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View Full Version : D&D 5e/Next BAM Houserules and Homebrew



Kane0
2017-10-10, 04:25 PM
Character Creation:
Shared stat rolling: each player rolls one set of 4d6 drop lowest, if there are less than 6 players the DM rolls the rest. Everyone uses the resulting array arranged as they like.

Extra background options for flavor: Creature Breeder, Bandit, Dealer, Graverobber, Pilgrim, Recurring Character, Regular Joe, Translator

All characters get a feat at first level.

Classic saving throws are in play: Fortitude, Reflex and Will. They use the best of Str/Con, Dex/Int and Wis/Cha modifier respectively. Choose one to gain proficiency in.

You can choose to convert all your current and future short rest based class features (eg Action Surge, Ki, Pact Magic) into long rest equivalents. Triple triple the number of uses of these abilities and take away the ability to regain them after a short rest. Once made this decision cannot be changed.

If you would double-up on the Extra attack class feature you instead get +1 to a stat of your choice.

Gameplay:
Ability/Skill checks: Roll 2d10 instead of 1d20. Advantage/Disadvantage means you roll 3d10 and take the best/worst two.

- Acrobatics (Dex)
- Arcana (Int)
- Athletics (Str)
- Brawn (Str)
- Deception (Cha)
- Insight (Wis)
- Intimidation (Cha)
- Investigation (Int)
- Lore (Int)
- Medicine (Int)
- Perception (Wis)
- Persuasion (Cha)
- Stealth (Dex)
- Survival (Wis)
- Thievery (Dex)


Advantage & disadvantage cancel on a 1:1 basis, ie two sources of disadvantage and one source of advantage still leaves you with disadvantage.

Combat:
Two-Weapon Fighting: When you take the Attack action and are holding a one handed weapon in each hand, you can use a bonus action to attack with the weapon that you are holding in your off hand. If you have the Extra Attack feature, you can make this extra off hand attack as part of the attack action instead of using a bonus action.

Critical Hits: If you roll a natural 20 you automatically hit and deal double damage.

Spellcasting: You can only cast one levelled (non-cantrip) spell on your turn. The PHB rules on it are a mess.

Death & Dying: When reduced to 0 HP you gain one level of exhaustion

Resting:
When taking a long rest you do not automatically recover all your HP, you must spend Hit Die like you would on a short rest.

When you finish a short or long rest you regain a number of expended Hit Dice equal to your Proficiency Bonus.



Human:
+2 to one stat of choice
+1 to two stats of choice
+1 Skill or Tool Proficiency
+1 Language known
Human Determination: Once per short rest before you roll an attack, ability check or saving throw you can choose to gain advantage on the roll.

Dragonborn:
Gain 60’ Darkvision
Breath Weapon becomes a bonus action to use, damage starts at 2d6 and becomes 4d6 at level 6, 6d6 at 11 and 8d6 at 16.
Hoardsense: If you have one minute to examine an art object, piece of jewelry or other valuable you can accurately determine its GP value.



Barbarian: Frenzy barbarians recover one level of exhaustion when they finish a short or long rest.
Bard: Capstone changed, when using Bardic Inspiration they can give the die to two targets instead of one.
Fighter (http://www.giantitp.com/forums/showthread.php?538810-Fighter-Tweak)
Monk: Four Elements gain two elemental cantrips and bonus Ki equal to their Wisdom modifier at level 3. Capstone changed to whenever you roll initiative, to a max of 20 Ki.
Paladin: Divine Smite can be used with ranged weapons, adding extra d6s instead of d8s
Ranger (http://www.giantitp.com/forums/showthread.php?462877-Ranger-Rework-v1-2)
Sorcerer (http://www.giantitp.com/forums/showthread.php?537049-Sorcerer-Rework)
Warlock: Warlocks choose INT or CHA based spellcasting at level 1 and select one patron spell of each spell level to learn as a bonus spell known. Chain Pact Warlocks can substitute one EB attack or weapon attack for one attack from their familiar using its reaction.

Fighting Styles:
Hand-and-a-Half: You gain a +1 to attack and damage when wielding a Versatile weapon in two hands
Polearms: When wielding a Reach weapon your reach is treated as difficult terrain for enemies
Thrown: You do not suffer disadvantage when making a ranged attack with a thrown weapon within 5 feet of a hostile creature.



Armor:
Hide/Leather armor: AC 11 + Dex
Cloth/Lamellar armor: AC 13 + Dex
Scale armor: AC 13 + Dex (max 3)
Chain armor: AC 15 + Dex (max 3), Stealth Disadvantage
Splint armor: AC 15 + Dex (max 1), Requires Str 13
Plate armor: AC 17 + Dex (max 1) Requires Str 15, Stealth Disadvantage

Shield: +2 AC, action to don/doff, requires medium armor proficiency
Buckler: +1 AC, interaction to don/doff, requires light armor proficiency

Weapons:
Dagger: 1d4 Simple, Finesse, Thrown (20' / 60')
Bludgeon: 1d6 Simple, Finesse
Javelin/Tomahawk: 1d6 Simple, Thrown (40' / 120')
Staff: 1d6 Simple, Versatile
Spear: 1d6 Simple, Reach
Sling: 1d6 Simple Ranged, Ammunition (80' / 320')

Axe/Flail/Hammer/Pick: 1d8 Martial, Versatile
Polearm: 1d10 Martial, Reach, Two Handed
Sword: 1d6 martial, Finesse, Versatile
Zweihander: 1d12 Martial, Two Handed
Bow: 1d8 Martial Ranged, Ammunition (120' / 480'), Two Handed
Crossbow: 1d10 Martial Ranged, Ammunition (100' / 400'), Loading, Two Handed

Note: Thrown weapons can be drawn like ammo.



Actor:
+1 Charisma
- You have advantage on checks to pass yourself off as someone else.
- You can mimic the sounds and speech of other creatures that you have listened to for at least one minute. A successful Insight check contested by your Deception check allows a listener to determine the falsehood.

Alert:
+1 Wisdom
- You can't be surprised while you are conscious, and can use your Wisdom instead of your Dexterity when rolling initiative
- Creatures do not gain advantage on attack rolls against you from being hidden from you

Armor Training
+1 Strength or Dexterity
- You gain proficiency with all armor and shields.

Athlete:
+1 Strength or Dexterity
- Standing up from prone uses only 5 feet of movement
- Climbing and swimming doesn't halve your speed
- You can make a running jump without needing a running start

Charger:
+1 Strength or Dexterity
- When you take the attack action and move at least 15 feet in a straight line towards your target you do not provoke opportunity attacks for moving and you can use your bonus action to make one melee attack or shove attempt.

Crossbow Mastery:
- You ignore the loading quality of ranged weapons
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action to attack with a one handed weapon, you can use a bonus action to attack with a loaded ranged weapon that you are holding.

Defensive Duelist:
+1 Dexterity
When hit by a melee attack while wielding a finesse weapon you can use your reaction to add your Proficiency Bonus to your AC against that attack, potentially causing the attack to miss.

Dual Wielder:
+1 Dexterity
- You gain a +1 bonus to AC while you are wielding a separate weapon in each hand
- If you hit a creature with both your primary and off hand weapons on your turn you deal additional damage equal to your proficiency bonus

Dungeon Delver:
+1 to Dexterity, Intelligence or Wisdom
- You have advantage on Perception and Investigation checks made to detect the presence of secret doors and traps, and can search for traps at a normal travel pace
- You have advantage on saving throws made to avoid or resist traps and resistance to the damage dealt by traps

Durable:
+1 to Constitution
- When you roll any die to regain hit points, the minimum result is equal to your Constitution modifier (if you have a 20 Con you can actually heal 5 from a d4)

Elemental Adept
+1 to Intelligence, Wisdom or Charisma
- Choose one of the following damage types: acid, cold, fire, lightning, or thunder
- Spells you cast ignore resistance to damage of the chosen type
- When you roll damage for a spell you cast that deals damage of the chosen type, you can treat any 1 or 2 on a damage die as a 3

Expert Tosser:
+1 Strength or Dexterity
- You can add your Strength and Dexterity bonuses to your attack and damage rolls with thrown weapons
- You can throw any weapon with a range of 15’ / 45’

Grappler:
- You can grapple creatures of any size, and creatures larger than you gain no advantage on checks to oppose your grapple
- You have advantage on attack rolls against creatures that are grappled
- You can use your action to try to pin a creature grappled by you with another grapple check. lf you succeed the creature is restrained until the grapple ends

Great Fortitude
- You gain proficiency in Fortitude Saving Throws
- Your hit point maximum increases by an amount equal to your level, plus additional 1 hit point each time you gain a new level after taking this feat

Great Weapon Master:
+1 Strength
- On your turn, when you score a critical hit or reduce a creature to 0 hit points with a melee weapon, you can make one melee weapon attack as a bonus action

Healer:
- When you use a healer's kit to stabilize or heal a dying creature, that creature does not gain a level of exhaustion.
- You use a healer's kit as an action to tend to a creature, making a Medicine check and restoring hit points equal to the result. A creature cannot benefit from this feat again until it finishes a short or long rest.

Heavy Armor Mastery
+1 Strength
- While you are wearing heavy armor, bludgeoning, piercing and slashing damage that you take from attacks is reduced by an amount equal to your proficiency bonus.

Inspiring Leader:
During a short or long rest you can inspire up to six friendly creatures that can understand you. These creatures gain temporary hit points equal to your level plus charisma modifier, which last until their next short or long rest.

Iron Will:
- You gain proficiency in Will saving throws
-

Keen Mind:
+1 Intelligence
- You can accurately recall anything you have seen or heard within the past month
- You learn two languages of your choice
- You have advantage on any Intelligence checks to solve ciphers, puzzles, riddles and other mental tests

Lightning Reflexes
- You gain proficiency in Reflex Saving Throws
- If you use your reaction to make an opportunity attack and miss, you regain your use of your reaction

Lucky:
You have two luck points. Any time you roll a d20 you can choose to spend a luck point to roll an additional d20 and choose which result you use. You can choose to use a luck point after you roll but before the outcome is determined.
You regain one expended luck point after finishing a short or long rest.

Mage Slayer:
- When a creature within reach begins to cast a spell, you can use your reaction to make a melee weapon attack against that creature. If this attack hits the caster must succeed on a concentration saving throw to complete the casting of the spell
- When you damage a creature that is concentrating on an active spell, that creature has disadvantage on the saving throw to maintain concentration
- You have advantage on saving throws against spells cast by creatures within 5 feet of you

Magic Initiate:
You learn two cantrips and one first level spell of your choice. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom or Charisma. Once you cast your first level spell, you must finish a long rest before you can cast it again.

Martial Adept:
- You learn two maneuvers of your choice, as if you were a Battlemaster fighter two levels lower than your character level.
- You gain two superiority die, which are a d6. If you already have superiority die you gain two more. You regain your expended superiority dice when you finish a short or long rest

Medium Armor Master:
+1 Dexterity
- Wearing Medium Armor doesn't impose disadvantage on your Dexterity (Stealth) checks
- When wearing medium armor you gain +1 AC

Metamagic Adept:
- You learn one metamagic of your choice, as if you were a sorcerer
- You gain three sorcerery points. If you already have sorcery points you gain three more. You regain your expended sorcery points when you finish a long rest

Mobile:
+1 Dexterity
- Your speed increases by 10'
- When you make a melee attack against a creature, you do not provoke opportunity attacks from that creature for the rest of your turn.

Mounted Combatant:
- You have advantage on melee attack rolls against unmounted creatures that are smaller than your mount
- If your mount is subject to an attack you can use your reaction to force the attack to target you instead
- If your mount is subjected to an effect that allows a Reflex save to take half damage, it instead takes no damage on a successful save and only half damage if it fails

Observant
+1 Intelligence or Wisdom
- You gain a +5 bonus to your passive Insight, Investigation and Perception scores
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it is saying by reading its lips.

