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R.Shackleford
2016-04-17, 06:03 PM
I really liked Epic 6 in 3.5, I think concise and to the point classes is the way to go for a TTRPG, not to mention all the other little perks that less levels can give you.


Note: I've decided not to divorce Character and Class Levels for the base rules, that will be an alternate rule. This way it will be simpler and more user friendly.

Note 2: I realized I'm getting away from the epic 6 ideology by starting to make capstones too big. I'm going to bring them back down to earth a bit :).

Note 3: Changed a bunch of things. Cut the class list down to three and will allow players to customize their character.

R.Shackleford
2016-04-17, 06:04 PM
Base Rule Changes for 5e.e5

Distracting Actions

Opportunity Attacks are no longer part of the base rules. However, if you are distracted then you have disadvantage on your next attack or an enemy has advantage on a save from the next spell you cast. Typical ways of becoming distracted in combat is...


When a creature leaves a space adjacent to a hostile creature without taking the Disengage action or teleporting.
When a creature teleports away from a creature that has it grappled.
When a creature uses a ranged weapon or casts a ranged spell while adjacent to a hostile creature. The creature does not count as distracted if they target the hostile creature(s) that are adjacent to them.


Spells and Concentration

Concentration works as normal.

Saving Throws

These saving throws show how well you are at resisting physical or mental effects once you are hit by an attack of some sort.

Physical: 1d20 + (Middle Modifier of Str, Dex, Con) + Prof

Mental: 1d20 + (Middle Modifier of Int, Wis, Cha) + Prof

If you are proficient with the saving throw then you

Levels

Class Levels are a narrative reward. Do not track XP.

ASI are a narrative based reward. You can not replace an ASI with a feat like normal 5e.

Backgrounds
When you gain your background you may also choose a feat from the following list, you do not gain any ASI from a feat...



Alert
Athlete
Actor
Dungeon Delver
Durable
Healer
Inspiring Leader
Keen Mind
Linguist
Observant
Tough


Ability Scores and Racial Ability Score Bonuses

Starting Ability Score Array is 15, 14, 13, 11, 10, 8.

No ability score may go over 20

Racial ability score bonuses don't exist.

Everyone gets 3 +1s. Two +1s may be used in the same score.

Attacks

The two type of attacks in the game is Melee Attacks and Ranged Attacks.

Anytime you fire or throw a weapon it is a range attack.

Anytime you directly hit a target with said weapon it is a melee attack.

Improvised weapons are either melee or ranged attacks that you may or may not have proficiency with.

Unarmed Strikes (headbutt, punch, kicks) are melee weapon attacks that you may or may not have proficiency in.

R.Shackleford
2016-04-17, 06:06 PM
Spell Lists




Bane (http://www.5esrd.com/spellcasting/all-spells/b/bane)
Bless (http://www.5esrd.com/spellcasting/all-spells/b/bless)
Command (http://www.5esrd.com/spellcasting/all-spells/c/command)
Create or Destroy Water (http://www.5esrd.com/spellcasting/all-spells/c/create-or-destroy-water)
Cure Wounds (http://www.5esrd.com/spellcasting/all-spells/c/cure-wounds)
Guiding Bolt (http://www.5esrd.com/spellcasting/all-spells/g/guiding-bolt)
Healing Word (http://www.5esrd.com/spellcasting/all-spells/h/healing-word)
Inflict Wounds (http://www.5esrd.com/spellcasting/all-spells/i/inflict-wounds)
Protection from Evil and Good (http://www.5esrd.com/spellcasting/all-spells/p/protection-from-evil-and-good)
Purify Food and Drink (http://www.5esrd.com/spellcasting/all-spells/p/purify-food-and-drink)
Sanctuary (http://www.5esrd.com/spellcasting/all-spells/s/sanctuary)
Shield of Faith (http://www.5esrd.com/spellcasting/all-spells/s/shield-of-faith)




Entangle (http://www.5esrd.com/spellcasting/all-spells/e/entangle)
Speak with Animals (http://www.5esrd.com/spellcasting/all-spells/s/speak-with-animals)
Thunderwave (http://www.5esrd.com/spellcasting/all-spells/t/thunderwave)





Divine Favor (http://www.5esrd.com/spellcasting/all-spells/d/divine-favor)
Heroism (http://www.5esrd.com/spellcasting/all-spells/h/heroism)





Aid (http://www.5esrd.com/spellcasting/all-spells/a/aid)
Blindness/Deafness (http://www.5esrd.com/spellcasting/all-spells/b/blindness-deafness)
Calm Emotions (http://www.5esrd.com/spellcasting/all-spells/c/calm-emotions)
Continual Flame (http://www.5esrd.com/spellcasting/all-spells/c/continual-flame)
Enhance Ability (http://www.5esrd.com/spellcasting/all-spells/e/enhance-ability)
Gentle Repose (http://www.5esrd.com/spellcasting/all-spells/g/gentle-repose)
Hold Person (http://www.5esrd.com/spellcasting/all-spells/h/hold-person)
Lesser Restoration (http://www.5esrd.com/spellcasting/all-spells/l/lesser-restoration)
Prayer of Healing (http://www.5esrd.com/spellcasting/all-spells/p/prayer-of-healing)
Protection from Poison (http://www.5esrd.com/spellcasting/all-spells/p/protection-from-poison)
Silence (http://www.5esrd.com/spellcasting/all-spells/s/silence)
Spiritual Weapon (https://sites.google.com/site/5theditionsrd/spellcasting/all-spells/s/spiritual-weapons)
Warding Bond (http://www.5esrd.com/spellcasting/all-spells/w/warding-bond)
Zone of Truth (http://www.5esrd.com/spellcasting/all-spells/z/zone-of-truth)




Moonbeam (http://www.5esrd.com/spellcasting/all-spells/m/moonbeam)
Pass without Trace (http://www.5esrd.com/spellcasting/all-spells/p/pass-without-trace)
Spike Growth (http://www.5esrd.com/spellcasting/all-spells/s/spike-growth)




Find Steed (http://www.5esrd.com/spellcasting/all-spells/f/find-steed)
Magic Weapon (http://www.5esrd.com/spellcasting/all-spells/m/magic-weapon)





Beacon of Hope (http://www.5esrd.com/spellcasting/all-spells/b/beacon-of-hope)
Bestow Curse (http://www.5esrd.com/spellcasting/all-spells/b/bestow-curse)
Clairvoyance (http://www.5esrd.com/spellcasting/all-spells/c/clairvoyance)
Create Food and Water (http://www.5esrd.com/spellcasting/all-spells/c/create-food-and-water)
Daylight (http://www.5esrd.com/spellcasting/all-spells/d/daylight)
Glyph of Warding (http://www.5esrd.com/spellcasting/all-spells/g/glyph-of-warding)
Magic Circle (http://www.5esrd.com/spellcasting/all-spells/m/magic-circle)
Mass Healing Word (http://www.5esrd.com/spellcasting/all-spells/m/mass-healing-word)
Meld into Stone (http://www.5esrd.com/spellcasting/all-spells/m/meld-into-stone)
Protection from Energy (http://www.5esrd.com/spellcasting/all-spells/p/protection-from-energy)
Remove Curse (http://www.5esrd.com/spellcasting/all-spells/r/remove-curse)
Revivify (http://www.5esrd.com/spellcasting/all-spells/r/revivify)
Sending (http://www.5esrd.com/spellcasting/all-spells/s/sending)
Spirit Guardians (http://www.5esrd.com/spellcasting/all-spells/s/spirit-guardians)
Tongues (http://www.5esrd.com/spellcasting/all-spells/t/tongues)
Water Walk (http://www.5esrd.com/spellcasting/all-spells/w/water-walk)
Water Breathing (http://www.5esrd.com/spellcasting/all-spells/w/water-breathing)




Call Lightning (http://www.5esrd.com/spellcasting/all-spells/c/call-lightning)
Conjure Animals (http://www.5esrd.com/spellcasting/all-spells/c/conjure-animals)
Speak with Plants (http://www.5esrd.com/spellcasting/all-spells/s/speak-with-plants)
Wind Wall (http://www.5esrd.com/spellcasting/all-spells/w/wind-wall)





Fear (http://www.5esrd.com/spellcasting/all-spells/f/fear)
Tiny Hut (http://www.5esrd.com/spellcasting/all-spells/t/tiny-hut)









Whenever you cast a spell by using your metamagic to manipulate your arcane energy, the spell you cast is the same school as the cantrip.

