Dieuoffire
2017-03-08, 12:58 PM
So I have recently been asked to do an old 3.5 D&D for some friends. The first thing I did was go back to some of my old Homebrew and take a look. I realized I want some other opinions on this stuff. So I am going to be posting some of my homebrew from 3.5 for PEACH.
Please note that this stuff originated long ago. Then pathfinder and the Tier Ratings came out and I added stuff from ideas I got there.
Originally my goal was to make some changes for classes that are lower tiers to place them at tier 2-3, Now I am just aiming for a high end tier 3. I know this has probably been done before but this is my homebrew and I am looking for some friendly opinions about what I have done and where these adjustments place the classes on the tier ratings. Please note that optimizing changes the placement of a class but the tier system was designed that the comparison was for equal optimization of each class.
PLEASE tell me what tier you think these changes make a class as is and what changes need to be made to put the class at tier 3.
Here are the core classes: these benefits are bonus, they add on, not replace unless stated to.
Barbarian – Tier 4
5 Rage or bonus fighter feats: 4th, 8th, 12th, 16th, 20th
Gains animal empathy and track at level 4. Used as a ranger of (class level-3)
Improved DR: starting at 7th level. Barbarians gain DR of (class level/2)/–.
Monsterous rage:
• At 10th level 1/day a raging barbarian may increase his size category by 1. The size change gains all size modifiers to abilities, AC, etc.
• This At 20th level for 1 full day every week when a barbarian rages they may turn into living stone, he becomes a very unique living construct. This affect has the following effects
o Low-light vision.
o Darkvision out to 60 feet.
o Immunity to all mind-affecting effects
o Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
o Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
o Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
o Not at risk of death from massive damage.
o does not eat, sleep, or breathe.
o Gains DR 20/Adamantine, but still keeps the original DR as well. DR does not stack; apply the best DR to any given attack.
o Natural armor gains +18 bonus (this stacks with current natural armor and is not considered a enhancement bonus)
o Size increases 1 category if the barbarian would like (must decide when they rage). The size change gains all size modifiers to abilities, AC, etc. (this does not stack with the level 10 ability
o Intimidating in this form grants a +10 bonus to intimidate.
o Weight increases by x4 or x16 if size increases
Bard – Tier 3
5 Music or skill feats: 4th, 8th, 12th, 16th, 20th
Fighter – Tier 5
Fighters gain a bonus feat at every level (9 more feats total). These extra nine feats are general feats. Usable anywhere.
Skill Points at 1st Level: (4 + lnt modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Add Balance, Diplomacy, Gather Information, Hide, Listen, Move Silently, and Spot to class list
A fighter receives two attacks of opportunity when an opponent provokes an Attack
Fighters add ¼ class level to all attack and damage rolls with melee or ranged weapons. Fighters add 1/2 their class level to confirm a critical threat.
A a fighter has learned how to help others in combat through good use of tactics and advise. A fighter may allow any ally that flanks an enemy with the fighter or who is within 5ft per 2/class levels (rounded up) to the fighter to use the fighters base attack bonus when attacking that creature as long as all attacks are targeted on that creature. This includes allowing multiple attacks. (whether the creature is immune to flanking or not.) so for example when a 4th level rogue and 20th level fighter flank a dragon. The Rogue attacks the dragon with a base attack bonus of 20/15/10/5. All other bonuses remain constant (so if the rouge was using weapon finesse and had a attack bonus of +5 from dex the first attack would be +25. This bonus never qualifies for feat, prestige classes or any other benefits besides the attack. This does not change the flanking partners base attack in any way it is temporarily using the fighters bonus. A fighter may advise one ally per level.
Monk – Tier 5
5 unarmed or maneuver feats (expertise, trip, bull rush ,tactical etc.): 4th, 8th, 12th, 16th, 20th
At 5th level monk strikes count as silver and cold Iron.
+1 per 2 unarmed feats as a bonus bonus to all Bull Rush, disarm, grapple, sunder, and trip attacks
Perfect self gives DR 10/Chaotic and magic
A monk may make a flurry attack as a standard attack at the regular penalty or as a full round action for no penalty. The flurry can be part of a charge (similar to pounce ability)
1/day Monks can meditate for an hour and thereafter for 1 hour they may add (class level) to any ability as an untyped bonus.
