Lalliman
2017-11-26, 03:39 PM
There's a number of character concepts that, while easy to conceptualize, are simply not supported by the rules. Strength-based monks are probably the most obvious example. Some can be accomplished through homebrewed subclasses, but even then you're restricted to that one subclass. Instead, I want to drastically broaden the character customization options by introducing Modifications: costless feat-like character options that change the mechanics of your class.
Every Modification* applies to one class, and only affects the features gained from that class. You can choose to pick up a modification whenever you get your first level in the class in question. They're similar to feats in format, but they have no cost because they include both benefits and detriments. The intention is that every Modification enables a certain niche character concept that is normally impossible or impractical, and does so with only a few simple and flavorful changes.
(*I'm open to suggestions for a different name that doesn't sound like I'm talking about car parts.)
Below are the modifications I currently have. I'm curious whether y'all think they're balanced.
Divine Artillery
This modification affects your paladin class features.
- The Archery Fighting Style is added to your Fighting Style options.
- Divine Smite and Improved Divine Smite also apply to ranged weapon attacks.
- You don’t gain proficiency with heavy armor.
- Your Divine Smite damage dice are d6s instead of d8s.
This one enables ranged paladins. I feel that a decrease in Smite damage is warranted in return being able to apply it more reliably.
Hulking Thug
This modification affects your rogue class features.
- You gain proficiency in martial weapons and medium armor.
- You can use Sneak Attack with any melee weapon that doesn’t have the Heavy property.
- On attacks using Strength, your Sneak Attack dice are d8s instead of d6s.
- You can’t use Sneak Attack with a ranged weapon. Melee weapons with the Thrown property are still eligible.
This one enables Str-based rogues. In addition to granting a broader range of equipment, Sneak Attack damage is raised to offset a slight drop in AC and worse initiative. The restriction on ranged weapons is mainly to prevent Dex rogues from taking it, since it would otherwise have no drawback for them.
Mountain Style
This modification affects your monk class features.
- All monk class features based on Wisdom, including Unarmored Defense, are based on Constitution instead.
- Your Martial Arts damage die is one step larger, to a maximum of 1d12 at 17th level.
- You do not gain the ability to use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. Your Martial Arts damage die only applies to attacks using Strength.
This one enables Str-based monks. It’s a bit strange, but my justification is as follows. A normal monk has Dex and Wis as their primary stats, and Con as their secondary. A Mountain Style monk has Str and Con as primary, and Dex as secondary. The amount of dependencies remains the same, so in theory that’s balanced. In practice, the Mountain Style monk gets lower AC, Wis saves and Dex saves in return for higher HP, Str saves and Con saves. I feel like this trade is still slightly in favor of the normal monk, so I added the Martial Arts damage boost. I also just think it’s appropriate for a Strength-based monk to do more damage per punch.
Raging Mongoose
This modification affects your barbarian class features.
- The damage bonus from Rage also applies to melee weapon attacks using Dexterity.
- Reckless Attack also applies to melee weapon attacks using Dexterity.
- You lose the Unarmored Defense feature.
- Your barbarian hit dice are d10s instead of d12s.
This one enables Dex-based barbarians. It removes the restrictions against Dex-based attacks, in return for losing Unarmored Defense, which would’ve otherwise given easy access to 20 AC. The hit die is also reduced in return for better Dex saves and initiative.
Every Modification* applies to one class, and only affects the features gained from that class. You can choose to pick up a modification whenever you get your first level in the class in question. They're similar to feats in format, but they have no cost because they include both benefits and detriments. The intention is that every Modification enables a certain niche character concept that is normally impossible or impractical, and does so with only a few simple and flavorful changes.
(*I'm open to suggestions for a different name that doesn't sound like I'm talking about car parts.)
Below are the modifications I currently have. I'm curious whether y'all think they're balanced.
Divine Artillery
This modification affects your paladin class features.
- The Archery Fighting Style is added to your Fighting Style options.
- Divine Smite and Improved Divine Smite also apply to ranged weapon attacks.
- You don’t gain proficiency with heavy armor.
- Your Divine Smite damage dice are d6s instead of d8s.
This one enables ranged paladins. I feel that a decrease in Smite damage is warranted in return being able to apply it more reliably.
Hulking Thug
This modification affects your rogue class features.
- You gain proficiency in martial weapons and medium armor.
- You can use Sneak Attack with any melee weapon that doesn’t have the Heavy property.
- On attacks using Strength, your Sneak Attack dice are d8s instead of d6s.
- You can’t use Sneak Attack with a ranged weapon. Melee weapons with the Thrown property are still eligible.
This one enables Str-based rogues. In addition to granting a broader range of equipment, Sneak Attack damage is raised to offset a slight drop in AC and worse initiative. The restriction on ranged weapons is mainly to prevent Dex rogues from taking it, since it would otherwise have no drawback for them.
Mountain Style
This modification affects your monk class features.
- All monk class features based on Wisdom, including Unarmored Defense, are based on Constitution instead.
- Your Martial Arts damage die is one step larger, to a maximum of 1d12 at 17th level.
- You do not gain the ability to use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. Your Martial Arts damage die only applies to attacks using Strength.
This one enables Str-based monks. It’s a bit strange, but my justification is as follows. A normal monk has Dex and Wis as their primary stats, and Con as their secondary. A Mountain Style monk has Str and Con as primary, and Dex as secondary. The amount of dependencies remains the same, so in theory that’s balanced. In practice, the Mountain Style monk gets lower AC, Wis saves and Dex saves in return for higher HP, Str saves and Con saves. I feel like this trade is still slightly in favor of the normal monk, so I added the Martial Arts damage boost. I also just think it’s appropriate for a Strength-based monk to do more damage per punch.
Raging Mongoose
This modification affects your barbarian class features.
- The damage bonus from Rage also applies to melee weapon attacks using Dexterity.
- Reckless Attack also applies to melee weapon attacks using Dexterity.
- You lose the Unarmored Defense feature.
- Your barbarian hit dice are d10s instead of d12s.
This one enables Dex-based barbarians. It removes the restrictions against Dex-based attacks, in return for losing Unarmored Defense, which would’ve otherwise given easy access to 20 AC. The hit die is also reduced in return for better Dex saves and initiative.