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Bjarkmundur
2019-06-10, 04:20 PM
An excerpt from my Houserule Collection. This particular post will include all the bonus content I provide my players, as well as all the optional changes that can be made to each class. I don't enforce these changes, although I make a compelling case for each and every tweak.

I'd love to hear what you have to say about my changes as well as your own suggestions. I'll include my design goals and reasoning for each change.
I will note that we neither use feats nor multiclassing .


Artificer (https://media.wizards.com/2019/dnd/downloads/UA-Artificer2-2019.pdf)
Bloodsworn (http://www.giantitp.com/forums/showthread.php?459748-The-Bloodsworn-(Base-class))
True Warlock (http://www.giantitp.com/forums/showthread.php?569312-Spell-Less-Warlock-Redesign)
Warlord (https://www.dmsguild.com/product/234310/Base-Class-Warlord)
Pugilist (https://drive.google.com/file/d/14rFPqtvDODG8acpCrHXL-3dR8n_1WTAa/view)
Reworked Sorcerer (http://www.giantitp.com/forums/showthread.php?537049-Sorcerer-Rework)
Fighter: The Brute (https://www.dndbeyond.com/subclasses/brute)
Bonus Wizard and Warlock Subclasses (http://media.wizards.com/2016/dnd/downloads/UA%20Non-Divine%20Faithful%20SFG.pdf)
Inspiration Domain (http://www.giantitp.com/forums/showthread.php?585678-Inspiration-Domain-(PEACH))
Additional Sorcerous Origins (http://www.giantitp.com/forums/showthread.php?578545-Three-New-Sorcerer-Origins-Fey-Fiends-and-Titans)
Bow-Monk (http://www.giantitp.com/forums/showthread.php?573598-Way-of-the-Bow-(Monk-Archetype))
Time Domain (https://www.reddit.com/r/UnearthedArcana/comments/7w5g7l/divine_domain_time/)
Kane0’s Collection (http://www.giantitp.com/forums/showthread.php?555697-Houserules-and-homebrew)

I see so many interesting homebrews, UAs and non PHB options floating around, it would be a shame not to share some of them with my players. Many provide important reworks, while others simply add some character concepts to the game.


Replace Spell List:When you gain the Spellcasting class feature you can choose one class that isn't the wizard class. You replace your spell list and spellcasting ability with those of your chosen class. You can use this feature if you're an Eldritch Knight or Arcane Trickster, but you are limited to spells from two schools of your choice, as described in those subclasses.
Replace Ability Modifiers (http://www.giantitp.com/forums/showthread.php?578643-MOG-Mechanics-Prestige-Options-(Adapt-existing-classes-to-create-unique-characters)): Changes the feel of various class features such as spellcasting, sneak attack and more.
Spell Points (https://www.dndbeyond.com/feats/43064-spell-points)

Design Goals
This opens up a lot of fun character concepts, and pretty much replaces the need for multiclassing in many cases. MOG Mechanics has been held in high regards in my closest circle of DMs due to how many character concepts it makes possible extremely minor changes. All his Prestige Options have all been well theorycrafted to make abusing them nigh-impossible.


Inspire Others: A Bard can use an inspiration token to benefit a player other than himself.
Improved Bardic Inspiration: Instead of regaining your Bardic Inspiration Dice after a long rest, you instead regain all expended uses after a short or long rest and your Bardic Inspiration Dice start as 1d4s. I’m very lenient on retroactive inspirations if you already stated you were playing your instrument, but I might eat your reaction.
Song of Catnap: You can cast Catnap once per long rest without expending a spell slot. This feature replaces Song of Rest.

