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View Full Version : D&D 5e/Next Some adjustments to... everything! Need your input



Tarrab
2015-01-30, 04:46 PM
Hey guys, I´ve been working on modding some class abilities, some racial traits and some feats to make sure that every class, every race and every feat is worth taking. Some of this might look/be OP, and I could really use some help to balance it out. Check it out and tell me what you think.

I mostly balanced things that I read everyone else was complaining about, so that abilities and feats became useful and interesting again, and players might consider buying or using them more often!

I await your input ;)



---Modifications to Classes[edit]

Barbarian[edit]
-Frenzy gives you a level of Exhaustion that lasts until you do a short rest.

Bard[edit]
-Superior Inspiration: Your Bardic Inspiration becomes 1d20.

Cleric[edit]
-Blessing of the Trickster: You can use it on yourself. You become proficient in all Finesse class weapons.
-Invoke Duplicity: The Clones last for a number of minutes equal to 1 + your Wisdom modifier.
-Improved Duplicity: You can now see thru the eyes of the Clones, and they can move any distance away from you but must be 30 feet of each other.

Monk[edit]
-Monks can choose the skill Diplomacy as part of their basic skill selection.
-Perfect Self: You additionally gain two times your Wisdom modifier in total Ki Points.
-Tranquility: While in your Sanctuary effect, you have advantage in all social rolls.
-Shadow Arts: You can see in the magical darkness you generate.

Ranger[edit]
-Favored Enemy: Against any creature that applies as a favored enemy, you deal an additional die of damage of the weapon you are currently using to attack him. This is doubled on a critical hit. You can also track your enemy by mere scent, so you have no disadvantage if the enemy is hidden or invisible.
-Natural Explorer: While in your favorite terrain, when you take a short rest you heal 1 free HD plus your Constitution modifier. Also you get advantage on your animal handling, athletics, nature and survival checks for things related to your familiar environment.
-Spellcasting: You know a number of ranger spells equal to your wisdom modifier + half your level. You can rearrange which spells you know on a long rest. You cannot know spells of a level you don´t have spell slots for.
-Primeval Awareness: this ability can be used a number of times per long rest equal to your wisdom modifier, and it doesn´t spend a spell slot.
-Hide in Plain Sight: You don´t need to camouflage yourself again if you move or take an action. You don’t lose your camouflage if you move. Once you are detected by taking an action, your camouflage doesn´t work on enemies that see you, but it will on targets that haven’t seen you act. The camouflage can be used effectively for one hour as long as you have surroundings and elements that aid you to hide yourself.
-Foe Slayer: You add twice your wisdom modifier to damage against favored enemies. As a secondary ability you can select a single target as a favored enemy (it applies only to him). This will last for one minute. You can use this ability a number of times per long rest equal to your wisdom modifier.

Rogue[edit]
-Blindsense: You can use Uncanny Dodge against an enemy you detect in this manner.
-Stroke of Luck: You can also use this ability to make an enemy´s attack or spell attack automatically become a 1.

Sorcerer[edit]
-Spells Known: You receive a new spell known at levels 10, 12 and 16.
-Careful Spell: You can spend an extra sorcery point so that allies who are selected for protection take no damage from damage spells and no ill effect from negative spells instead of successfully making their saving throw.
-Distant Spell: You can spend an extra sorcery point to cast a spell with a range of self on an ally within 30 feet, he gains the benefits of that spell instead of you.
-Empowered spell: You can spend an extra sorcery point to automatically turn all 1s in the reroll into 2s.
-Extend spell: When you spend 5 sorcery points, any spell that lasts for 1 minute will last for 10 hours. With 6 it will last 24 hours. You can make a spell permanent by spending 16 sorcery points. This applies to one spell only and it can be dispelled, also you have a free concentration slot to which you put that spell onto, even if it isn’t a concentration spell, when you are damaged, roll concentration twice to see if the permanent spell remains active.
-Subtle spell: This use of metamagic does not break sneaking of any kind. It doesn´t break invisibility if you use 2 additional sorcery points.

Warlock[edit]
-Expanded spells: Bonus spells granted by patron are considered known and do not count against the number of spells you know.
-The Invocations Bewitching Whispers, Dreadful Word, Minions of Chaos, Mire the Mind, Sculptor of Flesh, Thief of Five Fates and Sign of Ill Omen can be cast once per long rest equal to your Charisma modifier and do not spend a spell slot. You can regain a single use of each invocation by doing a short rest. You must maintain concentration if the spell requires it.
-The Invocation Otherworldly Leap lets you cast the spell Misty Step without using spell slots once per long rest. You can regain a single use this invocation by doing a short rest.
-The Invocation Ascendant Step lets you cast the spell Fly without using spell slots once per long rest. You can regain a single use of this invocation by doing a short rest. You must maintain concentration on the invocation if you use it.