Polearm Master:
- When you make an attack with a glaive, halberd, or spear as part of the attack action, as a bonus action you can make a melee attack with the opposite end of the weapon. This attack is not treated as having reach and uses a d4 for its damage die.
- While you are wielding a glaive, halberd, pike, or spear, other creatures provoke an opportunity attack from you when they enter your reach

Ritual Caster:
+1 Intelligence, Wisdom or Charisma
You learn two first level spells with the ritual tag that you can cast as rituals. You can also add other ritual spells that you find to your repertoire, if the spell level is equal to of less than half your level rounded up. Learning a new ritual can be done as part of a short or long rest and destroys the source that you learn it from.

Savage Attacker:
- When you miss with a melee weapon attack on any roll other than a natural 1, the target takes damage equal to the minimum possible damage roll for the attack.

Sentinel:
- Creatures within your reach provoke opportunity attacks from you even if they lake the Disengage action before leaving your reach
- When a creature within your reach makes an attack against a target other than you, you can make an opportunity attack against the attacking creature.
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn

Sharpshooter:
+1 Dexterity
- Your ranged weapon attacks ignore half cover and treat 3/4 cover as half cover
- You double the short range of any ranged weapon attacks you make

Shield Master:
- If you take the Attack action on your turn, as a bonus action you can make a shove attempt against a creature within reach using your shield.
- If you must make a Reflex saving throw against an effect you can add your shield's AC bonus to the roll, and can use your reaction to gain resistance to any damage taken from the effect.

Skilled:
+1 to one ability score associated with a skill you are proficient in
- You gain proficiency in one skill
- You gain expertise in one skill you are proficient in

Skulker:
+1 Dexterity
- You can attempt to hide even when you are only lightly obscured
- When you are hidden from a creature and miss it with an attack you do not reveal your position
- Dim light doesn't impose disadvantage on your Perception checks that rely on sight

Spell Sniper:
- You learn one cantrip that requires an attack roll, taken from any spell list
- When you cast a spell that requires you to make a ranged attack roll, the range of the spell is doubled
- Your ranged spell attacks ignore half cover and treat 3/4 cover as half cover

Tavern Brawler:
+1 Strength or Constitution
- You are proficiency with improvised weapons
- Your unarmed strikes deal a d6 for damage
- When you hit a creature with an unarmed strike or improvised weapon on your turn you can use a bonus action to attempt to grapple the target

War Caster:
- You have advantage on Fortitude saves to maintain concentration
- You can perform the somatic components of spells without a free hand
- When you make an opportunity attack you can cast a cantrip targeting the creature instead of making a weapon attack.

Weapon Master:
+1 Strength or Dexterity
- You gain proficiency with all simple and martial weapons



Spell Components:
Spell Foci: Spells with a GP cost or cast time longer than 1 action
Material Components: Flavor only, use a focus
Somatic Components: Spells that require a touch, attack roll or spell focus
Verbal Components: Spells that require you to communicate

Avasculate
7th Level Evocation

Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Instantaneous

Make a ranged spell attack against one creature you can see within range. On a hit, the target’s current HP is halved and they must succeed on a constitution saving throw or be stunned until the end of their next turn. This spell has no effect on undead and constructs.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th.

Battering Ram
3rd Level Evocation

Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instantaneous

Make a ranged spell attack against one creature or object you can see within range. On a hit the target takes 5d10 force damage and must succeed on a Strength saving throw. On a failure the target is pushed 20 feet in a straight line away from you and knocked prone. Objects struck by this spell take an additional 2d10 damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot above 3rd.

Blade Ward
Abjuration Cantrip

Casting Time: 1 Action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends the target can roll 1d4 and reduce the damage taken from one attack of its choice by the result. The spell then ends.
The die rolled increases when you reach 5th level (1d6), 11th level (1d8) and 17th level (1d10).

Blight
4th level necromancy

Casting Time: 1 action
Range: 30 feet
Components: None
Duration: Instantaneous

One creature of your choice that you can see within range must make a Constitution saving throw. The target takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Undead and constructs make the saving throw at advantage, plant creatures at disadvantage. lf you target a nonmagical plant that isn't a creature such as a tree or shrub, it simply withers and dies without a saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.

Cold Snap
1st Level Evocation (Druid, Sorc, Wizard)

Casting Time: 1 Action
Range: 60 feet
Components: None
Duration: Instantaneous

Select a point you can see within range. A 5 foot radius area around this point becomes subject to a sudden chill. All creatures within the area must make a Constitution saving throw against your Spell DC or take 2d6 Cold damage.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level above 1st.

Corrosive Grasp
1st Level Transmutation

Casting Time: 1 Action
Range: Touch
Components: S
Duration: Up to 1 minute

Make a melee spell attack against one creature within your reach. On a hit, the target takes 4d6 acid damage. Until the spell ends or you hit, you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot above 1st.

Discern Weakness
2nd Level Divination

Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
For the duration, you sense the weaknesses of creatures within 30 feet of you. You can use your action to determine one damage vulnerability, source of disadvantage or the lowest saving throw of one creature you can see within 30 feet.

Elemental Bane
4th level transmutation

Casting Time: 1 bonus action
Range: 90 feet
Components: S
Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. Creatures with immunity to the damage type chosen lose that immunity and instead gain resistance to it, creatures with resistance to the damage type chosen lose their resistance to it and creatures with neither immunity nor resistance to the damage type chosen gain vulnerability to damage of the chosen type.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Feign Death
3rd-Level necromancy (ritual)

Casting Time: 1 action
Range: Touch
Components: S
Duration: 8 hours

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell's duration the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, its speed drops to 0, it has resistance to all damage except psychic damage and disease and poison have no effect until the spell ends. You can touch the target as an action to end the spell early, and the target can choose to end the spell early using an action despite being incapacitated.

Flame Arrows
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: S
Duration: 8 hours

You touch a quiver containing arrows, bullets or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d8 fire damage. The spell’s magic ends on a piece of ammunition when it hits or misses, and the spell ends after twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the number of pieces of ammunition you can affect with this spell increases by twelve for each slot level above 2nd.

Flame Blade
1st Level Evocation

Casting Time: 1 Bonus Action
Range: Touch
Components: S
Duration: 1 minute

You evoke a fiery blade in your hand, lasts until the spell ends and counts as a simple melee weapon with which you are proficient. It deals 2d6 fire damage on a hit and has the finesse and light properties. In addition the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If you drop the weapon it dissipates at the end of the turn and you can use a bonus action to cause it to reappear in your hand.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level above 1st.

Guidance
Divination Cantrip

Casting Time: 1 Action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends the target can roll 1d4 and add the result to once ability check of its choice. The spell then ends.
The die rolled increases when you reach 5th level (1d6), 11th level (1d8) and 17th level (1d10).

Immolation
5th level evocation

Casting Time: 1 action
Range: 90 feet
Components: None
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d10 fire damage on a failed save, or half as much on a successful one. Whether or not the target saves they also burn for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of its turns, the target repeats the saving throw, taking 4d10 fire damage on a failed save, and ending the spell on a successful one. These magical flames cannot be extinguished through nonmagical means. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage (both initial and later) increases by 1d10 for each slot level above 5th.

Infernal Healing
1st-level Transmutation

Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute
You bestow upon the target the fast healing capability of fiends. For the duration of the spell the target heals 1 Hit Point on their turn each round. This spell cannot heal targets that have half or more of their maximum Hit Points.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1st.

Irradiate
1st Level Evocation (Warlock, Wizard)

Casting Time: 1 Action
Range: 60 feet
Components: None
Duration: Instantaneous

Select a point you can see within range. A 5 foot radius around this point is bathed in green light which kills off all nonmagical plant life. Creatures caught within the area take 1d4 Radiant and 1d4 Necrotic damage, or half if they succeed on a Constitution Saving Throw against your Spell DC. The area this spell effects is effectively salted and remains barren for up to one year.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 5 feet for every slot level above 1st.

Melf's Acid Arrow
2nd Level Evocation

Casting Time: 1 action
Range: 90 feet
Components: S
Duration: Instantaneous

Make a ranged spell attack against the target. On a hit, the target takes 6d4 acid damage and another 3d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 2d4 for each slot level above 2nd.

Phantom Steed
3rd Level Illusion (ritual)

Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: 1 hour

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Polar Ray
4th Level Evocation

Casting Time: 1 Action
Range: 90 feet
Components: S
Duration: Instantaneous

Make a ranged spell attack against one creature you can see within range. On a hit, the target takes 8d8 cold damage and has their speed reduced to 0 until the end of their next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot above 4th.

Prismatic Ray
5th Level Evocation

Casting Time: 1 Action
Range: 120 feet
Components: S
Duration: Instantaneous

Make a ranged spell attack against one creature you can see within range. On a hit, roll a d8 to determine which color ray affects the target, and the target must succeed a Wisdom saving throw or be blinded until the end of their next turn.
1. Red. The target takes 14d8 fire damage
2. Orange. The target takes 14d6 acid damage
3. Yellow. The target takes 14d6 lightning damage
4. Green. The target takes 14d8 poison damage
5. Blue. The target takes 14d8 cold damage
6. Indigo. The target takes 14d6 necrotic damage
7. Violet. The target takes 14d6 radiant damage
8. Special. Roll twice more, ignoring any further 8s
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2 die for each slot above 5th.

Putrid Haze
1st Level Transmutation (Cleric, Druid, Sorc, Warlock, Wizard)

Casting Time: 1 Action
Range: 120 feet
Components: None
Duration: Concentration, up to one minute

You target one fresh or decomposing corpse you can see within range. The target corpse decomposes, spiling forth a toxic vapor in a 10 foot radius. Any creature that starts its turn within this area takes 1d10 poison damage, or half if they succeed on a Constitution saving throw against your spell DC. Creatures that fail their saving throw are also poisoned until the start of their next turn.
If the spell affects the target corpse for the entirety of its duration the corpse is fully decomposed when the spell ends. A moderate or stronger wind disperses the vapor and ends the spell.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for every slot level above 1st.

Ray of Enfeeblement
2nd Level Necromancy

Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Up to 1 minute

Make a ranged spell attack against one creature you can see within range. On a hit, the target takes 3d6 necrotic damage and deals only half damage with weapon attacks until the spell ends.
At the end of each of the target’s turns it can make a Constitution saving throw against the spell. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd.

Ray of Exhaustion
3rd Level Necromancy

Casting Time: 1 Action
Range: 120 feet
Components: S
Duration: Instantaneous

Make a ranged spell attack against one creature you can see within range. On a hit, the target takes 6d6 necrotic damage and must succeed on a Constitution saving throw or gain one level of exhaustion.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.

Resistance
Abjuration Cantrip

Casting Time: 1 Action
Range: Touch
Components: S
Duration: Concentration, up to one minute

You touch one willing creature. Once before the spell ends the target can roll 1d4 and add the result to one saving throw of its choice. The spell then ends.
The die rolled increases when you reach 5th level (1d6), 11th level (1d8) and 17th level (1d10).

Resonating Bolt
4th Level Evocation

Casting Time: 1 Action
Range: 120 feet
Components: S
Duration: Instantaneous

Make a ranged spell attack against one creature you can see within range. On a hit, the target takes 8d6 lightning damage and at the beginning of your next turn all creatures within a 5-foor-radius of the target must make a Dexterity saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the thunder and lightning damage both increase by 1d6 for each slot above 4th.

Seeking Ray
2nd Level Evocation

Casting Time: 1 Action
Range: 120 feet
Components: S
Duration: Instantaneous

Make a ranged spell attack against one creature you can see within range, ignoring penalties to hit from cover and concealment. On a hit, the target takes 5d6 lightning damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd.

Snilloc’s Snowball Swarm
2nd-level evocation

Casting Time: 1 action
Range: 90 feet
Components: None
Duration: Instantaneous

Each creature in a 5 foot radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d6 Cold damage and has its speed reduced by 10 feet until the end of its next turn on a failed save, or half as much damage and no speed reduction on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Soundlance
Evocation Cantrip (Sorcerer)

Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instantaneous

You snap the air around one creature that you can see within range. The target must make a Constitution saving throw. On a failed save the target takes 1d12 Thunder damage, or half on a success. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12) and 17th level (4d12).

