Renduaz
2017-07-16, 04:46 PM
Introduction
Perks represent a purer, innate and more focused honing of your respective Ability Scores than what the generalized Ability Score Improvements grant, and an alternate learning path granting you unique talents in the very essence of what the ability score denotes.
Basic Rules
As such, you must sacrifice some of your traditional improvement in favor of mastering the Perks. In order to take the maximum number of Perks for an Ability Score, one must have an average universal aptitude in it ( A score of 10 ), yet never higher than 10, as the Perk System represents a cessation of that standard path early on, replaced with Perk development. During character creation, you may replace any higher roll you made with a 10 in order to assign it to an ability score of your choosing, or if you have a racial trait which would increase it to 10 ( Such as a +2 to a score ), then the roll would be an 8, but the final score must always be 10. The same applies to the Point Buy System ( The final ability score you start with in an Ability Score you intend to develop the maximum number of Perks in must always be 10 ).
After Character Creation and as you level up, each time your class gives you an Ability Score Improvement, you may choose an Ability Score Perk instead. There are 5 tiers of Perks, containing unique options for each Ability Score, and in order to choose a Perk of a higher tier for a specific Ability Score, one must have a Perk of the previous tier in the very same Ability Score. A player cannot assign Perks to an Ability Score which is lower than 10, and while it is possible during the game to choose a Perk for Ability Scores which were selected as higher than 10 during Character Creation, each 2 points higher than 10 preclude you from a Perk Tier for that Ability Score in a descending order. Having a Score of 20 or above in an Ability score precludes you from taking any Perks in it and any pre-existing Perks you had in it are gone if it becomes 20 or above.
So a Character with 14 CHA will only be able to reach the 3rd Tier of Perks for that ability during his playthrough, and have 2 Perks remaining to assign should he want to ( For example, either a 1st-Tier Perk to 2 ability Scores, or two 1st Tier Perks to the same Ability Scores, or a 1st and 2nd Tier Perk to another Ability Score ), or spend his Ability Score Improvement as normal. In which case he could, for example, increase his CHA to 18 eventually, but by doing so give up the 2 remaining Perks.
As such, only a player who started with an Ability Score of 10 will ever be able to access a 5th Tier Perk for that Ability Score, by exchanging all Ability Score Improvements for a Perk. Similarly to the above restrictions, if he choose an Ability Score Improvement once, then he will only have 4 Perks Remaining, and be unable to assigned certain Tiers of Perks to an Ability Score depending on what it is.
So for instance, a Wizard with 10 Int, 12 Cha, 14 Con, 18 Dex, 9 Wis and 9 STR will never be able to get Perks above the 1st Tier in Dex or above 3rd tier in Con, and if he say, takes a 1st and 2nd tier Perk for Int, and then an Ability Score Improve up to 12 Int, he now only has 2 Perks remaining before reaching max level, so he naturally won't be able to get 5th tier Perks in Int nor anything higher than the 2nd Tier in Cha and Con, 1st Tier in Dex, while Wis and STR cannot be assigned Perks.
Finally, you may take a Feat upon Ability Score Improvement normally instead of a Perk or Ability Score Improvement. Of the 5 Perk choices you make, you can choose to add another Perk of a Tier you have access to, instead of a Perk from an Higher Tier. So for Instance at level 19, our above Wizard can have five 1st-tier distributed it as he wishes between Int, Cha, Con and Dex ( I.E 5 in Int, or 3 in Con, 1 in Int and 1 in Cha ), or he could have a Perk in Tier 1, 2 and 3 to unlock Tier 4 Perks, and then take 2 Tier 4 Perks instead of a 5th Tier Perk. Or get a single 1st-tier Perk in Con, two 2nd-tier Perks in Con, and a 1st and 2nd tier Perks in INT.
