snafuy
2017-12-11, 08:31 AM
According to the recent survey (https://docs.google.com/spreadsheets/d/e/2PACX-1vQK9WoCYz5l0IWv6a9kDJmy4X5-zQYd631t1CFxGA_68OKeKxKyM3prgvHqx1k7acRdTKO0ZR6XXL Op/pubhtml), these classes are the most unbalanced:
Too Cold
Too Hot
Four Elements Monk
Beastmaster Ranger
Purple Dragon Knight
Wild Magic Sorcerer
Berserker Barbarian
Undying Warlock
Battlerager Barbarian
Trickery Cleric
Arcane Archer Fighter
Storm Herald Barbarian
Mastermind Rogue
Champion Fighter
Sun Soul Monk
Redemption Paladin
Inquisitive Rogue
Transmutation Wizard
Storm Sorcerer
Hexblade Warlock
Divination Wizard
Lore Bard
Moon Druid
Totem Barbarian
Vengeance Paladin
So here are complementary sets of buffs and nerfs to bring everything closer together.
Battlerager Barbarian
improve Battlerager Armor: ... the target takes piercing damage equal to your Proficiency Bonus ...
improve Reckless Abandon: ... you also gain temporary hit points equal to your Constitution modifier + one quarter of your Barbarian level (minimum of 1)...
improve Spiked Retribution: ... the attacker takes piercing damage equal to your Proficiency Bonus ...
(This fix is just easy math.)
Berserker Barbarian
add Great Endurance: Beginning at 6th level, when you finish a short rest, you can recover from one level of exhaustion. After doing so, you cannot use this feature again until you finish a long rest.
improve Intimidating Presence: Also, while you are in Frenzy, your Intimidate checks and Intimidating Presence DC use your Strength modifier instead of Charisma.
(Fix the two known flaws.)
Storm Herald Barbarian
improve Storm Aura: Desert: ... each creature of your choice in your aura takes fire damage equal to 1+one third of your Barbarian level.
improve Storm Aura: Sea: ... The target takes a number of d6 of lightning damage equal to 1+one third of your Barbarian level (reaching 7d6 at 18th level), or half as much on successful saving throw.
improve Storm Aura: Tundra: ... each creature of your choice in your aura gains temporary hit points equal to 1+one third of your Barbarian level, as icy spirits inure it to suffering.
Totem Barbarian
impair Totem Spirit: Bear: When you enter a rage, or as a reaction to taking damage during the rage, you gain resistance to all damage except psychic until the start of your next turn.
(Reduced economy.)
Lore Bard
impair Bonus Proficiencies: When you join the College of Lore at 3rd level, you gain proficiency in Arcana, History, and Performance. If you are already proficient with one or more of those, gain skills of your choice as replacement.
(Lore Bard must know how to Lore and how to Bard.)
impair Additional Magical Secrets: At 6th level, you learn two spells of your choice from the spell lists for Cleric, Druid, Sorcerer, Warlock, and/or Wizard... Your Magical Secrets at later levels also must follow this restriction.
(Lore Bard is considered powerful due to its vast flexibility, so we take a little of that away.)
Trickery Cleric
add Bonus Proficiencies: At 1st level, you gain proficiency with Deception skill and weapons that have the finesse property.
improve Cloak of Shadows: As a bonus action, you become invisible ...
Moon Druid
impair Circle Forms: Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating no higher than one third of your Druid level (e.g. CR 1/2 at level 2, up to CR 6 at level 18).
(2nd and 20th are the only levels Moon Druid is excessive.)
Arcane Archer Fighter
{Replace with a Ranger archetype.}
Champion Fighter
improve Natural Athlete: Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make, except if you already add double your proficiency bonus.
Purple Dragon Knight
add Heroic Shield: At 7th level, you gain the Protection fighting style, or another fighting style if you already have that.
improve Inspiring Surge: ... In addition, any allies that benefit from your Rallying Cry, Inspiring Surge, or Bulwark abilities gain advantage on saving throws against fear for 1 minute.
(Drawing from 3E features.)
Four Elements Monk
improve Disciple of the Elements: You know the Elemental Attunement discipline and two other elemental disciplines of your choice. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level.
improve Elemental Disciplines: {all disciplines that cast spells have ki cost equal to the slot level, except maybe fireball.}
add discipline Bend the Blow: You can spend 1 ki point to cast Absorb Elements.
Sun Soul Monk
improve Radiant Sun Bolt: You gain a new attack option equivalent to your unarmed strike, except that its damage is radiant, and it can be used as either a melee spell attack or a ranged spell attack with a range of 30 feet. Any time you could make an unarmed strike, such as Flurry of Blows, you may use this attack in its place...
improve Searing Arc Strike: ... you can spend 1 ki point to cast the Burning Hands spell ...
