dmhelp
2020-12-22, 06:35 PM
Thanks for all of the feedback in the past! I have removed/simplified more rules and tried to get things down to the bare necessity. Multisubclassing is there to help give single classed characters some more options/fun vs the Sorcadin. I also updated the multisubclassing examples (a little beefier).
Buff to Increase Ease of Getting Feats (and additional odd stat for half feats)
Players use a modified standard array (17, 15, 13, 12, 10, 8) before standard racial/Customizing Your Origin modifiers
Buffs to Broken/Underpowered Options (e.g. Green Dragon Sorcerer)
Dragonborn - Breath Weapon instead uses a bonus action
Barbarian Berserker - exhaustion from Frenzy only lasts for one hour
Monk Four Elements - all Elemental Discplines (except Fangs of the Fire Snake) use a bonus action instead of an action (e.g. attack twice with staff then burning hands)
Sorcerer Draconic Bloodline - at level 1 also gains Elemental Spells - ability to pick variant Sorcerer elemental (acid, cold, fire, or lightning) spells as ancestry damage type instead (e.g. green dragon may pick a poison variant shocking grasp instead of the base spell and if desired use a second pick to take shocking grasp); Elemental Affinity (at level 6) - also gains downgrade immunity to resistance when using ancestry damage type Sorcerer spells, but does not stack with Elemental Adept or Poisoner (so immune monsters still take 1/2 damage instead of full damage)
Buffs to Underpowered Feat Options
Linguist - learn 6 languages instead of 3
Weapon Master - gives proficiency with shields and all simple/martial weapons
Now included as half feats (with +1 to any physical ability score unless otherwise noted): Charger, Defensive Duelist, Grappler, Martial Adept, Medium Armor Master, & Savage Attacker; or with +1 to any ability score: Dungeon Delver & Skilled
Buff to Single Target Damage Spells When They Become Outclassed by Cantrips (also to give spells like vampiric touch more use)
Single target damage spells that spell (melee/ranged) attack and certain other damage spell attack spells may also be cast as cantrips (assuming they are known/prepared as a leveled spell; all of these "prestige cantrips" lose duration/concentration/follow up damage if applicable) with the following base damage dice: chaos bolt d8 (loses leap, but can choose damage type from any of the d8s rolled), chromatic orb d8, flame blade d10 (casting time 1 action, does not use bonus action), guiding bolt d8, inflict wounds d10, melf's acid arrow d10 (loses half miss/delayed damage), mordenkainen's sword d12, ray of sickness d4, vampiric touch d6, witch bolt d12
Buff to Improve Single Classed Options vs Multiclassed (allows things like a Wizard who makes a pact with a fiend and helps make up for weak level 19/capstone progression)
Single classed characters may split two subclasses (usually equally from PHB/XGE) and/or pick from another class with DM approval/decision on power progression (must be mechanically/thematically compatible, see examples at end)
Barbarian Berserker/Zealot could gain @ 3 Frenzy, @ 6 Divine Fury/Warrior of the Gods, @ 10 Zealous Presence, & @ 14 Retaliation
Bard Bladesinging would gain @ 3 Training in War and Song/Bladesong (AC bonus = cha mod), @ 6 Extra Attack, & @ 14 choose either Song of Defense or Song of Victory (using charisma)
Cleric Trickery/Nature could gain @ 1 Trickery Domain Spells/Blessing of the Trickster, @ 2 Invoke Duplicity, @ 6 Dampen Elements, @ 8 Divine Strike (cold, fire, or lightning) or Blessed Strikes, & @ 17 Improved Duplicity
Druid Moon/Beast Master could gain @ 2 Combat Wild Shape/Circle Forms, @ 6 Primal Strike, @ 10 Primal Companion/Exceptional Training, & @ 14 Share Spells