Acid Splash
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You hurl a bubble of acid. Choose one creature within range.. A target must succeed on a Dexterity saving throw or take 2d6 acid damage. This spell’s damage increases by 1d6 when you reach 4th level (3d6)

Heighten (1MP): You may cause this spell to target two creatures, the initial target and then one additional target within 5' of the first.
Color Spray (2 MP): You manipulate your arcane energy to cast Color Spray.
Tidal Wave (3 MP): You manipulate your arcane energy to cast Tidal Wave. The spell sends a wave of acid and deals acid damage.


Firebolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 fire damage. This spell’s damage increases by 1d10 when you reach 4th level (3d10)

Heighten (1 MP): A flammable object hit by this spell ignites if it isn’t being worn or carried.
Burning Hands (2 MP): You manipulate your arcane energy to cast Burning Hands
Fireball (3 MP): You manipulate your arcane energy to cast Fireball.

Poison Spray
Conjuration cantrip
Casting Time: 1 action
Range: 15 feet
Components: V, S
Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 2d12 poison damage.

This spell’s damage increases by 1d12 when you reach 4th level (3d12)

Heighten (1 MP): The range of this spell is doubled.
Blindness/Deafness (2 MP): You manipulate your arcane energy to cast Blindness/Deafness
Stinking Cloud (3 MP): You manipulate your arcane energy to cast Stinking Cloud

Ray of Frost
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage. The spell’s damage increases by 1d8 when you reach 4th level (3d8).

Heighten (1 MP): A creature hit with this spell has their speed reduced by 10'.
Fog Cloud (2 MP): You manipulate your spell to cast Fog Cloud.
Ice Sheen (3 MP): You manipulate your spell to cast Grease, however the spell produces ice instead of grease.

Shocking Grasp
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage.

The spell’s damage increases by 1d8 when you reach 5th level (3d8)

Heighten (1 MP): A creature hit with this spell can’t take reactions until the start of its next turn.
Thunderwave (2 MP): You manipulate your spell to cast the spell Thunderwave.
Lightning Bolt (3 MP): You manipulate your spell to cast the spell Lightning Bolt.

R.Shackleford
2016-04-17, 06:07 PM
Classes for Epic 5 5e



Cleric

HD: d8
Saving Throws: Mental
Tools: Religious Tools of your church and either the Med Kit or the Herbalist Kit
Skills: Religion and two from the Cleric or Druid's list
Armor and Weapons: The cleric is proficient with medium armor, shields, and weapons of their deity. Some clerics are prohibited from wearing or using certain armors, shields, or weapons and may lose class features if they purposely violate this rule. Typically a cleric that stops using or wearing the forbidden item is immediately forgiven by their deity but gross violations may require the cleric to perform a task to show they are still committed to the deity and to the church's teaching.




Class Level
Class Features
Cleric Spell Slots
Max Spell Level


1
Divine Spell Casting, Divine Domain
2
1


2
Channel Divinity (1/SR)
3
1


3
Divine Domain Feature
3
2


4
Channel Divinity (2/SR)
3
2


5
Boon
3
3



Divine Spell Casting
When you create a Cleric you choose Wisdom or Charisma,once chosen you can not change this option. This is the ability score which you draw your casting power from. Whenever a feature or spell calls for your casting modifier you use the modifier from your score of choice.

The Cleric may prepare a number of spells after a long rest equal to Level + Casting Modifier.

Spell Slots: After a short rest you regain your spell slots.

Domain Spell Slots: The Cleric gains one spell slot which they must use to cast a domain spell. The cleric can use their cleric spell slots to cast Domain Spells.

Max Spell Level: As you gain class levels your spells become more powerful. You may choose to use a lower level version of your spell if you wish.

Cantrips: You gain two cantrips from the Cleric spell list

Divine Domains
Whenever you become a cleric you gain abilities above normal acolytes of the faith. Each Divine domain grants you a special cantrip which doesn't count against your total of cantrips. Additionally you gain a passive feature.

Cleric (Healing):

Cure Light Wounds (Cantrip): As an action you may heal a creature 1d4 + spellcasting modifier without expending a spell slot. A creature can only benefit from this healing once per short rest.
Improved Healing: Whenever you cast a spell of 1st level or higher that heals HP, you add double your proficiency bonus to the number of HP restored to any targets of the spell.