Paladin – Tier 5
3 bonus holy feats 4th, 12th, 20th – Any feat that deals with or is :
• Exalted,
• Turning undead (improved turning, extra turning, etc.)
• Religious feats (Devotion feats dealing with alignment or domains of the god served, etc.)
• Paladin order feats (Sword of the arcane order, etc.)
• Laying on of hands feats (hands of a healer, etc.)
Caster level is equal to class level
At 5th level and 15th the Paladin receives a feat from the following list:
• Mounted Combat
• Mounted Archery
• Ride-By Attack
• Spirited Charge
• Trample
As the warlords of Righteousness a paladin may 1/week grant total immunity to fear for all allies or followers within Class level*Character level*10 feet. As long as their alignment matches the paladins alignment in at least one aspect. Additionally all affected allies also gain a +2 moral bonus to attack and damage rolls.
A paladins laying on of hands may be used to heal more than hit points
• At 4th level using two points may remove:
o Fatigued,
o Shaken ,
o Sickened,
o Dazed,
o Staggered,
• At 6th level spending ten points may remove:
o Disease (paladin no longer has remove disease ability 1/week but this ability counts as that one for all purposes, if a variant or alternate ability causes you to change remove disease entirely you lose this feature. If it causes you to loves only 1/week then subtract 10 points from your laying on of hands total) caster level = Class level for remove disease
• At 8th level two points of healing may be used to lessen:
o Exhausted (becomes fatigued),
o Frightened (becomes shaken),
o Nauseated (becomes Sickened),
• At 10th level five points may remove:
o Poisoned
o One ability point damage (Stackable)
• At 12th level eight points may remove:
o Blindness
o Deafness
o Paralysis
o Stunned
• At 14th level for 100 points (only usable 1/week)
If a paladin does not have enough points total in his pool he may encounter a debt to use this ability of 10X the number of points lacking. These points must be paid off ASAP after the debt has been occurred, draining all points possible until the debt has been fulfilled, every day. So if 20 points are unable to be paid, 200 points will be deducted ofer the following days
o Resurrection (this has NO material costs)
• At 17th level for 200 points
If a paladin does not have enough points total in his pool he may encounter a debt to use this ability of 10X the number of points lacking. These points must be paid off ASAP after the debt has been occurred, draining all points possible until the debt has been fulfilled, every day. So if 20 points are unable to be paid, 200 points will be deducted ofer the following days
o True Resurrection (this has NO material or XP costs, yes read it and weep clerics)
• Multiple points may be spent in the same action to cure multiple conditions and multiple levels of conditions (16 points may be spent all at once to remove exhausted, the fatigued condition that follows, the sickened condition, and mummy rot all at once)
Ranger – Tier 4
Combat style paths: Rangers do not need to choose; Rangers gain an additional two handed feat and an additional archery feat at level 16 and 20th level.
Caster level is Ranger level
At 10th level rangers may awaken their animal companion as per the awaken spell; the animal stops being animal companion. The ranger makes a handle animal roll instead of will save to use this ability same difficulty. Attitude starts as helpful. This takes 1 week of training and has no XP cost.
Animal Companion benefits change to: Ranger level = effective Druid level. A ranger who is within level*10 feet of his animal companion also grants his animal companion a moral bonus of ½ class level on attacks and damage. At 20th level the ranger may grant 1d8 temporary hit points per level and the effect of a haste spell for up to 10 min per day. The time need not be consecutive is used in 1 min intervals and takes a move equivalent action to activate. The temporary hit points are for the full 10 minutes. Damage to the hit points carries throughout. Using a full minute worth of the duration and another action to re-invoke does reset the amount of temporary hit points.
Rogue – Tier 4
(m) 3 Bonus Feats: 6th, 12th, and 18th. Additionally Rogue special abilities are gained every two levels not every three.