(((BONUS RACE :D )))[edit]
Half-giant, natives to The Immortal Lands of Rögwensdall[edit]
• Ability Score Increase: +2 Str. Age: Up to 400 years. Alignment: Any, mostly Lawful.
• Size: Large. Speed 40 ft. Languages: Read, speak and write Common and Giant.
• Giant fitting: Half-giants can use weapons that are too large for a Medium size character to use without problems, as long as the weapon isn´t too big for a Large character. They can also fit normal weapons to become Large by paying 75% more on the base price. Such weapons add a single Die of DMG to their total (1d6 is 2d6, 2d6 is 3d6, etc). Half-Giants also need to enlarge their armor and any such object, making it cost an additional 75% more of the base price.
• Cloud subtype: +1 Constitution. Resistance to Lighting damage. No matter the chosen class the Cloud Half-Giant is proficient in using the Javelin.
• Mountain subtype: +1 Wisdom. Resistance to Cold damage and cold temperatures. No matter the chosen class the Mountain Half-Giant is proficient in the use of all types of Shields.

---Races:

• 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.

Drow[edit]
• A Drow can see in the magical Darkness that he creates by his racial features or by any Darkness spell he can cast.

Tiefling[edit]
• A Tiefling can see in the magical Darkness that he creates by his racial features or by any Darkness spell he can cast.



---Feat modifications:

Athlete:
-You have advantage on swimming checks and on checks to resist exhaustion.

Charger:
-You make the attack as part of the action to Dash, it doesn´t require your bonus action.

Crossbow Expert:
-The loaded hand crossbow you can use to attack with your bonus action must be on your offhand.

Defensive Duelist:
-If the attack misses you by 5 or more, you can make a free attack as part of the same reaction when you used this feat.

Dual Wielder:
-At level 11 you can make two attacks with your offhand weapon as a bonus action. You can never make more than two attacks with your offhand weapon.

Dungeon Delver:
-The advantages to detect secret doors extend to all type of illusions.

Durable:
-You gain your constitution modifier as a bonus to your healing when you use a Hit Die to heal, adding it twice.

Grappler:
-You are not restrained when you pin a creature.
-This feat has as a requirement Str 13 or Dex 13. In the case you get it with Dex 13, you can use the skill Acrobatics to grapple, instead of Athletics.

Great Weapon Master:
-This Feat requires Str of 13.
-You can choose the total penalty and bonus to your to hit from a range of -1 to -5. Multiply that number by 2 and add it to total damage.

Healer:
-At levels 4, 8, 12 and 16 you heal an additional 1d6+1 hit points of damage when you use a healer´s kit as an action to heal. For each time you increase the healing, you spend an additional use of the Healing Kit.

Heavy Armor Master:
-The reduction to damage of this feat increases by 1 every three levels after first (4 at level 4, 5 at level 7, 6 at level 10, 7 at level 13, 8 at level 16).

Inspiring Leader:
-You affect all allied creature in 30 feet.
-While they have you in 30 feet, all of your allies have advantage on saving throws against fear, normal and magical.

Keen Mind:
-You can choose a single other attribute once per long rest. You can replace your saving throws on this attribute with your intelligence saving throw once per short rest. You can change the attribute this feat affects when you have a long rest.

Lightly Armored:
-You gain proficiency with bucklers.

Linguist:
-You gain an additional number of languages equal to your Intelligence or Wisdom modifier, whichever is higher.

Magic Initiate:
-You learn an additional 1st level spell that you can cast once a day from the chosen class you chose for this feat.

Martial Adept:
-The die that this feat gives you is a d8, and you gain 2 dice instead of one.

Medium Armor Master:
-Max dex bonus to AC in medium armor is +3 instead of +2.

Polearm Master:
-You can wield a polearm and a shield, if you are proficient in them, at the same time no matter if it is two handed or heavy. While doing so you cannot do the extra attack with the bonus action that this feat provides.

Savage Attacker:
-Besides the other effect, this feat lets you sacrifice a -2 to hit for an extra die of damage of your currently equipped melee weapon.

Sharpshooter:
-You can choose the total penalty to your hit chance when adding damage up to -5 +10.

Skilled:
-A single skill you are proficient with (including the ones you gain with this feat) doubles its proficiency bonus. This cannot stack with class abilities that already provide a similar bonus.

Skulker:
-You can move at normal speed while sneaking without any impediments (you normally move only at half speed).

Spell Sniper:
-You can take a penalty of up to -5 to your hit chance with the spells you use to add a bonus of up to +10 to your damage when the spell hits. This only applies to spells with attack rolls.

Weapon Master:
-You can: (a) choose a single non-finesse and non-two handed melee weapon and make that weapon become a finesse and light weapon or (b) make a two handed weapon or heavy weapon become a versatile weapon that you can use in one hand, albeit with a lower damage die (1d12 and 2d6 becomes 1d10).

---Rules:

Bucklers:
-Any character who is proficient in Light Armor gains proficiency with bucklers. These are special sleeve shields that grant some protection to the wearer. If you use a buckler you gain a +1 to your AC. Bucklers count as shields for all purposes. Bucklers can grant you their defense bonus while using Shortbows, Light Crossbows, Heavy Crossbows and Longbows, but not with any other type of two handed weapon. They also don´t grant you their defense bonus while using two weapons.