Paladin (War):

Compel Duel (Cantrip):
Divine Grace: You may use your Charisma modifier for your Physical and Mental save modifier.


Druid (Nature):

Faerie Fire (Cantrip):
Druidcraft: Whenever you cast a spell of first level or higher that deals Cold, Fire, Lightning damage you may change that spell's damage to Cold, Fire, or Lightning.




Channel Divinity
You may use your channel divinity once per short rest. If you wish to use it more between short rest you must give up a prepared spell slot. At level 5 you may use your channel divinity one additional time before needing to resort to spell slots. This feature is always an active feature.

Healing (Healer's Lore): As an action you put your holy symbol on display, allowing it to glow with a warm radiance. All allies within 30' that can see your holy symbol regain 1d8 + Your Spellcasting modifier HP.

War (Smite): You may use a Bonus Action to surge your weapon with divine energy in order to enhance one damage roll. Your weapon deals an additional 2d8 radiant or another element, as determined by your deity, against the target. This damage can come from a divine bolt of energy or it may envelope the weapon as you use it. You may chose to have the base damage by the weapon attack be radiant or your deity's element when you use this feature.

Knowledge:



Divine Domain Feature (Level 4): Choose one of the options below.

Potent Flame: Once per turn your Sacred Flame deals 1d8 extra damage.

Divine Strike: Once per turn your weapon attack deals 1d8 extra damage. This damage is based on your deity, if your deity is the deity of fire then this extra damage is fire.

Dampen Elements:




Fighter
HD: d12
Saving Throws: Physical
Tools: One tool of your choice
Skills: Athletics or Acrobatics and two from any the Barbarian, Fighter, or Rogue skill list.
Armor and Weapons: All weapons, armor, and shields.




Class Level
Class Features


1
Martial Archetype, Cunning Action


2
Offensive Fighting Style


3
Defensive Fighting Style


4
Extra Attack


5
Greater Fighting Style




Martial Archetype: Choose a more specific type of fighter that you represent. The choices are the Barbarian (Unarmored Defense), Ranger (Favored Enemy), Soldier (Fighter Superiority), or Thief (Expertise).

Barbarian (Unarmored Defense): While you are not wearing armor your AC is equal to 13 + Your Strength, Dexterity, or Constitution Modifier. You may still benefit from using a shield.
Ranger (Favored Enemy): Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to enemies that you have recently studied. During a long rest choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Intelligence, Wisdom, and Charisma checks versus your current favored enemy.


Additionally you learn a number of additional languages equal to your proficiency bonus.


Soldier (Fighter Superiority): As a reaction when a creature starts it's turn within 30' of you, you may make an Intelligence (Investigation) or Wisdom (Insight) check to learn a creature’s current HP, CR, Total Level (if any), Strength, Dexterity, and Constitution score. Alternatively you may use this feature as an action or bonus action.
Thief (Expertise): You gain your proficiency bonus to your initiative roll. Additionally you gain a climb, jump, and swim speed equal to your normal speed.
Veteran: You may replace your Dexterity modifier to AC with your Intelligence, Wisdom, or Charisma modifier.


Cunning Action
You gain the Quick Attack and two other Cunning Action features , once chosen these can't be changed.

Quick Attack: As a bonus action you may make an attack with a weapon. This attack deals 1d4 base damage.
Dash: As a Bonus Action you may use the Dash Action.
Disengage: As a Bonus Action you may use the Disengage Action.
Use an Object: As a Bonus Action you may take the Use an Item Action. Additionally you may use your thieves tools as a bonus action.
Search: As a Bonus Action you may take the Search Action.
Shove: As a Bonus Action you may take the Shove (back) Action.
Grapple: As a Bonus Action you may take the Grapple Action.


Offensive Fighting Style: You gain one of the following features. You can not change these features once it is chosen.

Slayer: Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Horde Breaker: Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Rage: On your turn, you can enter a rage as part of the attack action. While raging, you gain the following benefits if you aren’t wearing heavy armor.
[*=2]You have advantage on Strength checks and Strength saving throws.
[*=2]You may have advantage on Strength based weapon attacks, but enemies have advantage on attacks against you.
[*=2]If you are able to cast spells, you can’t cast them or concentrate on them while raging.


Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you are out of rage you can not enter rage again until you finish a short or long rest.


Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use weapon that doesn't have the heavy descriptor. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels.


Defensive Fighting Style

Parry: As a reaction you may increase your AC or Reflex Save by your Proficiency Bonus against an attack or effect. If you do this in response to an attack you may choose to do this after you know if the attack would be a hit or a miss but you do not learn the exact number rolled.
Uncanny Dodge: As a reaction you may take half damage from any one damage source.
Resist Damage: While raging you are resistant to all damage except psychic.


Extra Attack: When you take the weapon attack action, you may make two weapon attacks instead of one.

Greater Fighting Style
You improve on your ability to use your offensive fighting style. You may choose any of the following features to compliment your stile.

Blind Fight: Beginning at 5th level, as long as you can smell or hear you don't take disadvantage on attacks for being blind and other creatures don't gain advantage on attacks against you for being blind.
Maneuver Master: Choose one basic maneuver, targets that are large or larger are considered medium size when you use that basic maneuver against them.
Mindless Combatant: Beginning at 5th level, you can’t be charmed or frightened.
Slippery: Beginning at 5th level, you can't be restrained or grappled unless you choose to be.




Sorcerer

HD: d8
Saving Throws: Sorcerer or Bard = Physical, Warock = Mental
Tools: One artisan tool of your choice
Skills: Arcana or Intimidation and two skills from the bard, sorcerer, or warlock list.
Armor and Weapons: Light Armor and Simple Weapons.



Class Level
Class Features
Cantrips Known
Metamagic Points (MP)
Max Metamagic Points


1
Arcane Source, Arcane Spell Casting
2
2
1


2
Metamagic Savant
3
4
2


3
Improved Arcane Source
3
6
2


4
Empower Spellcasting
4
8
3


5

4
10
3



Sorcerous Spell Casting
Below are the rules for Bards, Sorcerers, and Warlocks.

Spell List: The sorcerer may take spells from the Bard, Sorcerer, or Warlock spell list.
Metamagic Points:As a arcane caster you may modify your spells by manipulating the arcane energies that surround the world.
Max Metamagic Points: As you gain class levels you may use more MP to manipulate your arcane magic.
Cantrips Known: You know a number of cantrips from the sorcerer spell list as shown on the Sorcerer table.
Basic Cantrips: You learn the 4 basic cantrips from one of the following lists. These do not count against your number of cantrips known.



Light
Mage Hand
Mending
Prestidigitation
Control Flames
Gust
Mold Earth
Shape Water
Resistance
Friends
Message
Minor Illusion


Arcane Source
Choose a source of your arcane power. Is your arcane power the result of a Gift, Natural Talent, or from Study? Depending on your Arcane Source the type of sorcerer you are is changed slightly.

Gift: You are considered a Warlock. You have made a deal, or someone in your family made it for you, and now you are bestowed the gift of arcane power. Your Spell-casting ability score is Intelligence or Charisma.

Natural Talent: You are considered a "pure" Sorcerer. You just have natural talent and don't really need to figure out why you can do what you do, you just do it. Your Spell-casting ability score is Wisdom or Charisma.

Study: You are called a Wizard. You may not have been given much, you may not have natural talent, but through study you have learned to harness and control the arcane energies around you. Your Spell-casting ability score is Intelligence. You gain a spellbook where you keep your spells and may choose from a wider variety of spells.

Metamagic Points (MP): You are able to alter spells on the fly. You gain a number of Metamagic Points in order to fuel the changes to your spells.

Metamagic Savant: You may cast your spells Heighten without expending MP.

Improve Arcane Source:

Expanded Spell Book (Wizard):
Pact Boon (Warlock):
Expanded Metamagic Capabilities (Sorcerer):

0
Empower Spellcasting: Your cantrip potency increases, see the cantrip for details.

JNAProductions
2016-04-17, 06:11 PM
Additional Actions seems like it'd be more confusing than Bonus Actions. Just saying.

R.Shackleford
2016-04-17, 06:42 PM
Additional Actions seems like it'd be more confusing than Bonus Actions. Just saying.

Quite possible.