A rogue now uses 1/4th of sneak attack dice (rounded up) against creatures that are immune to sneak attack, for any reason. (This stacks if using penetrating strike for ¾ damage. However this ability will never allow sneak attack damage to go over 100% of sneak attack damage)
Rogues gain an additional +(1/2 class level) to avoid or save against any scrying or detection spell. They may drop this bonus at any time as a free action. Alternately rogues may apply half of this bonus (1/4 class level) to all allies within Class level *10 feet. This is an untyped stackable, bonus.
Starting at 2nd level, a rogue learns how to use his abilities in unorthodox ways. He may use his Dex-mod instead of his Str-mod for all Str based Class Skills, and may use his Int-mod instead of his Wis-mod for all Wis based Class Skills.
Understanding of speed:
• At 6th level the rogue begins to understand speed, a foe struck by sneak attack is slowed for 1 round, this is not stackable (Reflex save DC 10+1/2 rogue level + Dex modifier) this is a (Ex) ability.
• At 12th level a rogue who slows any opponent gains haste for the following round. Alternatively a rogue who uses sneak attack may make a touch attack and forgo all damage dealt and Slow that individual to the point of them being unaware. The victim is essentially affected by a reversed time stop, this lasts for 1d4+1 rounds. This is called attacking time. This is a (Su) ability
• At 18th level a rogue who attacks time may gain the benefits of the lost time. They immediately gain the benefits of a time stop spell and their opponent loses the time. So upon a successful attack the rogue instantly gains the benefits of time stop after the benefit ends their opponent is still frozen for the same number of rounds the rogue gain in time stop. This is a (Su) ability
• At 20th level a rogue may steal time from time itself 1/day. The rogue may benefit from a maximized Time Stop 1/day. This is a (Su) ability
Sorcerer – Tier 2
When a sorcerer selects /obtains a heritage feat they receive and additional Heritage/familiar feat at the same time. Heritage feats are weak but provide flavor and doubling the feats still
takes one of the sorcerers' limited feats.
for easy reference
Tier 3 is: Can be game breaking only with specific intent to do so.
I am ware of what making everyone tier 3 or higher does to a game. that is the intent. I want to be able to have a party of Fighter, (non-optimized) wizard, rogue, (non-optimized) cleric and have nobody completely left behind.
BTW: I change this opening post regularly with updates.
Please note that this stuff originated long ago. Then pathfinder and the Tier Ratings came out and I added stuff from ideas I got there.
Originally my goal was to make some changes for classes that are lower tiers to place them at tier 2-3, Now I am just aiming for a high end tier 3. I know this has probably been done before but this is my homebrew and I am looking for some friendly opinions about what I have done and where these adjustments place the classes on the tier ratings. Please note that optimizing changes the placement of a class but the tier system was designed that the comparison was for equal optimization of each class.
PLEASE tell me what tier you think these changes make a class as is and what changes need to be made to put the class at tier 3.
Here are the core classes: these benefits are bonus, they add on, not replace unless stated to.
Barbarian – Tier 4
5 Rage or bonus fighter feats: 4th, 8th, 12th, 16th, 20th
Gains animal empathy and track at level 4. Used as a ranger of (class level-3)
Improved DR: starting at 7th level. Barbarians gain DR of (class level/2)/–.
Monsterous rage:
• At 10th level 1/day a raging barbarian may increase his size category by 1. The size change gains all size modifiers to abilities, AC, etc.
• This At 20th level for 1 full day every week when a barbarian rages they may turn into living stone, he becomes a very unique living construct. This affect has the following effects
o Low-light vision.
o Darkvision out to 60 feet.
o Immunity to all mind-affecting effects
o Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
o Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
o Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
o Not at risk of death from massive damage.
o does not eat, sleep, or breathe.
o Gains DR 20/Adamantine, but still keeps the original DR as well. DR does not stack; apply the best DR to any given attack.
o Natural armor gains +18 bonus (this stacks with current natural armor and is not considered a enhancement bonus)
o Size increases 1 category if the barbarian would like (must decide when they rage). The size change gains all size modifiers to abilities, AC, etc. (this does not stack with the level 10 ability
o Intimidating in this form grants a +10 bonus to intimidate.
o Weight increases by x4 or x16 if size increases
Bard – Tier 3
5 Music or skill feats: 4th, 8th, 12th, 16th, 20th
Fighter – Tier 5
Fighters gain a bonus feat at every level (9 more feats total). These extra nine feats are general feats. Usable anywhere.
Skill Points at 1st Level: (4 + lnt modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Add Balance, Diplomacy, Gather Information, Hide, Listen, Move Silently, and Spot to class list
A fighter receives two attacks of opportunity when an opponent provokes an Attack
Fighters add ¼ class level to all attack and damage rolls with melee or ranged weapons. Fighters add 1/2 their class level to confirm a critical threat.
A a fighter has learned how to help others in combat through good use of tactics and advise. A fighter may allow any ally that flanks an enemy with the fighter or who is within 5ft per 2/class levels (rounded up) to the fighter to use the fighters base attack bonus when attacking that creature as long as all attacks are targeted on that creature. This includes allowing multiple attacks. (whether the creature is immune to flanking or not.) so for example when a 4th level rogue and 20th level fighter flank a dragon. The Rogue attacks the dragon with a base attack bonus of 20/15/10/5. All other bonuses remain constant (so if the rouge was using weapon finesse and had a attack bonus of +5 from dex the first attack would be +25. This bonus never qualifies for feat, prestige classes or any other benefits besides the attack. This does not change the flanking partners base attack in any way it is temporarily using the fighters bonus. A fighter may advise one ally per level.
Monk – Tier 5
5 unarmed or maneuver feats (expertise, trip, bull rush ,tactical etc.): 4th, 8th, 12th, 16th, 20th
At 5th level monk strikes count as silver and cold Iron.
+1 per 2 unarmed feats as a bonus bonus to all Bull Rush, disarm, grapple, sunder, and trip attacks
Perfect self gives DR 10/Chaotic and magic
A monk may make a flurry attack as a standard attack at the regular penalty or as a full round action for no penalty. The flurry can be part of a charge (similar to pounce ability)
1/day Monks can meditate for an hour and thereafter for 1 hour they may add (class level) to any ability as an untyped bonus.
Paladin – Tier 5
3 bonus holy feats 4th, 12th, 20th – Any feat that deals with or is :
• Exalted,
• Turning undead (improved turning, extra turning, etc.)
• Religious feats (Devotion feats dealing with alignment or domains of the god served, etc.)
• Paladin order feats (Sword of the arcane order, etc.)
• Laying on of hands feats (hands of a healer, etc.)
Caster level is equal to class level
At 5th level and 15th the Paladin receives a feat from the following list:
• Mounted Combat
• Mounted Archery
• Ride-By Attack
• Spirited Charge
• Trample
As the warlords of Righteousness a paladin may 1/week grant total immunity to fear for all allies or followers within Class level*Character level*10 feet. As long as their alignment matches the paladins alignment in at least one aspect. Additionally all affected allies also gain a +2 moral bonus to attack and damage rolls.
A paladins laying on of hands may be used to heal more than hit points
• At 4th level using two points may remove:
o Fatigued,
o Shaken ,
o Sickened,
o Dazed,
o Staggered,
• At 6th level spending ten points may remove:
o Disease (paladin no longer has remove disease ability 1/week but this ability counts as that one for all purposes, if a variant or alternate ability causes you to change remove disease entirely you lose this feature. If it causes you to loves only 1/week then subtract 10 points from your laying on of hands total) caster level = Class level for remove disease
• At 8th level two points of healing may be used to lessen:
o Exhausted (becomes fatigued),
o Frightened (becomes shaken),
o Nauseated (becomes Sickened),
• At 10th level five points may remove:
o Poisoned
o One ability point damage (Stackable)
• At 12th level eight points may remove:
o Blindness
o Deafness
o Paralysis
o Stunned
• At 14th level for 100 points (only usable 1/week)
If a paladin does not have enough points total in his pool he may encounter a debt to use this ability of 10X the number of points lacking. These points must be paid off ASAP after the debt has been occurred, draining all points possible until the debt has been fulfilled, every day. So if 20 points are unable to be paid, 200 points will be deducted ofer the following days
o Resurrection (this has NO material costs)
• At 17th level for 200 points
If a paladin does not have enough points total in his pool he may encounter a debt to use this ability of 10X the number of points lacking. These points must be paid off ASAP after the debt has been occurred, draining all points possible until the debt has been fulfilled, every day. So if 20 points are unable to be paid, 200 points will be deducted ofer the following days
o True Resurrection (this has NO material or XP costs, yes read it and weep clerics)
• Multiple points may be spent in the same action to cure multiple conditions and multiple levels of conditions (16 points may be spent all at once to remove exhausted, the fatigued condition that follows, the sickened condition, and mummy rot all at once)
Ranger – Tier 4
Combat style paths: Rangers do not need to choose; Rangers gain an additional two handed feat and an additional archery feat at level 16 and 20th level.