Redemption Paladin
add Armor of Peace: When you take this oath at 3rd level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Vengeance Paladin
add Armor of Faith: When you take this oath at 3rd level, you forsake all proficiency with armor and shields. While you are not wearing any armor or shield, your Armor Class equals 10 + your Dexterity modifer + your Charisma modifier.
(Here you go, Avenger fans.)
Beastmaster Ranger
{Replace archetype with UA Revised Beastmaster (but not the UA base class).}
Inquisitive Rogue
improve Eye for Detail: Starting at 3rd level, you can make an Investigation or Perception check as a free action once on each of your turns.
Mastermind Rogue
improve Master of Tactics: ... Also, you can use an action to tell an ally where to strike an enemy within 30 feet. If that ally's next attack hits the enemy, they add your Sneak Attack dice to the damage roll. Starting at 9th level, you can use the Help action as a reaction, before an ally makes an attack roll or ability check.
(Update: specify.)
Storm Sorcerer
add Bloodline Bonus Spells: You know Gust and Thunderwave in addition to your Spells Known.
(Just a tiny nudge up.)
Wild Magic Sorcerer
add Bloodline Bonus Spells: You know Prestidigitation, Chaos Bolt, and Detect Magic, in addition to your Spells Known.
improve Bend Luck: Also, you can use your reaction and spend 2 sorcery points to re-roll a result on the Wild Magic Surge table once. After doing so, you cannot use Bend Luck again until you complete a long rest.
add Flexible Metamagic: Starting at 6th level, when you complete a long rest, you can choose to replace one of your Metamagic options with a different one.
Warlock
improve Pact of the Chain: ... Your familiar uses your proficiency bonus, and its maximum hit points are increased by twice your Warlock level...
improve Pact of the Blade: ... If your pact weapon lacks the Heavy property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Hexblade Warlock
impair Hex Warrior: {remove the paragraph about the special weapon. It comes with Blade Pact instead.}
(Obvious balance fix.)
Undying Warlock
improve Defy Death: Once you use this feature, you can't use it again until you complete a short or long rest.
improve Undying Nature: You also gain resistance to necrotic damage, and advantage on saving throws against poison.
Divination Wizard
impair Portent: When you finish a long rest, roll a d20 and record the number rolled...
change Greater Portent: Starting at 14th level, if you have used your foretelling roll, you can make a new one when you finish a short rest.
Transmutation Wizard
improve Minor Alchemy: The change has a duration of Concentration 1 hour, but you can make it permanent if you expend alchemical reagents of equal or greater worth than any increase in the object's value.
(This is the First Law of Equivalent Exchange.)
improve Shapechanger: ... you can target only yourself and transform into a beast whose challenge rating is no higher than one sixth of your Wizard level...
*****
Balance Fixes for Capstones
impair Barbarian: {change 20th level "Unlimited" Rages to "6+Con".} Primal Champion: ... Also, your uses of Rage increase by your Constitution modifier, and you regain 1 expended use per 10 minutes.
(effectively unlimited for combat use, but not out of combat)
improve Bard: Superior Inspiration: At 20th level, you gain 4 more uses of Bardic Inspiration, and you regain 1 expended use per 10 minutes.
(Update: better now?)
improve Cleric: Divine Mastery (added): At 20th level, choose one of your Domain Spells of 2nd level or higher. You cast it as if it were one spell level lower.
(Miracle is strong, but a capstone should help you every day.)
Druid:
improve Wild Shape: ... You can transform into any beast that has a challenge rating no higher than one sixth of your Druid level (e.g. CR 1/4 at level 2, up to CR 3 at level 18)...
impair Archdruid: At 20th level, your uses of Wild Shape increase by your Wisdom modifier, and you regain 1 expended use per minute.
(effectively unlimited for out of combat use, but not combat)
Additionally, you can ignore the verbal and somatic components ...
Fighter: (no change)
improve Monk: Perfect Self: At 20th level, you regain 1 expended ki point per minute.
(increase utility usage)
Paladin: (no change)
improve Ranger:
replace Spells Known with Preparing and Casting Spells: ... choose a number of Ranger spells equal to your Wisdom modifier + half your Ranger level (minimum of 1)...
Foe Slayer: Once on each of your turns, you can add your Wisdom modifier to an ability check, attack roll, or damage roll that you make...
(allow utility usage)
improve Rogue: Stroke of Luck: At 20th level, if you make a d20 roll that fails or misses, you can treat the roll as a 20...
improve Sorcerer: Sorcerous Restoration: At 20th level, if you have no Sorcery Points remaining, you regain one in 10 minutes. Also, you regain 4 when you finish a short rest.
improve Warlock: {Increase 20th level Spell Slots to 5.}
Wizard: (no change)
*****
Thoughts?
