Stan
2015-10-07, 02:00 PM
I swore that I'd never mess with major mods to D&D again. But my son wanted something like D&D but classless for a historical fantasy game he wanted to run. Once I got to playing with it, it turned into a low magic, classless system that I think I'm going to use for a 1930's pulp game I'm planning.
The gist is you get one ability from some class every level, without having to go up through the levels in a class. I avoided prerequisites for simplicity. Working spells in such a system is hard to balance so spells are limited to those gained from special abilities or feats. Yes, this totally screws up power related to CR so you have to rethink encounters - I'm used to that it can be a headache.
I'm not too worried about some things being more powerful than others as players can pick freely. However, I don't want anything so powerful that everyone feels compelled to take it. I've also tried to pair weaker powers into one power to make them worthwhile. If you see anything that is going to blow it all up, feedback is appreciated. Details of the rules below:
At first level, every character has:
Abilities of one class and one background
2 skill proficiencies
1 language or tool proficiency
Proficiency with simple weapons, light armor, and shields
2 features chosen from the list below
At each additional level, characters gain one new feature. If they are 6th level or higher, they may pick high level features. Feats and ASIs are gained every 4 levels. Features are listed by class only for convenience in finding them in the phb.
Features
Barbarian: Rage, Reckless Attack, Unarmored Defense, Fast Movement & Danger Sense, Spirit Seeker/ Walker, Totem Aspect of 1 animal
Bard: Bardic Inspiration & Countercharm, Song of Rest, Jack of all Trades, Expertise
Cleric: 1st level domain ability (no wpn or armor prof), Turn Undead, Channel divinity (2nd level ability of 1 domain)
Druid: Wild Shape
Fighter: Med & Heavy armor, Martial Weapons, Fighting Style, Action Surge, 2 Maneuvers & 2 Superiority Dice, Improved Critical, Remarkable Athlete
Monk: Martial Arts, Ki, Unarmored Defense, Deflect Missiles
Paladin: Lay on Hands, Divine Smite, Sacred Weapon, Nature's Wrath, Turn the Faithless, Abjure Enemy, Vow of Enmity
Ranger: Natural Explorer & Primeval Awarerness, Ranger's Companion, 1 Hunter's Prey
Rogue: Sneak Attack, Cunning Action, Fast Hands & 2nd Story Work, Assassinate
Sorcerer: Font of Magic & Metamagic, Draconic Resilience, Tides of Chaos
Warlock: 1 Pact Boon, 1 1st level Patron feature, Invocation without level prerequisite
Wizard: 1 2nd level Arcane Tradition
High Level Features
Fighter: Extra Attack, Indomitable
Monk: Stunning Strike, Evasion, Whole of body, Shadow Arts, Shadow Step, Disciple of the Elements
Paladin: Aura of Protection
Ranger: Hide in Plain Sight & Vanish, 1 Defensive Tactic
Rogue: Uncanny Dodge
Warlock: 1 6th level Patron feature
Hit Points
Option 1: All characters use 1d8 + constitution bonus per level for hp
Option 2: All characters have hp= constitution score + (Level x 2)
Notes
Features do not increase with level and are frozen at their initial level. For example, lay on hands always does 5 hp/day.
Cantrips do not do additional damage at higher levels
Features that normally require a resource such as a spell or ki are instead usable once per short rest.
Given the lack of magical healing, consider adding the following to the Medicine proficiency. Characters with the Medicine skill may attempt first aid within 1 minute of a wound (DC=15). Success yields the target 1d6 hp. Characters may not gain hp this way more than once per short rest.
Without class specific equipment lists, it’s easiest to roll for starting gold.
Extra Attack is likely to prove popular; consider giving it to everyone at level 6 for free.
I didn’t include many higher level features because 1) I’m lazy, 2) I wanted to avoid the equivalent of feat chains and prerequisites, and 3) Most of my campaigns advance semi-slowly and rarely pass level 10.
Features that have multiple options, such as Fighting Style, can be selected more than once. By default, you cannot choose other features multiple times.