Caster level is Ranger level
At 10th level rangers may awaken their animal companion as per the awaken spell; the animal stops being animal companion. The ranger makes a handle animal roll instead of will save to use this ability same difficulty. Attitude starts as helpful. This takes 1 week of training and has no XP cost.
Animal Companion benefits change to: Ranger level = effective Druid level. A ranger who is within level*10 feet of his animal companion also grants his animal companion a moral bonus of ½ class level on attacks and damage. At 20th level the ranger may grant 1d8 temporary hit points per level and the effect of a haste spell for up to 10 min per day. The time need not be consecutive is used in 1 min intervals and takes a move equivalent action to activate. The temporary hit points are for the full 10 minutes. Damage to the hit points carries throughout. Using a full minute worth of the duration and another action to re-invoke does reset the amount of temporary hit points.
Rogue – Tier 4
(m) 3 Bonus Feats: 6th, 12th, and 18th. Additionally Rogue special abilities are gained every two levels not every three.
A rogue now uses 1/4th of sneak attack dice (rounded up) against creatures that are immune to sneak attack, for any reason. (This stacks if using penetrating strike for ¾ damage. However this ability will never allow sneak attack damage to go over 100% of sneak attack damage)
Rogues gain an additional +(1/2 class level) to avoid or save against any scrying or detection spell. They may drop this bonus at any time as a free action. Alternately rogues may apply half of this bonus (1/4 class level) to all allies within Class level *10 feet. This is an untyped stackable, bonus.
Starting at 2nd level, a rogue learns how to use his abilities in unorthodox ways. He may use his Dex-mod instead of his Str-mod for all Str based Class Skills, and may use his Int-mod instead of his Wis-mod for all Wis based Class Skills.
Understanding of speed:
• At 6th level the rogue begins to understand speed, a foe struck by sneak attack is slowed for 1 round, this is not stackable (Reflex save DC 10+1/2 rogue level + Dex modifier) this is a (Ex) ability.
• At 12th level a rogue who slows any opponent gains haste for the following round. Alternatively a rogue who uses sneak attack may make a touch attack and forgo all damage dealt and Slow that individual to the point of them being unaware. The victim is essentially affected by a reversed time stop, this lasts for 1d4+1 rounds. This is called attacking time. This is a (Su) ability
• At 18th level a rogue who attacks time may gain the benefits of the lost time. They immediately gain the benefits of a time stop spell and their opponent loses the time. So upon a successful attack the rogue instantly gains the benefits of time stop after the benefit ends their opponent is still frozen for the same number of rounds the rogue gain in time stop. This is a (Su) ability
• At 20th level a rogue may steal time from time itself 1/day. The rogue may benefit from a maximized Time Stop 1/day. This is a (Su) ability
Sorcerer – Tier 2
When a sorcerer selects /obtains a heritage feat they receive and additional Heritage/familiar feat at the same time. Heritage feats are weak but provide flavor and doubling the feats still
takes one of the sorcerers' limited feats.
for easy reference
Tier 3 is: Can be game breaking only with specific intent to do so.
I am ware of what making everyone tier 3 or higher does to a game. that is the intent. I want to be able to have a party of Fighter, (non-optimized) wizard, rogue, (non-optimized) cleric and have nobody completely left behind.
BTW: I change this opening post regularly with updates.