Too Cold
Too Hot
Four Elements Monk
Beastmaster Ranger
Purple Dragon Knight
Wild Magic Sorcerer
Berserker Barbarian
Undying Warlock
Battlerager Barbarian
Trickery Cleric
Arcane Archer Fighter
Storm Herald Barbarian
Mastermind Rogue
Champion Fighter
Sun Soul Monk
Redemption Paladin
Inquisitive Rogue
Transmutation Wizard
Storm Sorcerer
Hexblade Warlock
Divination Wizard
Lore Bard
Moon Druid
Totem Barbarian
Vengeance Paladin
So here are complementary sets of buffs and nerfs to bring everything closer together.
Battlerager Barbarian
improve Battlerager Armor: ... the target takes piercing damage equal to your Proficiency Bonus ...
improve Reckless Abandon: ... you also gain temporary hit points equal to your Constitution modifier + one quarter of your Barbarian level (minimum of 1)...
improve Spiked Retribution: ... the attacker takes piercing damage equal to your Proficiency Bonus ...
(This fix is just easy math.)
Berserker Barbarian
add Great Endurance: Beginning at 6th level, when you finish a short rest, you can recover from one level of exhaustion. After doing so, you cannot use this feature again until you finish a long rest.
improve Intimidating Presence: Also, while you are in Frenzy, your Intimidate checks and Intimidating Presence DC use your Strength modifier instead of Charisma.
(Fix the two known flaws.)
Storm Herald Barbarian
improve Storm Aura: Desert: ... each creature of your choice in your aura takes fire damage equal to 1+one third of your Barbarian level.
improve Storm Aura: Sea: ... The target takes a number of d6 of lightning damage equal to 1+one third of your Barbarian level (reaching 7d6 at 18th level), or half as much on successful saving throw.
improve Storm Aura: Tundra: ... each creature of your choice in your aura gains temporary hit points equal to 1+one third of your Barbarian level, as icy spirits inure it to suffering.
Totem Barbarian
impair Totem Spirit: Bear: When you enter a rage, or as a reaction to taking damage during the rage, you gain resistance to all damage except psychic until the start of your next turn.
(Reduced economy.)
Lore Bard
impair Bonus Proficiencies: When you join the College of Lore at 3rd level, you gain proficiency in Arcana, History, and Performance. If you are already proficient with one or more of those, gain skills of your choice as replacement.
(Lore Bard must know how to Lore and how to Bard.)
impair Additional Magical Secrets: At 6th level, you learn two spells of your choice from the spell lists for Cleric, Druid, Sorcerer, Warlock, and/or Wizard... Your Magical Secrets at later levels also must follow this restriction.
(Lore Bard is considered powerful due to its vast flexibility, so we take a little of that away.)
Trickery Cleric
add Bonus Proficiencies: At 1st level, you gain proficiency with Deception skill and weapons that have the finesse property.
improve Cloak of Shadows: As a bonus action, you become invisible ...
Moon Druid
impair Circle Forms: Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating no higher than one third of your Druid level (e.g. CR 1/2 at level 2, up to CR 6 at level 18).
(2nd and 20th are the only levels Moon Druid is excessive.)
Arcane Archer Fighter
{Replace with a Ranger archetype.}
Champion Fighter
improve Natural Athlete: Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make, except if you already add double your proficiency bonus.
Purple Dragon Knight
add Heroic Shield: At 7th level, you gain the Protection fighting style, or another fighting style if you already have that.
improve Inspiring Surge: ... In addition, any allies that benefit from your Rallying Cry, Inspiring Surge, or Bulwark abilities gain advantage on saving throws against fear for 1 minute.
(Drawing from 3E features.)
Four Elements Monk
improve Disciple of the Elements: You know the Elemental Attunement discipline and two other elemental disciplines of your choice. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level.
improve Elemental Disciplines: {all disciplines that cast spells have ki cost equal to the slot level, except maybe fireball.}
add discipline Bend the Blow: You can spend 1 ki point to cast Absorb Elements.
Sun Soul Monk
improve Radiant Sun Bolt: You gain a new attack option equivalent to your unarmed strike, except that its damage is radiant, and it can be used as either a melee spell attack or a ranged spell attack with a range of 30 feet. Any time you could make an unarmed strike, such as Flurry of Blows, you may use this attack in its place...
improve Searing Arc Strike: ... you can spend 1 ki point to cast the Burning Hands spell ...