Summon Monster
2nd-level Conjuration

Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Concentration, up to one hour

You call forth a single Monstrosity type creature of CR 1 or lower, appearing in a space you can see within range. Roll initiative for the creature, which has its own turns. When you summon it and on each of your turns you can issue a verbal command to it (requiring no action on your part), telling it what to do on its next turn. If you issue no command it spends its turn attacking any creature within reach that has attacked it.
If you stop concentrating on this spell before it reaches its full duration the summoned creature disappears immediately.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the CR of the creature you can summon increases by 1 for each slot level above 2nd.

True Strike
Divination Cantrip

Casting Time: 1 Action
Range: touch
Components: S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends the target can roll 1d4 and add the result to an attack roll of their choice. The spell then ends.
The die rolled increases when you reach 5th level (1d6), 11th level (1d8) and 17th level (1d10).

Vampiric Touch
3rd Level necromancy

Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Vortex
5th Level Evocation

Casting Time: 1 Action
Range: 60 feet
Components: None
Duration: Concentration, up to 1 minute

You create a swirling vortex from a point you can see that is 10 feet wide and extends 30 feet high. When a large or smaller creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed a Dexterity Saving Throw or take 4d6 Force Damage and be restrained as they are flung around within the vortex. A creature restrained by the Vortex can use their action to make a Dexterity check against your spell save DC, freeing itself on a success.
On each of your turns after you cast this spell you can use an action to move the vortex up to 30 feet in any direction.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot above 3rd.

Witch Bolt
1st Level Evocation

Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 minute

Make a ranged spell attack against one creature you can see within range. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration if the target is visible and within range you can use your bonus action to deal 1d12 lightning damage to the target automatically. The spell ends if you do not use this bonus action on your turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial and recurring damage increases by 1d12 for each slot above 1st.



Pact of the Chalice
Your patron gives you a chalice, cauldron or similar vessel. When you gain this feature you gain proficiency in Alchemy Kits and Brewing Supplies. You can use the vessel during a short rest to create a single potion or poison of Common rarity, which lasts 8 hours before losing its potency and becoming inert.
If you lose your Vessel you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous vessel. The Vessel turns to dust when you die.

Pact of the Eye
One or more of your eyes are altered or replaced by your patron, granting you Darkvision out to 60 feet and Blindsight out to 10 feet. The exact nature of the eye(s) varies but can include catlike or glowing eyes, gemstone replacements or empty sockets.

Pact of the Mantle
You can use your action to summon a cloak, shawl or similar piece of clothing which allows you to float a few inches above the ground. While worn your speed increases by 10 feet and you ignore difficult terrain. The mantle disappears if it is removed or if you die.

Awakened Eye
Prerequisite: Level 10, Pact of the Orb feature
You can cast the Arcane Eye spell without using a Warlock Spell Slot. When you do so the magical eye possesses all forms and distance of sight that you have.

Chain Master's Summons:
Prerequisite: 12th level, Pact of the Chain feature
If your Chain Pact Familiar is reduced to 0 HP you can use your reaction and expend one Pact Magic slot to immediately summon it again to a space within 5 feet of you. Once you use this ability you can’t do so again until you finish a Long Rest.

Cleansing Cauldron
Prerequisite: Pact of the Chalice feature
You can cast the Create or Destroy Water and Purify Food and Drink spells without using Warlock Spell Slot.

Fell Flight
Prerequisite: Level 10, Pact of the Mantle feature
You can cast the Fly spell without using a Warlock Spell Slot

Otherworldly Elixir
Prerequisite: Level 10, Pact of the Chalice feature
Any creature that drinks from your Vessel gains the benefits of one of the following spells of their choice: Aid, Augury, Lesser Restoration or Protection From Poison. A creature that receives any of these benefits cannot do so again until they finish a long rest.

Reformed Visions
Prerequisite: Level 7, Pact of the Orb feature
All forms of vision you possess double in range, up to a maximum of 120 feet. You also become immune to the Blind condition and any attacks that rely on sight, such as a medusa's petrification.

Bolstered Guardian:
Prerequisite: Pact of the Chain feature
Your Chain Pact Familiar adds your Proficiency bonus to its AC and Saving Throws, and its hit point maximum equals three times your Warlock level.

Soulbound Servant:
Prerequisite: 5th level, Pact of the Chain feature
When you or your familiar take damage you can use your reaction to split the damage taken equally between yourself and your familiar. If the damage taken exceed your familiars remaining hit points you take the remainder.
Additionally, any spell cast by yourself or an ally that targets you also affects your familiar.

Summon Monster
Prerequisite: 10th level, Pact of the Chain feature
The familiar granted by your Chain Pact can take the form of any creature with a CR of 2 or lower.

Wisp of shadow
Prerequisite: Pact of the Chain feature: Level 5, Pact of the Mantle feature
Whilst wearing your Mantle you do not take any damage from falling and can move over non-solid surfaces such as water and quicksand.



Buying a Magic Item
Requires minimum 100gp and one week. Every extra week or 100gp gives +1 to maximum of +5.
Make a Persuasion or Investigation check, result determines what is available to purchase:
1-5: 1d4 times on Magic Item Table A
6-10: 1d4 times on Magic Item Table B
11-15: 1d4 times on Magic Item Table C
16-20: 1d4 times on Magic Item Table D
21-25: 1d4 times on Magic Item Table E
26-30: 1d4 times on Magic Item Table F
31-35: 1d4 times on Magic Item Table G
36-40: 1d4 times on Magic Item Table H
41+: 1d4 times on Magic Item Table I

Common Items cost 2d4 x 20gp
Uncommon Items cost 2d4 x 200gp
Rare Items cost 2d4 x 2,000gp
Very Rare Items cost 2d4 x 20,000gp
The cost of consumables is halved.

Purchasing any item of uncommon rarity or higher incurs a complication (fake or stolen, interest of third party, etc)

Carousing
Requires one week and 25gp for lower class, 100gp for middle class or 300gp for upper class carousing. Each additional week or gp bundle spent adds +1 to the check, to a maximum of +5.
Make an Insight or Persuasion check, result determines the contacts made:
1-5: Make a hostile contact
2-10: No effect
11-15: Make a friendly contact with a complication (social faux pas, lose some gold, etc)
16-20: Make two friendly contacts
21+: Make three friendly contacts

Combat Sport
Requires at least one week
Make two checks of your choice from the following and an attack roll against random DCs (5 +2d10): Athletics, Acrobatics, Insight, Intimidation. If you have the extra attack feature you can reroll one check or attack.
No failures: Gain winnings of 1d12 x 1,000gp
One failure: Gain winnins of 1d12 x 100gp with a complication (rival swears vengeance, accidentally nearly kill opponent, etc)
Two failures: Win 1d12 x 10gp
Three failures: Win nothing and receive a lingering injury

Constructing a Building
Requires at least one week plus access to labor and materials. Each additional week grants a +2 to a maximum of +10
Make two checks from the following: Insight, Persuasion or a relevant tool. The total determines the progress made:
1-10: No notable progress is made
11-20: 50gp worth of progress, 25% chance of complication (weather, materials, etc)
21-30: 100gp worth of progress, 20% chance of complication
31-40: 150gp worth of progress, 15% chance of complication
41-50: 250gp worth of progress, 10% chance of complication
51+: 500gp worth of progress, 5% chance of complication

Simple (Cottage, Storefront, Watchpost); 100gp
Average (House, Tavern, Barracks): 1,000gp
Complex (Manor, Temple, Fort): 10,000gp
Grand (Palace, Parliament, Castle): 100,000gp

Crafting an Item
Requires appropriate tools and proficiency in order to make the item in question, plus access to materials worth half the price of the item to be created. Make a check using your tools each week to determine how much progress is made:
1-5: 25gp that week
6-10: 50gp that week
11-15: 100gp that week
16-20: 200gp that week
21+: 500gp that week

Magic items also require a successful arcana check in order to make progress and add to the base cost of the item:
Common magic item: DC 10 Arcana & 100gp
Uncommon magic item: DC 15 Arcana & 1,000gp
Rare magic item: DC 20 Arcana & 10,000gp
Very Rare magic item: DC 25 Arcana & 100,000gp
Scrolls are 2/3 the standard cost and the relevant tool proficiency is the scribing kit
Potions are 1/3 the standard cost and the relevant tool proficiency is either the alchemy or herbalism kit

Crime
Requires 25gp and one week.
Make three checks of your choice from the following against DC 10, 15, 20 or 25: Insight, Investigation, Deception, Stealth, Thievery. The DC chosen and number of successes determines the results.
DC 10: 2d6 x10gp
DC 15: 2d6 x25gp
DC 20: 2d6 x100gp
DC 25: 2d6 x500gp
No failures: Goes off without a hitch, collect payout without notice
One failure: Goes off with a complication (eg friendly contact implicated, you are spotted/identified, etc)
Two Failures: You are forced to abandon your attempt
Three failures: Caught and jailed, must pay fine equal to max potential payout and spend one week in jail per 100gp

Gambling
Requires one week plus a bet of at least 100gp
Make three checks of your choice from the following against random DCs (5 +2d10): Insight, Deception, Intimidation, Gaming set.
No failures: Win money equal to three times your bet
One failure: Win your bet and a half with a complication (accused of cheating, crime lord’s attention, etc)
Two failures: Lose half your bet
Three failures: Lose all of your bet and incur a debt equal to that you bet

Recruiting Allies
Requires at least one week and at least 100gp. Each additional week or 100gp grants a +1 to a maximum of +5
Make two checks of your choice from the following: Persuasion, Insight, Investigation. The total determines the result:
1-15: No progress is made
16-30: You locate 1d8 unskilled available recruits
31-45: You locate 2d8 and 1d6 skilled available recruits
46+: You locate 3d8 unskilled, 2d6 skilled and 1d4 professional available recruits
There is a complication for every 2d4 allies recruited (conflict of interest, interpersonal issues, etc)

Relaxation
Requires at least one week and at least 50gp
You gain advantage on checks and saves to recover from poison, disease and other ailments. At the end of the week you may end one effect that prevents you from regaining HP or reduces an ability score. Particularly powerful spells and effects may not be able to be rested off.

Religious Service
Requires at least one week.
Make two checks of your choice from the following: Insight, Religion, Persuasion. The total determines the result:
1-15: No effect, no lasting impression
16-30: You earn one favour with a complication (minor blasphemy, rival sect, etc)
31+: You earn two favors

Research
Requires one week and 100gp. Every extra week or 100gp gives +1 to maximum of +5.
Make two checks of your choice from the following: Arcana, Investigation, Persuasion. The total determines the result:
1-15: No new information is learned
16-30: You learn one piece of useful lore with a complication (offend a sage, cursed book, etc)
31+: You learn two pieces of useful lore

Running a Business
Requires at least one week and gp equal to the business maintenance cost. Every extra week gives +1 to a maximum of +5
Make two skill or tool checks relevant to the business you run. The total determines the result:
1-10: Loss of double maintenance cost
11-20: Loss of maintenance cost
21-30: No profit nor loss
31-40: Make profit of maintenance cost plus complication (competitors, criminals, taxes, etc)
41-50: Profit of double maintenance cost
51+: Profit of quadruple maintenance cost

Sell a Magic Item
Requires at least one week, 100gp and an item to sell. Each additional week adds +1 to the result (max +5)
Make two checks of your choice from the following: Investigation, Insight, Persuasion. The total determines the result:
1-15: You cannot find a buyer
16-30: You sell the item at 3/4 price with a complication (sold to enemy, buyer is killed, etc)
31+: You sell the item at full price

Common: 50gp
Uncommon: 500gp
Rare: 5,000gp
Very Rare: 50,000gp
Consumables are worth half

Training
Requires a trainer plus 100gp per week. Length of training determines result:
2 Week: Swap a known skill or tool proficiency, spell known or class ability (fighting style, expertise, etc) for another
4 Weeks: Learn a new tool, language or weapon proficiency
8 Weeks: Swap Feat or Subclass for another
A successful DC 20 Intelligence check reduces the training required by 1 week. Failure results in a complication (trainer disappears, unconventional teachings, etc)

Work
Requires at least one week.
Make a check from the following list: Athletics, Performance, Tool kit. Multiply the result by 1d4 and that is your earnings for the week.

JNAProductions
2017-10-10, 04:48 PM
Savage Attacker combined with GWM (or, as written, Sharpshooter) is really damn potent. With a greatsword, you can put out 17 damage ON A MISS.

Kane0
2017-10-10, 04:59 PM
Not quite, the -5/+10 aspect of both feats have been removed. I believe the best you could do is combining dueling fighting style with something like skirmish or sneak attack.

JNAProductions
2017-10-10, 05:00 PM
Not quite, the -5/+10 aspect of both feats have been removed. I believe the best you could do is combining dueling fighting style with something like skirmish or sneak attack.

Derp. So you did.

My bad.

Kane0
2017-10-10, 05:03 PM
All good, I do want to see people try and break the game with these changes.

My table is rather tame as a whole in regards to mechanical savviness, so not the best testing base.

MReav
2017-10-10, 08:15 PM
Why is Gambeson better than Leather Armour? I know Gambeson is cool and all, I've seen the Shadiversity stuff, but the reason it's usually the worst armour is because pretty much all armour is "Gambeson + whatever armour goes on top of it".

Kane0
2017-10-10, 08:40 PM
Partly because of Shadiversity (though i'm more a Lindy fan) but also to kill off the sacred cow that is studded leather armor.

Actually I hadnt noticed that light/medium/heavy under this arrangement mirrors the typical layers of armor. Light is just the padding, medium is padding plus one layer on top and heavy is padding + two layers (one of which is typically chain).

Argothair
2018-02-28, 09:07 PM
The Good:
(*) Rolling 2d10 on ability checks (with 3d10 -> 2d10 for advantage) is awesome.
(*) Taking a level of exhaustion when you hit 0 HP is awesome.
(*) Gaining +1 on an ability score when your Extra Attack from multi-classing is wasted...is awesome.

HELL YES on all of the above. These are super-elegant solutions to huge problems with the core D&D system, and I wish I'd thought of them myself. I'll be using them as often as possible.

The Bad:
(*) It looks like Great Weapon Master is now just +1 Strength, with no other abilities at all, which is obviously worse than just taking an ability score increase.
(*) I don't think Medium Armor should routinely allow +3 AC from DEX, because very few characters who would bother with medium armor will have DEX at 18 or above, so if you allow +3 AC from DEX, that's very, very close to just allowing unlimited +AC from DEX like Light Armor. I do like the idea of having high DEX matter *somewhat* when wearing armor, so maybe something like "every three points of DEX above 10 (round down) gives you +1 to AC when wearing medium armor, and every five points of DEX above 10 (round down) gives you +1 to AC when wearing heavy armor." That way a character with excellent STR and excellent DEX can use armor to achieve an excellent AC, but the total AC available should be well within the limits of what the game can handle. It also helps to make odd ability scores more relevant, which is always nice. If you go with this rule, Medium Armor Master could allow you to round *up* instead of down when dividing by three, so that a DEX of 14 would give you +2 AC in Medium Armor, a DEX of 17 would give you +3 AC, and a DEX of 20 would give you +4 AC. Alternatively, Medium Armor Master could just give you +1 AC while wearing Medium Armor.
(*) An absolute ban on benefiting from more than two short rests per long rest can interfere with interesting story arcs about exhaustion -- e.g., if you're on the run from a more powerful enemy, or if you're several stories deep in a dungeon that's too dangerous for a long rest, then it's kind of interesting to see what happens when players need to run for days on end on nothing but catnaps and magical coffee. I wouldn't mind adding a level of exhaustion for repeated short rests, or even saying that additional short rests cease to replenish your Hit Dice, but I think reducing the benefit of a short rest to 0 is too harsh. If you have Hit Dice left over that you want to roll for HP, or if you have warlock spell slots that refresh on a short rest, you should be able to benefit from those capabilities on a short rest.

The Confusing:
(*) I don't understand the difference between your "Action to don/doff" and "Interaction to don/doff" for shields vs. bucklers. Can I interact with as many objects as I want as a free action? Or I spend 1 move action (1 full turn?) to interact with as many objects as I like? I like the idea of having easy-off vs. stuck-in-place shields, but I don't understand what rules you want to apply here.
(*) Same thing with Ammunition vs. Loading. How does the "ammunition" trait affect a weapon? Does it mean that the weapon becomes a ranged weapon that can be fired each turn with only one action per turn? So converting a sword to a shortbow (ammunition) costs one die level, but converting a sword to a crossbow (loading) gives you one die level?
(*) It's not clear to me how Versatile is supposed to work in your system...in RAW, adding your second hand to a Versatile weapon only gives you one die level of damage, so why would I ever want to spend an entire die level of damage just to give me the option of spending an extra hand to get back to normal? E.g. if a one-handed short sword is 1d8 damage, that would mean a bastard sword is 1d6 when used one-handed, or 1d8 when used two-handed...seems strictly worse than the short sword. But if you make the bastard sword 1d8 when swung one-handed and 1d10 when swung two-handed, then it's strictly better than the short sword. So maybe the idea is to have a bastard sword 1d6 with one hand or 1d10 with two hands? Unclear.
(*) Finally, I'm not clear on how dual wielding works in your system. If I have only one weapon and I get my Extra Attack from Level 5, can I attack with the same weapon twice in one round? If so, do I add my ability score both times? If so, what's the point in carrying around a second weapon? If not, what is a high-level fighter supposed to do with his third and fourth Extra Attack?

Kane0
2018-02-28, 11:20 PM
The Good:
(*) Rolling 2d10 on ability checks (with 3d10 -> 2d10 for advantage) is awesome.
(*) Taking a level of exhaustion when you hit 0 HP is awesome.
(*) Gaining +1 on an ability score when your Extra Attack from multi-classing is wasted...is awesome.

HELL YES on all of the above. These are super-elegant solutions to huge problems with the core D&D system, and I wish I'd thought of them myself. I'll be using them as often as possible.

Oh thankyou!