Design Goals:
These changes are meant to emphasize the support aspect of the Bard, as opposed to his spellcasting ability. These changes notably make the class stronger, but I think it's all worth it to bring more of the bard's Supporty elements to the spotlight. Song of Catnap allows a player to opt for a more "boom!" support feature, instead of the more passive Song of Rest class feature. This definetly does not work at every table, and is very campaign dependant. Better suited for Gritty Realism or long dungeon crawls.[/I]


Titan’s Grip: You can forgo your rage damage bonus, and instead be able to wield a heavy weapon in one hand while raging. It is still considered a two-handed weapon, so it does not enable Two-Weapon Fighting, but it does allow a free hand or the use of a shield.

Design Goal:
A fun little option my barbarian player suggested. Due to our crits not affecting damage rolls, this is a fun alternative to the standard two-handed build. This is more for the rule of cool than anything else, so I don't expect it to adhere to the highest standards of class balance.


Paladin Cantrips: Choose two cantrips from the cleric spell list.
Divine Smite: You can choose to smite with a ranged weapon attack. If you do so you use d6s for your bonus damage instead of d8s.
Bonus Fighting Styles: See fighter for available fighting styles.

Design Goals:
These are blatantly stolen, most likely from Kane0. Allowing a paladin to be MORE paladin, even when out of spell slots, and opening up a Hammer-Throwing Paladin of Thor-build, which is just so cool.


Available Fighting Styles

Precise: You gain a +2 bonus to ranged attack rolls.
Powerful: You gain a +2 bonus to damage rolls with one-handed weapons wielded in your main-hand.
Hand-and-a-Half: You gain a +1 to attack rolls when wielding a Versatile weapon.
Thrown: Once per turn, you can deal extra 1d4 damage to one creature you hit with a ranged weapon attack using a thrown weapon.
Consistent: When you roll a 1 or 2 on a damage die for an attack roll, you can reroll the die. You must use the new roll.
Defensive: You gain +1 AC.
Specialist: Chose one of your Grapple, Shove or Disarm special attack actions. When you make your chosen attack it deals bonus damage equal to 1 + your Strength modifier.
Spellblade: You can use your weapon as a material and somatic component for your spells.
Controlling: While wielding a spear or a reach weapon, enemies treat the area within your reach as difficult terrain.
Protective: Whenever you attack an enemy within 5 feet of you, it has disadvantage to attack rolls against creatures other than you, until the start of your next turn.
Two-Weapon Fighting Style (fighter only): You can use two-weapon fighting as a part of the attack action.

Now, this is a big one. The changes you are looking at are as follows:
Changed Duelist to work with TWF. It feels a little bit strong, so I might tone it down a bit.
Removed some requirements, just to see what my players would do with it.
Allow some interesting builds by encouraging grapple and shove fighters/paladins.
Created a reliable answer to the EK's question "do i need warcaster or can I juggle my weapon" question. Just no. You have a dedicated fighting style. No feat tax, no juggling.
Added two "defender-controller" fighting styles, a compensation for not having feats in my game.

Regarding TWF: Barbarians get rage bonus, rogues get sneak attack, paladins get smite, rangers and hexblades get their bonuses too. The only class that I feel needs any help making TWF strong is the fighter. This is why I've given the Fighter a dedicated TWF style. This (http://www.giantitp.com/forums/showthread.php?589206-Two-Weapon-Fighting-and-the-fixing-thereof-critiques-and-discussion-welcome)was a huge discussion. I was the only one willing to make a fighter-only fighting style, so I decided I was obligated to playtest it. This change allows a fighter to make two off hand attacks (one as a part of the attack action and one as a bonus action), and synergizes with Action Surge.



We use the Revised Ranger (https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf), with the following changes:

Favored Enemy: Beginning at 1st level, all beasts, fey, humanoids, monstrosities and undeads are considered your favoured enemies. Your Greater Favoured Enemy class feature still works as normal.
Survival Skills: At 2nd level, choose one spell from your list of known spells. You can now cast that spell as a ritual, using only what you can find around you as material components. You can choose and additional spell at levels 5, 9, 13 and 17.

Example: Goodberry is just your superior ability to forage, alarm is an actual trap you make, cure wounds is a combination of herbs applied to a bruise etc.