Ability Score Changes
There is a finite cap on just how powerful a creature can be with an ability, much like the dictated balance between Perks and Score numbers, and therefore likewise - any attempt to artificially increase that ability score through any in-game action, with the sole exception of the "Ability Score Improvement" feature of your class, automatically fails. Magic Items such as Potions or Belts or Manuals, spells such as True Polymorph, or abilities like Wildshape, magical effects or boons, all simply do not work and fail to increase an ability score in which you have any perks, which is an innate part of your soul and carries over to any form you may take. Likewise anyone who takes your form is unable to use any perks you may have. On the other hand, items and effects which reduce that ability score work normally, such as curses or monster abilities. If it drops below 10, you temporarily lose access to all perks in that Ability Score until it is restored to it's natural state.
Perks in Creatures
Under the DM's discretion, NPC's and Monsters may also have Perks. For leveled NPC's, normal rules applies, while for monsters with a Challenge Rating, Ability Scores must be dropped accordingly based on the tier of the perks, representing that creature's choice to master the path of Perks. The number of Perks remains at a maximum of 5 regardless of CR, and corresponds with Player Levels for Creatures with a CR below 19 - A Maximum of 4 at CR 16, Maximum of 3 at CR 12, and so forth. As a Variant Rule for Creatures above CR 20, you may increase the maximum number of Perks up to 7, with the 6th becoming available at CR 23 and the 7th at CR 27.
So for instance, an Ancient Red Dragon could have 5 Perks in Dex including a 5th Tier Perk normally, or a single 1st Tier Perk in Int, a single 1st Tier Perk in Wis and a 2nd Tier Perk in Wis, and a 1st Tier and 2nd Tier Perk in INT normally, but in order to have that in STR instead, his STR score would have to drop to 10. Or in order to have a 1st Tier Perk in Con, his CON would have to drop to at least 18.
Perk List
-Under Development-
Strength Perks
Tier 1
Muscular: Whenever you take bludgeoning, piercing or slashing damage from nonmagical weapons during combat, there is a 10% chance the damage roll will be reduced by 1.
Tier 2
Devastating Force: All of your Attack Rolls against Objects automatically hit, and you do double damage to them.
Tier 3
Stationary: You are immune to the Grappled, Restrained and Prone conditions unless you wish to be affected, or unless you are Petrified, Stunned, Unconscious, Paralyzed or Incapacitated.
Tier 4
Vorpal Fist: When making an Unarmed attack against a target, there is a 5% chance for it to replicate the effects of a Vorpal Greatsword.
Tier 5
Unerring Might: All of your Melee weapon attack rolls are Critical Hits ( But not the same as a Natural 20 on the Dice roll ). Furthermore, you cannot roll lower than a 15 on an Athletics check.
Dexterity Perks
Tier 1
Spry Limbs: You are permanently under the effects equivalent to a "Jump" and "Longstrider" spells.
Tier 2
Axiomatic Reflex: Your attacks of opportunity and any attack made with your reaction always hit.
Tier 3
Dazzling Nimbleness: Any DEX skill check you make now succeeds to the utmost extent conceivable automatically regardless of DC.
Tier 4
Untouchable: You gain a Natural Armor Class of 35, while not wearing armor, magical Items that increase AC, or having any effect which increases AC active on yourself.
Tier 5
Flash: You are always on top of the initiative order regardless of your modifier or any other factors, your base speed is tripled, and you have an extra turn right after your normal turn, during which you can only make a melee, ranged, but not spell or anything else attack, using your Dex modifier for the attack and damage roll, or move.
Constitution Perks
Tier 1
Extreme Hiker: Your Fast Travel Pace is tripled ( Long Distance Sprinting ), Your Forced March limit becomes is doubled to 16 hours, and difficult terrain does not impede your travel.
Tier 2
Fast Metabolism: You can take a Long Rest only with 4 hours, instead of 8.
Tier 3
Unbreakable: You suffer only 1/10 of the Falling or Falling Object damage you normally would, and your Carrying Capacity is 10 times higher.
Tier 4
Supernatural Resilience: You become immune to the Blinded ( With the sole exception of physical cover. You can indeed see normally in Darkness as well as Magical Darkness ), Deafened, Petrified, Poisoned and Fatigued conditions. In addition, you no longer require sleep or sustenance. ( Although you must still complete a Long or Short Rest to refresh your abilities )
Tier 5
Legendary Constitution: You become immune to damage from nonmagical weapons if you weren't already, and you gain 5 legendary resistances per day. You also have the "Regeneration" trait, regaining 20 hit points at the start of each of your turns.
Intelligence Perks
Tier 1
Autodidact: You gain proficiency with all tools, and you can decipher as well as reconstruct any language that you've heard or read more than 10 words in.
Tier 2
Multitasking: Once a day, you may intensify your thinking to allow you to concentrate on two concentration spells of 4th level or lower at once, both lasting for their respective duration, but not if doing so results in contradiction of other game rules.
Tier 3
Hyper Genius: Any INT skill check you make now succeeds to the utmost extent conceivable automatically regardless of DC.
Tier 4
Cosmic Secret: Any spell or magical effect created by you which normally does not apply to deities and their abilities or to artifacts, applies. Neither can they affect your spells or magical effects through their status, only ordinarily ( By using Counterspell against a spell of yours, for instance ). So for example, an Antimagic Field created by you will negate magical effects created by deities and artifacts, and deities cannot stop you from opening a portal with "Gate" in their planes, nor can any deities of Magic or universal forces related to it interfere with your abilities. Through sheer mental epiphany and arcane discovery, you have tapped into an unknown cosmic mechanism which independently enables your actions.
Tier 5
Greater Wish: You can cast Wish innately once per day if you couldn't before ( For which your spellcasting ability modifier is Intelligence +0, and your proficiency bonus does apply. ), and there is now no longer a 33 percent chance that you can never cast Wish again, nor do you suffer the stress described as long as you choose any effect listed in the spell description. If making a personalized Wish, the spell penalties apply as normal ( Which does mean there is a 33 percent chance you will never be able to use this Perk or an ordinary Wish ever again ), however, the Wish will manifest exactly as you intended it to.
Wisdom Perks
Tier 1
Extraordinary Survivalist: Your chances of an hostile random encounter while in the wilderness are halved.
Tier 2
Surreal Perception: Once per day, you can use an action to gain the effect of a "True Seeing" spell for a single round.
Tier 3
Ageless Wisdom: Any WIS skill check you make now succeeds to the utmost extent conceivable automatically regardless of DC.
Tier 4
Mental Sanctuary: Choose between the "Paralyzed" and "Stunned" conditions - you become immune to that condition. In addition, consuming any food grants you benefits equivalent to an "Heroes' Feast" spell, and you are permanently under an effect equivalent to the "Mind Blank" spell.
Tier 5
Greater Magic Immunity: You are now immune to spells of 7th level or lower.
Charisma Perks
Tier 1
Cult of Personality: 10 Humanoids of CR 5, level 5, or lower begin revering you due to a circumstance of the DM's choosing. They will follow your edicts without hesitation, even unto their own demise as well.
Tier 2
Peace Negotiator: Creatures no longer have advantage on saving throws made against a Charmed condition applied by you during combat.
Tier 3
Peerless Appeal: Any CHA skill check you make now succeeds to the utmost extent conceivable automatically regardless of DC. ( As always, a DM is under no obligation to initiate such a check in the first place, if there is no chance at all of reconciliation )
Tier 4
Blind Obedience: Every time you apply the "Charmed" condition to a creature, you may choose to put it under an effect equivalent to that described in the "Dominate Monster" spell, with the exception of the duration which is the same as that of the original spell. You must also maintain concentration for the duration. You also gain the "Dominate Monster" spell which you can cast innately once per day ( For which your spellcasting ability modifier is Charisma, and your proficiency bonus does apply. ), if you did not already have it.
Tier 5
Irresistible Charm: You can bypass the "Charmed" condition immunity of any creature.
Conclusion
I've tried my best to make it as optimized and balanced as possible, but since it is a "High Power" game mechanic system, the balance is very delicate and I may have screwed up significantly, so I'll appreciate optimization suggestions. Also, I have currently been unable to think of more Perks for each tier, so feel free to post if you have any. The system is designed to be flexible for DM's adding their own Perks or replacing mine anyway.