The Bad:
(*) It looks like Great Weapon Master is now just +1 Strength, with no other abilities at all, which is obviously worse than just taking an ability score increase.

It becomes a Half-Feat, +1 Strength and the bonus action attack if you crit or drop a foe to 0 just like vanilla 5e. I'll update to clarify.



(*) I don't think Medium Armor should routinely allow +3 AC from DEX, because very few characters who would bother with medium armor will have DEX at 18 or above, so if you allow +3 AC from DEX, that's very, very close to just allowing unlimited +AC from DEX like Light Armor. I do like the idea of having high DEX matter *somewhat* when wearing armor, so maybe something like "every three points of DEX above 10 (round down) gives you +1 to AC when wearing medium armor, and every five points of DEX above 10 (round down) gives you +1 to AC when wearing heavy armor." That way a character with excellent STR and excellent DEX can use armor to achieve an excellent AC, but the total AC available should be well within the limits of what the game can handle. It also helps to make odd ability scores more relevant, which is always nice. If you go with this rule, Medium Armor Master could allow you to round *up* instead of down when dividing by three, so that a DEX of 14 would give you +2 AC in Medium Armor, a DEX of 17 would give you +3 AC, and a DEX of 20 would give you +4 AC. Alternatively, Medium Armor Master could just give you +1 AC while wearing Medium Armor.

For me medium armor is... difficult. I want it to stand on it's own without being overshadowed by light and heavy armor, that's why I changed armor so all types allow for up to 18 AC. 12 or 14 dex is easy to get, but if you go any higher you are likely a Dex build and will be better off with light armor soon enough. That middle ground is a pain, and I like to keep rules as simple as possible which is an extra constraint. I think you're right that the feat would be better served with a flat +1 AC instead of raising the dex cap.



(*) An absolute ban on benefiting from more than two short rests per long rest can interfere with interesting story arcs about exhaustion -- e.g., if you're on the run from a more powerful enemy, or if you're several stories deep in a dungeon that's too dangerous for a long rest, then it's kind of interesting to see what happens when players need to run for days on end on nothing but catnaps and magical coffee. I wouldn't mind adding a level of exhaustion for repeated short rests, or even saying that additional short rests cease to replenish your Hit Dice, but I think reducing the benefit of a short rest to 0 is too harsh. If you have Hit Dice left over that you want to roll for HP, or if you have warlock spell slots that refresh on a short rest, you should be able to benefit from those capabilities on a short rest.

To my surprise this has rarely, if ever, actually come up in play. It's written in more to establish the expectation than to enforce balance I suppose. I think i'll change this out for another idea i've seen.



The Confusing:
(*) I don't understand the difference between your "Action to don/doff" and "Interaction to don/doff" for shields vs. bucklers. Can I interact with as many objects as I want as a free action? Or I spend 1 move action (1 full turn?) to interact with as many objects as I like? I like the idea of having easy-off vs. stuck-in-place shields, but I don't understand what rules you want to apply here.

Under vanilla 5e putting on or taking off a shield uses your action, and small things like opening a door or picking up an item can be done once per turn as part of another action or as part of your movement (movement is not an action and actions can be done at any point before, between or after movement), called by some on the forums a 'free action' or 'interaction'. A buckler is held in the hand rather than strapped to your arm, so I illustrated the difference this way.



(*) Same thing with Ammunition vs. Loading. How does the "ammunition" trait affect a weapon? Does it mean that the weapon becomes a ranged weapon that can be fired each turn with only one action per turn? So converting a sword to a shortbow (ammunition) costs one die level, but converting a sword to a crossbow (loading) gives you one die level?

Ammunition turns a melee weapon into a ranged weapon (as opposed to thrown which does not) and requires it to use ammo (arrows, bolts, bullets, etc). The loading trait can only be used on a ranged weapon using ammo and means you can only make one shot per turn (unless you have Crossbow expert, which ignores this restriction). I think I might remove long range though, and just base the range on the damage die.



(*) It's not clear to me how Versatile is supposed to work in your system...in RAW, adding your second hand to a Versatile weapon only gives you one die level of damage, so why would I ever want to spend an entire die level of damage just to give me the option of spending an extra hand to get back to normal? E.g. if a one-handed short sword is 1d8 damage, that would mean a bastard sword is 1d6 when used one-handed, or 1d8 when used two-handed...seems strictly worse than the short sword. But if you make the bastard sword 1d8 when swung one-handed and 1d10 when swung two-handed, then it's strictly better than the short sword. So maybe the idea is to have a bastard sword 1d6 with one hand or 1d10 with two hands? Unclear.

Versatile remains on the list because of the existing weapons that have it (longsword, battleaxe, warhammer, etc) and because every weapon needs at least one quality. It's useful If you want raw damage potential and nothing fancy like reach or finesse. Katanas, bastard swords, etc would probably look like a Longsword statwise.



(*) Finally, I'm not clear on how dual wielding works in your system. If I have only one weapon and I get my Extra Attack from Level 5, can I attack with the same weapon twice in one round? If so, do I add my ability score both times? If so, what's the point in carrying around a second weapon? If not, what is a high-level fighter supposed to do with his third and fourth Extra Attack?

Vanilla 5e requires a bonus action every time you want to use your off hand weapon, and doesn't add stat to damage without the fighting style. This makes it a pretty poor option a lot of the time, which I wanted to alleviate.
Basically when you fight with one weapon you get one attack with the attack action until you get extra attack, which adds more attacks to the action. When fighting with two weapons you use your action to attack with one weapon and your bonus action to attack with the other until you get extra attack, which allows two attacks as normal and moves the bonus action off hand attack to your regular action, freeing up your bonus action and giving you three attacks with your action. Fighters add extra attacks beyond this as normal, you only ever get one off hand attack.
Your stat is also always added to damage regardless of weapon used, and the fighting style is changed to double the attacks you make with your reactions, one for each weapon you hold. The feat doesn't just shore up deficiencies anymore but also gives you a unique source of bonus damage.
I did this for a combination of balance, simplicity and niche protection.

Hope this clears things up!

Kane0
2018-04-05, 05:37 PM
It seems I have hit the character limit and have no reserved posts.