Final Hyena
2016-04-18, 04:41 PM
There is no "bonus action". Well, at least not that term. It makes people think they always have this slot in which they can perform an action with. I'll be changing bonus actions to be called addition to an action" or "additional actions". Pretty much the same thing but will be worded to reflect that these are typically actions you can normally do but you can now do these when you perform a different action. Additional actions able to be performed on your turn and only one per round.

"People" think that bonus action just gives you an extra action. Won't these people think additional action does the same?

I've never really experienced this problem, but I can see how new players would confuse it. If you wish to rename it you probably need to rename the action part of the phrase.
Swift motion?
Unfortunately it's hard to find an alternate word for action, perhaps simply use;
Minor action.
Sure it still has action in the title, but the minor part is more obvious from the name that it's a different kind of action.

R.Shackleford
2016-04-18, 07:07 PM
"People" think that bonus action just gives you an extra action. Won't these people think additional action does the same?

I've never really experienced this problem, but I can see how new players would confuse it. If you wish to rename it you probably need to rename the action part of the phrase.
Swift motion?
Unfortunately it's hard to find an alternate word for action, perhaps simply use;
Minor action.
Sure it still has action in the title, but the minor part is more obvious from the name that it's a different kind of action.

What I'll probabaly do instead of calling it an action just give features and spells that say "in addition to performing an action/attack action/cast a spell.." and then make a note in the rules that anytime you can do something that is additional to an action you perform you may only perform one such addition per round (or turn or whatever).

Just get rid of the term action so it isn't a separate thing. The feature will state of it can be done before, during, or after the action it is in addition to.

Final Hyena
2016-04-18, 07:34 PM
"in addition to performing an action/attack action/cast a spell.." and then make a note in the rules that anytime you can do something that is additional to an action you perform you may only perform one such addition per round (or turn or whatever).

In addition to performing X action
So you need to do an action to use a bonus, that's seems different, not sure if it matters.

doing something additional to an action is an addition you can only do once per round.
I feel the word addition is confusing here because isn't a move something you can do in addition to a regular action.

OR

So I will attack and additionally I will move and additionally use the addition action to dash allowing me to move an additional time.

But this could just be me being grumpy from tiredness. When does the Hyena get an additional Hug :(

R.Shackleford
2016-04-18, 09:15 PM
Actually I may just change Additional Action to reaction.

So when you take specific action you can use your reaction to change the action a bit.

OAs will be changed with this to make it more streamlined so there isn't much I'll be using reactions for.

You only get one reaction per round.

New OA Rules

Opportunity Attacks don't exist. You don't magically get an extra attack because an enemy moves.

Whenever someone would normally provoke an OA, typically by leaving the reach of an enemy, you instead take disadvantage on your next attack or you grant an enemy advantage on a saving throw against a spell you cast during this turn.

Moving through battle is distracting and As such causes you to not perform at peak potential.

Using the Disengage Action (or if a Rogue the Disengage Reaction) you don't provoke this penalty.

JNAProductions
2016-05-06, 02:41 PM
...

What? What. What? WHAT! What?

At level 5, Clerics get to BECOME DEITIES for a couple minutes? (Actually, it has no listed duration. I'm just assuming it's limited.)

What?

R.Shackleford
2016-05-06, 04:24 PM
...

What? What. What? WHAT! What?

At level 5, Clerics get to BECOME DEITIES for a couple minutes? (Actually, it has no listed duration. I'm just assuming it's limited.)

What?

Class Level 5, yup.

Class Level is narratively driven, you may never reach it or you may hit it when you are Character Level 5. You could be Character 20, Class 4.

Though think of it more like being an avatar of your deity and not a carbon copy.

Of course, a lot of enemies and NPCs won't realize the difference between deity and avatar.

Also, I only listed the fluff and not the mechanics. The mechanics will give the option to switch back and forth but the miracle will be more limited.


Edit

Changed the base leveling system to be less fiddly, the divorced system works for my group but most may find it troublesome.

Prof = Level +1, you go from +2 to +6 over the course of 5 levels.