Perks represent a purer, innate and more focused honing of your respective Ability Scores than what the generalized Ability Score Improvements grant, and an alternate learning path granting you unique talents in the very essence of what the ability score denotes.
Basic Rules
As such, you must sacrifice some of your traditional improvement in favor of mastering the Perks. In order to take the maximum number of Perks for an Ability Score, one must have an average universal aptitude in it ( A score of 10 ), yet never higher than 10, as the Perk System represents a cessation of that standard path early on, replaced with Perk development. During character creation, you may replace any higher roll you made with a 10 in order to assign it to an ability score of your choosing, or if you have a racial trait which would increase it to 10 ( Such as a +2 to a score ), then the roll would be an 8, but the final score must always be 10. The same applies to the Point Buy System ( The final ability score you start with in an Ability Score you intend to develop the maximum number of Perks in must always be 10 ).
After Character Creation and as you level up, each time your class gives you an Ability Score Improvement, you may choose an Ability Score Perk instead. There are 5 tiers of Perks, containing unique options for each Ability Score, and in order to choose a Perk of a higher tier for a specific Ability Score, one must have a Perk of the previous tier in the very same Ability Score. A player cannot assign Perks to an Ability Score which is lower than 10, and while it is possible during the game to choose a Perk for Ability Scores which were selected as higher than 10 during Character Creation, each 2 points higher than 10 preclude you from a Perk Tier for that Ability Score in a descending order. Having a Score of 20 or above in an Ability score precludes you from taking any Perks in it and any pre-existing Perks you had in it are gone if it becomes 20 or above.
So a Character with 14 CHA will only be able to reach the 3rd Tier of Perks for that ability during his playthrough, and have 2 Perks remaining to assign should he want to ( For example, either a 1st-Tier Perk to 2 ability Scores, or two 1st Tier Perks to the same Ability Scores, or a 1st and 2nd Tier Perk to another Ability Score ), or spend his Ability Score Improvement as normal. In which case he could, for example, increase his CHA to 18 eventually, but by doing so give up the 2 remaining Perks.
As such, only a player who started with an Ability Score of 10 will ever be able to access a 5th Tier Perk for that Ability Score, by exchanging all Ability Score Improvements for a Perk. Similarly to the above restrictions, if he choose an Ability Score Improvement once, then he will only have 4 Perks Remaining, and be unable to assigned certain Tiers of Perks to an Ability Score depending on what it is.
So for instance, a Wizard with 10 Int, 12 Cha, 14 Con, 18 Dex, 9 Wis and 9 STR will never be able to get Perks above the 1st Tier in Dex or above 3rd tier in Con, and if he say, takes a 1st and 2nd tier Perk for Int, and then an Ability Score Improve up to 12 Int, he now only has 2 Perks remaining before reaching max level, so he naturally won't be able to get 5th tier Perks in Int nor anything higher than the 2nd Tier in Cha and Con, 1st Tier in Dex, while Wis and STR cannot be assigned Perks.
Finally, you may take a Feat upon Ability Score Improvement normally instead of a Perk or Ability Score Improvement. Of the 5 Perk choices you make, you can choose to add another Perk of a Tier you have access to, instead of a Perk from an Higher Tier. So for Instance at level 19, our above Wizard can have five 1st-tier distributed it as he wishes between Int, Cha, Con and Dex ( I.E 5 in Int, or 3 in Con, 1 in Int and 1 in Cha ), or he could have a Perk in Tier 1, 2 and 3 to unlock Tier 4 Perks, and then take 2 Tier 4 Perks instead of a 5th Tier Perk. Or get a single 1st-tier Perk in Con, two 2nd-tier Perks in Con, and a 1st and 2nd tier Perks in INT.