Redemption Paladin
add Armor of Peace: When you take this oath at 3rd level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Vengeance Paladin
add Armor of Faith: When you take this oath at 3rd level, you forsake all proficiency with armor and shields. While you are not wearing any armor or shield, your Armor Class equals 10 + your Dexterity modifer + your Charisma modifier.
(Here you go, Avenger fans.)
Beastmaster Ranger
{Replace archetype with UA Revised Beastmaster (but not the UA base class).}
Inquisitive Rogue
improve Eye for Detail: Starting at 3rd level, you can make an Investigation or Perception check as a free action once on each of your turns.
Mastermind Rogue
improve Master of Tactics: ... Also, you can use an action to tell an ally where to strike an enemy within 30 feet. If that ally's next attack hits the enemy, they add your Sneak Attack dice to the damage roll. Starting at 9th level, you can use the Help action as a reaction, before an ally makes an attack roll or ability check.
(Update: specify.)
Storm Sorcerer
add Bloodline Bonus Spells: You know Gust and Thunderwave in addition to your Spells Known.
(Just a tiny nudge up.)
Wild Magic Sorcerer
add Bloodline Bonus Spells: You know Prestidigitation, Chaos Bolt, and Detect Magic, in addition to your Spells Known.
improve Bend Luck: Also, you can use your reaction and spend 2 sorcery points to re-roll a result on the Wild Magic Surge table once. After doing so, you cannot use Bend Luck again until you complete a long rest.
add Flexible Metamagic: Starting at 6th level, when you complete a long rest, you can choose to replace one of your Metamagic options with a different one.
Warlock
improve Pact of the Chain: ... Your familiar uses your proficiency bonus, and its maximum hit points are increased by twice your Warlock level...
improve Pact of the Blade: ... If your pact weapon lacks the Heavy property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Hexblade Warlock
impair Hex Warrior: {remove the paragraph about the special weapon. It comes with Blade Pact instead.}
(Obvious balance fix.)
Undying Warlock
improve Defy Death: Once you use this feature, you can't use it again until you complete a short or long rest.
improve Undying Nature: You also gain resistance to necrotic damage, and advantage on saving throws against poison.
Divination Wizard
impair Portent: When you finish a long rest, roll a d20 and record the number rolled...
change Greater Portent: Starting at 14th level, if you have used your foretelling roll, you can make a new one when you finish a short rest.
Transmutation Wizard
improve Minor Alchemy: The change has a duration of Concentration 1 hour, but you can make it permanent if you expend alchemical reagents of equal or greater worth than any increase in the object's value.
(This is the First Law of Equivalent Exchange.)
improve Shapechanger: ... you can target only yourself and transform into a beast whose challenge rating is no higher than one sixth of your Wizard level...
*****
Balance Fixes for Capstones
impair Barbarian: {change 20th level "Unlimited" Rages to "6+Con".} Primal Champion: ... Also, your uses of Rage increase by your Constitution modifier, and you regain 1 expended use per 10 minutes.
(effectively unlimited for combat use, but not out of combat)
improve Bard: Superior Inspiration: At 20th level, you gain 4 more uses of Bardic Inspiration, and you regain 1 expended use per 10 minutes.
(Update: better now?)
improve Cleric: Divine Mastery (added): At 20th level, choose one of your Domain Spells of 2nd level or higher. You cast it as if it were one spell level lower.
(Miracle is strong, but a capstone should help you every day.)
Druid:
improve Wild Shape: ... You can transform into any beast that has a challenge rating no higher than one sixth of your Druid level (e.g. CR 1/4 at level 2, up to CR 3 at level 18)...
impair Archdruid: At 20th level, your uses of Wild Shape increase by your Wisdom modifier, and you regain 1 expended use per minute.
(effectively unlimited for out of combat use, but not combat)
Additionally, you can ignore the verbal and somatic components ...
Fighter: (no change)
improve Monk: Perfect Self: At 20th level, you regain 1 expended ki point per minute.
(increase utility usage)
Paladin: (no change)
improve Ranger:
replace Spells Known with Preparing and Casting Spells: ... choose a number of Ranger spells equal to your Wisdom modifier + half your Ranger level (minimum of 1)...
Foe Slayer: Once on each of your turns, you can add your Wisdom modifier to an ability check, attack roll, or damage roll that you make...
(allow utility usage)
improve Rogue: Stroke of Luck: At 20th level, if you make a d20 roll that fails or misses, you can treat the roll as a 20...
improve Sorcerer: Sorcerous Restoration: At 20th level, if you have no Sorcery Points remaining, you regain one in 10 minutes. Also, you regain 4 when you finish a short rest.
improve Warlock: {Increase 20th level Spell Slots to 5.}
Wizard: (no change)
*****
Thoughts?