R.Shackleford
2016-05-07, 07:20 PM
(changed where the pregens are due to accidentally deleting my other post... Siiigh)

Pregenerated Characters (Level 3)

Vivian the Human (Soldier) Fighter

Wendy the Water Genasi (Draconic) Sorcerer

Robert the (Healing) Cleric

Dale the (Thief) Rogue

Ninjadeadbeard
2016-05-08, 05:33 AM
My only question is: Why is this only to level 5? Just, what is the thought process here (seems a bit arbitrary)? I mean, Epic 6 was set to level 6 (so I heard) because 3.X's math weirdly reached human max potential at level 6, so I wondered what made you decide to pick 5 for this project?

R.Shackleford
2016-05-08, 08:40 AM
My only question is: Why is this only to level 5? Just, what is the thought process here (seems a bit arbitrary)? I mean, Epic 6 was set to level 6 (so I heard) because 3.X's math weirdly reached human max potential at level 6, so I wondered what made you decide to pick 5 for this project?

5 is the minimum number of levels needed to show a complete character in 5e.

I originally had it at 10 and then at 6 but realized I didn't need dead levels and that to show a specific type of character you don't need two levels of subclass, really just one.

5th level is also a nice number for 5e.

Now that I changed the Prof progression it works perfectly with level 5 and gives you a 2 to 6 progression much like 1 - 20 normally does.

Most games don't get past 8th level. This will get you to your capstone before that but still leave you pretty much grounded to the material plane (one thing 5e wanted to do is keep players from being too powerful lol... They... Yeah... Level 10 parties can wipe the floor with old Big T).

1st-2nd Level: Intro levels.
3rd Level: Complete character, you are who you will ever be.
4th Level: Gain iconic class feature
5th Level: Gain capstone.

Iconic class feature and capstone aren't always the same. The Rogue has Uncanny Dodge and Evasion, the Fighter has Extra Attack and Indomitable, and the Cleric has Aura of Faith and Divine Intervention.

TL;DR: Fell into 5 levels due to trying to keep it to no dead levels, minimum amount of levels without cramming too much, 5 is a nice round number for 5e, and other random reasons.

JNAProductions
2016-05-15, 10:51 AM
Martials should not get 5 feats. Feats are way more powerful in this addition than they are in 3E or 4E.

R.Shackleford
2016-05-16, 04:54 PM
Martials should not get 5 feats. Feats are way more powerful in this addition than they are in 3E or 4E.

Not really. Once you get past the -5/+10 part of feats most feats are cool but not overly powerful. Even then, -5/+10 is typically theoretically powerful and not actually all that useful.

Besides -5/+10 is only good against multiple enemies that have lowish AC and it will target, I think, at most 3 creatures on a turn. There is no OA attacks so at most it will be a +30 to damage *if you hit*. That seems like a lot in theory but in practice I've seen more whiffs than hits so I wouldn't be too concerned with it.

Don't want players having big damage numbers? No -5/+10. Keep the rest of GWM though, cleave is a fun feat.

Sorcerers (and perhaps Light clerics eventually) if they have Fireball as part of their bloodline will be throwing off 6 fireballs per short rest (3 sorcerous slots and 3 bloodline slots) plus have some cool class features. Cantrips will do respectable damage too.

With this system I would think I would see more people going for the half feats (no ASI boost for them though, will make that clear) and feats they normally wouldn't touch as these will not be connected to ASI. ASI will be narrative rewards.

Note: I'm not a fan of the -5/+10 setup as it doesn't follow the normal system and is just wonky.

****
Some feats I have a problem with while in this system would be...

-5/+10 parts of feats: As above.

Crossbow Expert: 2 weapon shooting will be part of the base rules once I edit it.

Lucky: No.

Magic Initiate: No exist.

Polearm Master: Second part doesn't exist. First part Will be part of the base rules once I edit it.

Resilient: Remove. Just doesn't work in this system due to saving throw differences. Although I could let it give +1/2 prof to unproficient saving throws. I don't like the idea of easily gaining all saves.

Ritual Caster: Maybe keep.

Sentinel: First two parts are changed and put back into the fighter class where they belong. Third part could be modified to let OA back into the game if a GM wants that.

Warcaster: Change the third bullet to allow OA back in the game if the GM wants that.

Shield Master's main draw is back in the Fighter's class. Would be nice for rogues but it is already nice for rogues.

***

I get where you are coming from but 5e feats aren't really that powerful. If you are used to playing 3e or 4e they look powerful at first but it is primarily the theory side and primarily because big numbers seem scary (-5/+10).