Ability Score Changes
There is a finite cap on just how powerful a creature can be with an ability, much like the dictated balance between Perks and Score numbers, and therefore likewise - any attempt to artificially increase that ability score through any in-game action, with the sole exception of the "Ability Score Improvement" feature of your class, automatically fails. Magic Items such as Potions or Belts or Manuals, spells such as True Polymorph, or abilities like Wildshape, magical effects or boons, all simply do not work and fail to increase an ability score in which you have any perks, which is an innate part of your soul and carries over to any form you may take. Likewise anyone who takes your form is unable to use any perks you may have. On the other hand, items and effects which reduce that ability score work normally, such as curses or monster abilities. If it drops below 10, you temporarily lose access to all perks in that Ability Score until it is restored to it's natural state.
Perks in Creatures
Under the DM's discretion, NPC's and Monsters may also have Perks. For leveled NPC's, normal rules applies, while for monsters with a Challenge Rating, Ability Scores must be dropped accordingly based on the tier of the perks, representing that creature's choice to master the path of Perks. The number of Perks remains at a maximum of 5 regardless of CR, and corresponds with Player Levels for Creatures with a CR below 19 - A Maximum of 4 at CR 16, Maximum of 3 at CR 12, and so forth. As a Variant Rule for Creatures above CR 20, you may increase the maximum number of Perks up to 7, with the 6th becoming available at CR 23 and the 7th at CR 27.
So for instance, an Ancient Red Dragon could have 5 Perks in Dex including a 5th Tier Perk normally, or a single 1st Tier Perk in Int, a single 1st Tier Perk in Wis and a 2nd Tier Perk in Wis, and a 1st Tier and 2nd Tier Perk in INT normally, but in order to have that in STR instead, his STR score would have to drop to 10. Or in order to have a 1st Tier Perk in Con, his CON would have to drop to at least 18.
Perk List
-Under Development-
Strength Perks
Tier 1
Muscular: Whenever you take bludgeoning, piercing or slashing damage from nonmagical weapons during combat, there is a 10% chance the damage roll will be reduced by 1.
Tier 2
Devastating Force: All of your Attack Rolls against Objects automatically hit, and you do double damage to them.
Tier 3
Stationary: You are immune to the Grappled, Restrained and Prone conditions unless you wish to be affected, or unless you are Petrified, Stunned, Unconscious, Paralyzed or Incapacitated.
Tier 4
Vorpal Fist: When making an Unarmed attack against a target, there is a 5% chance for it to replicate the effects of a Vorpal Greatsword.
Tier 5
Unerring Might: All of your Melee weapon attack rolls are Critical Hits ( But not the same as a Natural 20 on the Dice roll ). Furthermore, you cannot roll lower than a 15 on an Athletics check.
Dexterity Perks
Tier 1
Spry Limbs: You are permanently under the effects equivalent to a "Jump" and "Longstrider" spells.
Tier 2
Axiomatic Reflex: Your attacks of opportunity and any attack made with your reaction always hit.
Tier 3
Dazzling Nimbleness: Any DEX skill check you make now succeeds to the utmost extent conceivable automatically regardless of DC.
Tier 4
Untouchable: You gain a Natural Armor Class of 35, while not wearing armor, magical Items that increase AC, or having any effect which increases AC active on yourself.
Tier 5
Flash: You are always on top of the initiative order regardless of your modifier or any other factors, your base speed is tripled, and you have an extra turn right after your normal turn, during which you can only make a melee, ranged, but not spell or anything else attack, using your Dex modifier for the attack and damage roll, or move.
Constitution Perks
Tier 1
Extreme Hiker: Your Fast Travel Pace is tripled ( Long Distance Sprinting ), Your Forced March limit becomes is doubled to 16 hours, and difficult terrain does not impede your travel.
Tier 2
Fast Metabolism: You can take a Long Rest only with 4 hours, instead of 8.
Tier 3
Unbreakable: You suffer only 1/10 of the Falling or Falling Object damage you normally would, and your Carrying Capacity is 10 times higher.
Tier 4
Supernatural Resilience: You become immune to the Blinded ( With the sole exception of physical cover. You can indeed see normally in Darkness as well as Magical Darkness ), Deafened, Petrified, Poisoned and Fatigued conditions. In addition, you no longer require sleep or sustenance. ( Although you must still complete a Long or Short Rest to refresh your abilities )
Tier 5
Legendary Constitution: You become immune to damage from nonmagical weapons if you weren't already, and you gain 5 legendary resistances per day. You also have the "Regeneration" trait, regaining 20 hit points at the start of each of your turns.