Design Goals:
I've yet to see a ranger in my games, but these changes are made to allow the ranger to FEEL more like a ranger.


Patron Bonus Spells: At levels 1, 3, 5, 7 and 9 select one patron bonus spell to learn as a bonus spell known.
Blade Pact: Gives proficiency in martial weapons, medium armor and shields. The Hexblade patron does not give these proficiencies.
Chain Pact: When you take the attack action or cast a cantrip that requires an attack roll you can substitute one attack to allow your familiar to use its reaction to make an attack.

Design Goals:
These changes are ripped straight from Kane0, and I simply love them. Everything about these changes just feels right.


Bonus Spells: You gain an additional spell known at 1st, 3rd, 5th, 7th and 9th level.

Design Goals:
I point all my players to the Reworked Sorcerer (http://www.giantitp.com/forums/showthread.php?537049-Sorcerer-Rework). For those that say no I at least throw a bone and give some additional Spells Known.

Kane0
2019-06-11, 07:16 PM
Inspire Others: A Bard can use an inspiration token to benefit a player other than himself.

Oh, didn't even realize you couldn't do that by default. Inspiration tokens get thrown all over the place at my games.



Song of Catnap: You can cast Catnap once per long rest without expending a spell slot. This feature replaces Song of Rest.

But Song of Rest is really good!



Titan’s Grip: You can forgo your rage damage bonus, and instead be able to wield a heavy weapon in one hand while raging. It is still considered a two-handed weapon, so it does not enable Two-Weapon Fighting, but it does allow a free hand or the use of a shield.

This would make for a great feat bullet, but since you don't use feats I can see why you put it here.



Spellblade: You can use your weapon as a material and somatic component for your spells.
Protective: Whenever you attack an enemy within 5 feet of you, it has disadvantage to attack rolls against creatures other than you, until the start of your next turn.
Two-Weapon Fighting Style (fighter only): Once per round, you can use two-weapon fighting as a part of the attack action. [/INDENT]

Oddly enough you get the style two levels before casting, which makes it useless during that time. I would wrap this function into Weapon Bond at EK 3.
Isn't that just the optional DMG marking rule in style form? Not that that's a bad thing, it works
Well... you know what I think about class-specific styles and TWF, agree to disagree. If you use TWF as part of the attack can you also do it as a bonus action on the same turn? Because that would mean three attacks at level 1...



I point all my players to the Reworked Sorcerer (http://www.giantitp.com/forums/showthread.php?537049-Sorcerer-Rework). For those that say no I at least throw a bone and give some additional Spells Known. [/SPOILER]

That's actually an older version just FYI, it still works fine (potentially OP in the right hands) but the one i'm updating nowadays is within my main thread. Same with the Ranger.

Bjarkmundur
2019-06-12, 02:52 AM
Oh, didn't even realize you couldn't do that by default. Inspiration tokens get thrown all over the place at my games.
You can grant an inspiration, but you can't grant YOUR inspiration. Not that I'd ban anyone from doing that, I just felt like emphasizing this with the bard.


But Song of Rest is really good!
Optional changes, optional.


Oddly enough you get the style two levels before casting, which makes it useless during that time. I would wrap this function into Weapon Bond at EK 3.
Agreed, changing that now.


Isn't that just the optional DMG marking rule in style form? Not that that's a bad thing, it works
It is, and it does ^^


Well... you know what I think about class-specific styles and TWF, agree to disagree. If you use TWF as part of the attack can you also do it as a bonus action on the same turn? Because that would mean three attacks at level 1...

Yeah, that's three attacks at level 1, two of them without modifiers. so 3d6+3 in three attacks opposed to the 2d6+6 in two attacks. Agree to disagree.



That's actually an older version just FYI, it still works fine (potentially OP in the right hands) but the one i'm updating nowadays is within my main thread. Same with the Ranger.

Roger, I'll update my links :)