GWJ_DanyBoy
2015-02-03, 11:42 AM
Some thoughts I had reading through (Yes it's all criticisms, sorry. I just find those easier to spot in a quick reading.)

Bard: What's the trigger to the reaction? All other reaction based abilities have a specific trigger.

Crossbow expert: Grants a stacking extra attack feature at level 7 to any class, and uses a bonus action. Unique in the entire game, seems OP. Rogues and lore bards who get no extra attack especially benefit.

Dual Wielder: See the above for crossbow expert.

Durable: Using hit die to heal already uses your CON mod. If you meant that you get it again, you should adjust the wording.

Grappler: Why a Dex requirement? Offensive grappling uses athletics (STR) only.

Healer: Scaling is nice, but maybe also increase the consumption of healing charges? Healing about 40hp for 5 silver (at level 16) obsoletes a fair amount of magical items/potions/spells.

Medium Armor Master: Medium armor is now better than Heavy armor for max AC.

Greatweapon master and Sharpshooter: It's mathy and only useful to people with specific knowledge of the opponents AC and remaining HP, which is metagame-y. It's not like people weren't picking these feats before.

Spell sniper: You should specify "Spell attack rolls"

Weapon master: Nice for people find a magic weapon and want to use it a certain way, but the wording seems like it would lead to exploits and wierdness, like dual wielding greatswords or halberts.

Tarrab
2015-02-06, 10:22 AM
Some thoughts I had reading through (Yes it's all criticisms, sorry. I just find those easier to spot in a quick reading.)

Bard: What's the trigger to the reaction? All other reaction based abilities have a specific trigger.

Crossbow expert: Grants a stacking extra attack feature at level 7 to any class, and uses a bonus action. Unique in the entire game, seems OP. Rogues and lore bards who get no extra attack especially benefit.

Dual Wielder: See the above for crossbow expert.

Durable: Using hit die to heal already uses your CON mod. If you meant that you get it again, you should adjust the wording.

Grappler: Why a Dex requirement? Offensive grappling uses athletics (STR) only.

Healer: Scaling is nice, but maybe also increase the consumption of healing charges? Healing about 40hp for 5 silver (at level 16) obsoletes a fair amount of magical items/potions/spells.

Medium Armor Master: Medium armor is now better than Heavy armor for max AC.

Greatweapon master and Sharpshooter: It's mathy and only useful to people with specific knowledge of the opponents AC and remaining HP, which is metagame-y. It's not like people weren't picking these feats before.

Spell sniper: You should specify "Spell attack rolls"

Weapon master: Nice for people find a magic weapon and want to use it a certain way, but the wording seems like it would lead to exploits and wierdness, like dual wielding greatswords or halberts.

Good ones: I´ll edit to fix! Thanks

Amnoriath
2015-02-06, 01:26 PM
I could go through every one but the only real problem child is your Warlock fixes. If they would choose 3 of those invocations they have more slots per day than full casters so that is an absolute no. At best what they should be is they are added to your spells known and you may use once per long rest without using a spell slot at your Pact Magic level.

Tarrab
2015-02-07, 02:01 PM
I could go through every one but the only real problem child is your Warlock fixes. If they would choose 3 of those invocations they have more slots per day than full casters so that is an absolute no. At best what they should be is they are added to your spells known and you may use once per long rest without using a spell slot at your Pact Magic level.

Fixed to once per short rest, so it´s warlocky and not that op. Any others comments?

HoarsHalberd
2015-02-09, 07:04 AM
The half giant seems very overpowered for a small group of weapons. The great axe going from 1d12 to 2d12 seems like a huge step up and the d10 weapons aren't far behind in power. Maybe have the weapons size produce a second die of the next size down?

ReturnOfTheKing
2015-02-09, 12:13 PM
Drow[edit]
• A Drow can see in the magical Darkness that he creates by his racial features or by any Darkness spell he can cast.

Tiefling[edit]
• A Tiefling can see in the magical Darkness that he creates by his racial features or by any Darkness spell he can cast.


Shouldn't their Darkvision cover both issues?

Not bad otherwise, as far as I can tell, and definitely a great start for someone fairly new to the forums :smallbiggrin:

Tarrab
2015-02-10, 08:48 PM
The half giant seems very overpowered for a small group of weapons. The great axe going from 1d12 to 2d12 seems like a huge step up and the d10 weapons aren't far behind in power. Maybe have the weapons size produce a second die of the next size down?

Well, I has a previous post about it on the d&d5th forum, and that would be the final approved version, do notice that bigger weapons and armor do cost loads more cash though.

Tarrab
2015-02-10, 08:50 PM
Shouldn't their Darkvision cover both issues?

Not bad otherwise, as far as I can tell, and definitely a great start for someone fairly new to the forums :smallbiggrin:

Well, I just added that to drows and tieflings to make it more literal to their typical environments.

Thanks for the encouragement, I´ll keep on trying :smallbiggrin: