor







Padded
1-10 gp
11 + Dex
-
-
5-10 lb.


Leather
5-15 gp
12 + Dex
-
-
8-12 lb.


Studded Leather
20-40 gp
13 + Dex
-
-
10-15 lb.


Medium Armor







Chain Shirt
10-50 gp
14 + Dex (max 2)
-
-
15-20 lb.


Chain Mail
50-100 gp
15 + Dex (max 2)
Str 10
Disadvantage
40-60 lb.


Breastplate
100-200 gp
16 + Dex (max 2)
Str 10
-
20 lb.


Heavy Armor







Splint
200-400 gp
17
Str 12
Disadvantage
50-70 lb.


Plate
500-1,000 gp
18
Str 14
Disadvantage
50-70 lb.


Shields







Light / Small
5-10 gp
+1
-
-
3-8 lb.


Heavy / Large
5-20 gp
+2
Str 10
Disadvantage
10-15 lb.


Note: Depending on material and quality, some armors may have the disadvantage to stealth added or subtracted.

Alternates:
Cloth: As padded
Bark: As leather
Brigandine: As studded leather
Hide / Wood / Bone: As Chain shirt
Lamellar / Ring / Scale Mail: As Chain mail
Stone: As breastplate
Banded: As splint
Ceramic: As Splint


Lesser Potion of Vitality: Allows you to spend up to 4 Hit dice when consumed
Potion of Vitality: Allows you to spend up to 8 Hit dice when consumed
Greater Potion of Vitality: Allows you to spend up to 12 Hit dice when consumed

Kane0
2014-12-23, 07:09 PM
Feats



Medium Armor Master:
Max dex bonus to AC in medium armor is +4 instead of +2

Kane0
2014-12-23, 07:11 PM
Spells

Stabilize
Action cost is a bonus action
Range is 60'

Cure Wounds

Kane0
2014-12-23, 07:12 PM
Miscellaneous

Initiative


1. Everybody rolls initiative (DM uses one roll for each group or faction of NPCs using highest bonus for each)
2. Players before NPCs act in any order of their choosing
3. NPCs act in any order of their choosing
4. Players act in any order of their choosing
5. Continue from 3 until combat ends or someone joins initiative


Saving Throws
You add half your proficiency bonus to saving throws you are not proficient in.

High Power Game
Start with the stat allocation: 15, 14, 13, 12, 11, 10 and you gain 1 feat at level 1.

Dying
When brought back from the brink of death (having to make death saving throws), you increase your exhaustion by one step.