There are many minor magical features but very few spells. If you want a slightly higher magic game, consider allowing Magic Initiate to be take multiple times. The second time you take it, you gain one 2nd level spell and two 1st level spells. The third time, you gain one 3rd level spell and two 2nd level spells. And so on.
The gist is you get one ability from some class every level, without having to go up through the levels in a class. I avoided prerequisites for simplicity. Working spells in such a system is hard to balance so spells are limited to those gained from special abilities or feats. Yes, this totally screws up power related to CR so you have to rethink encounters - I'm used to that it can be a headache.
I'm not too worried about some things being more powerful than others as players can pick freely. However, I don't want anything so powerful that everyone feels compelled to take it. I've also tried to pair weaker powers into one power to make them worthwhile. If you see anything that is going to blow it all up, feedback is appreciated. Details of the rules below:
At first level, every character has:
Abilities of one class and one background
2 skill proficiencies
1 language or tool proficiency
Proficiency with simple weapons, light armor, and shields
2 features chosen from the list below
At each additional level, characters gain one new feature. If they are 6th level or higher, they may pick high level features. Feats and ASIs are gained every 4 levels. Features are listed by class only for convenience in finding them in the phb.
Features
Barbarian: Rage, Reckless Attack, Unarmored Defense, Fast Movement & Danger Sense, Spirit Seeker/ Walker, Totem Aspect of 1 animal
Bard: Bardic Inspiration & Countercharm, Song of Rest, Jack of all Trades, Expertise
Cleric: 1st level domain ability (no wpn or armor prof), Turn Undead, Channel divinity (2nd level ability of 1 domain)
Druid: Wild Shape
Fighter: Med & Heavy armor, Martial Weapons, Fighting Style, Action Surge, 2 Maneuvers & 2 Superiority Dice, Improved Critical, Remarkable Athlete
Monk: Martial Arts, Ki, Unarmored Defense, Deflect Missiles
Paladin: Lay on Hands, Divine Smite, Sacred Weapon, Nature's Wrath, Turn the Faithless, Abjure Enemy, Vow of Enmity
Ranger: Natural Explorer & Primeval Awarerness, Ranger's Companion, 1 Hunter's Prey
Rogue: Sneak Attack, Cunning Action, Fast Hands & 2nd Story Work, Assassinate
Sorcerer: Font of Magic & Metamagic, Draconic Resilience, Tides of Chaos
Warlock: 1 Pact Boon, 1 1st level Patron feature, Invocation without level prerequisite
Wizard: 1 2nd level Arcane Tradition
High Level Features
Fighter: Extra Attack, Indomitable
Monk: Stunning Strike, Evasion, Whole of body, Shadow Arts, Shadow Step, Disciple of the Elements
Paladin: Aura of Protection
Ranger: Hide in Plain Sight & Vanish, 1 Defensive Tactic
Rogue: Uncanny Dodge
Warlock: 1 6th level Patron feature
Hit Points
Option 1: All characters use 1d8 + constitution bonus per level for hp
Option 2: All characters have hp= constitution score + (Level x 2)
Notes
Features do not increase with level and are frozen at their initial level. For example, lay on hands always does 5 hp/day.
Cantrips do not do additional damage at higher levels
Features that normally require a resource such as a spell or ki are instead usable once per short rest.
Given the lack of magical healing, consider adding the following to the Medicine proficiency. Characters with the Medicine skill may attempt first aid within 1 minute of a wound (DC=15). Success yields the target 1d6 hp. Characters may not gain hp this way more than once per short rest.
Without class specific equipment lists, it’s easiest to roll for starting gold.
Extra Attack is likely to prove popular; consider giving it to everyone at level 6 for free.
I didn’t include many higher level features because 1) I’m lazy, 2) I wanted to avoid the equivalent of feat chains and prerequisites, and 3) Most of my campaigns advance semi-slowly and rarely pass level 10.
Features that have multiple options, such as Fighting Style, can be selected more than once. By default, you cannot choose other features multiple times.
There are many minor magical features but very few spells. If you want a slightly higher magic game, consider allowing Magic Initiate to be take multiple times. The second time you take it, you gain one 2nd level spell and two 1st level spells. The third time, you gain one 3rd level spell and two 2nd level spells. And so on.