Intelligence Perks
Tier 1
Autodidact: You gain proficiency with all tools, and you can decipher as well as reconstruct any language that you've heard or read more than 10 words in.
Tier 2
Multitasking: Once a day, you may intensify your thinking to allow you to concentrate on two concentration spells of 4th level or lower at once, both lasting for their respective duration, but not if doing so results in contradiction of other game rules.
Tier 3
Hyper Genius: Any INT skill check you make now succeeds to the utmost extent conceivable automatically regardless of DC.
Tier 4
Cosmic Secret: Any spell or magical effect created by you which normally does not apply to deities and their abilities or to artifacts, applies. Neither can they affect your spells or magical effects through their status, only ordinarily ( By using Counterspell against a spell of yours, for instance ). So for example, an Antimagic Field created by you will negate magical effects created by deities and artifacts, and deities cannot stop you from opening a portal with "Gate" in their planes, nor can any deities of Magic or universal forces related to it interfere with your abilities. Through sheer mental epiphany and arcane discovery, you have tapped into an unknown cosmic mechanism which independently enables your actions.
Tier 5
Greater Wish: You can cast Wish innately once per day if you couldn't before ( For which your spellcasting ability modifier is Intelligence +0, and your proficiency bonus does apply. ), and there is now no longer a 33 percent chance that you can never cast Wish again, nor do you suffer the stress described as long as you choose any effect listed in the spell description. If making a personalized Wish, the spell penalties apply as normal ( Which does mean there is a 33 percent chance you will never be able to use this Perk or an ordinary Wish ever again ), however, the Wish will manifest exactly as you intended it to.
Wisdom Perks
Tier 1
Extraordinary Survivalist: Your chances of an hostile random encounter while in the wilderness are halved.
Tier 2
Surreal Perception: Once per day, you can use an action to gain the effect of a "True Seeing" spell for a single round.
Tier 3
Ageless Wisdom: Any WIS skill check you make now succeeds to the utmost extent conceivable automatically regardless of DC.
Tier 4
Mental Sanctuary: Choose between the "Paralyzed" and "Stunned" conditions - you become immune to that condition. In addition, consuming any food grants you benefits equivalent to an "Heroes' Feast" spell, and you are permanently under an effect equivalent to the "Mind Blank" spell.
Tier 5
Greater Magic Immunity: You are now immune to spells of 7th level or lower.
Charisma Perks
Tier 1
Cult of Personality: 10 Humanoids of CR 5, level 5, or lower begin revering you due to a circumstance of the DM's choosing. They will follow your edicts without hesitation, even unto their own demise as well.
Tier 2
Peace Negotiator: Creatures no longer have advantage on saving throws made against a Charmed condition applied by you during combat.
Tier 3
Peerless Appeal: Any CHA skill check you make now succeeds to the utmost extent conceivable automatically regardless of DC. ( As always, a DM is under no obligation to initiate such a check in the first place, if there is no chance at all of reconciliation )
Tier 4
Blind Obedience: Every time you apply the "Charmed" condition to a creature, you may choose to put it under an effect equivalent to that described in the "Dominate Monster" spell, with the exception of the duration which is the same as that of the original spell. You must also maintain concentration for the duration. You also gain the "Dominate Monster" spell which you can cast innately once per day ( For which your spellcasting ability modifier is Charisma, and your proficiency bonus does apply. ), if you did not already have it.
Tier 5
Irresistible Charm: You can bypass the "Charmed" condition immunity of any creature.
Conclusion
I've tried my best to make it as optimized and balanced as possible, but since it is a "High Power" game mechanic system, the balance is very delicate and I may have screwed up significantly, so I'll appreciate optimization suggestions. Also, I have currently been unable to think of more Perks for each tier, so feel free to post if you have any. The system is designed to be flexible for DM's adding their own Perks or replacing mine anyway.