Fighter Battle Master/Hunter could gain @ 3 Student of War/Combat Superiority, @ 7 Hunter's Prey, @ 10 Additional Superiority Die/Additional Maneuvers/Improved Combat Superiority, @ 15 Additional Maneuvers/Additional Superiority Die/Relentless, & @ 18 Superior Hunter's Defense
Monk Eldritch Knight/Four Elements could gain @ 3 Spellcasting/Weapon Bond, @ 6 Disciple of the Elements/Elemental Disciplines, @ 11 Eldritch Strike, & @ 17 Extra Elemental Discipline
Paladin Oath of Vengeance/War could gain @ 3 Oath Spells/Abjury Enemy/Vow of Enmity, @ 7 Divine Strike/War Domain Spells, @ 15 War Priest (using charisma mod), & @ 20 Avenging Angel
Ranger Eldritch Knight/Hunter could gain @ 3 Cantrips/Weapon Bond & access to Wizard spells out of their Ranger spells known (but Wizard spells use intelligence) using Ranger spell level progression (so could get up to 5th level Wizard spells @ 17), @ 7 Defensive Tactics, @ 11 Multiattack, & @ 15 Eldritch Strike
Rogue Horizon Walker/Thief could gain @ 3 Detect Portal/Planar Warrior, @ 7 Ethereal Step, @ 11 Use Magic Device, & @ 17 Thief's Reflexes
Sorcerer Draconic/Evocation could gain @ 1 Dragon Ancestor/Draconic Resilience/Elemental Spells, @ 6 Elemental Affinity, @ 14 Sculpt Spells, & @ 18 Overchannel
Warlock Hexblade/Fiend could gain @ 1 Hexblade Expanded Spell List/Hexblade's Curse/Hex Warrior, @ 6 Fiend Expanded Spell List/Dark One's Blessing, @ 10 Fiendish Resilience, & @ 14 Master of Hexes
Wizard Divination/Great Old One could gain @ 2 Divination Savant/Portent, @ 6 Expanded Spell List (can transcribe scrolls or learn on level up including other Warlock spells)/Awakened Mind, @ 10 Thought Shield, & @ 14 Greater Portent
Buff to Increase Ease of Getting Feats (and additional odd stat for half feats)
Players use a modified standard array (17, 15, 13, 12, 10, 8) before standard racial/Customizing Your Origin modifiers
Buffs to Broken/Underpowered Options (e.g. Green Dragon Sorcerer)
Dragonborn - Breath Weapon instead uses a bonus action
Barbarian Berserker - exhaustion from Frenzy only lasts for one hour
Monk Four Elements - all Elemental Discplines (except Fangs of the Fire Snake) use a bonus action instead of an action (e.g. attack twice with staff then burning hands)
Sorcerer Draconic Bloodline - at level 1 also gains Elemental Spells - ability to pick variant Sorcerer elemental (acid, cold, fire, or lightning) spells as ancestry damage type instead (e.g. green dragon may pick a poison variant shocking grasp instead of the base spell and if desired use a second pick to take shocking grasp); Elemental Affinity (at level 6) - also gains downgrade immunity to resistance when using ancestry damage type Sorcerer spells, but does not stack with Elemental Adept or Poisoner (so immune monsters still take 1/2 damage instead of full damage)
Buffs to Underpowered Feat Options
Linguist - learn 6 languages instead of 3
Weapon Master - gives proficiency with shields and all simple/martial weapons
Now included as half feats (with +1 to any physical ability score unless otherwise noted): Charger, Defensive Duelist, Grappler, Martial Adept, Medium Armor Master, & Savage Attacker; or with +1 to any ability score: Dungeon Delver & Skilled
Buff to Single Target Damage Spells When They Become Outclassed by Cantrips (also to give spells like vampiric touch more use)
Single target damage spells that spell (melee/ranged) attack and certain other damage spell attack spells may also be cast as cantrips (assuming they are known/prepared as a leveled spell; all of these "prestige cantrips" lose duration/concentration/follow up damage if applicable) with the following base damage dice: chaos bolt d8 (loses leap, but can choose damage type from any of the d8s rolled), chromatic orb d8, flame blade d10 (casting time 1 action, does not use bonus action), guiding bolt d8, inflict wounds d10, melf's acid arrow d10 (loses half miss/delayed damage), mordenkainen's sword d12, ray of sickness d4, vampiric touch d6, witch bolt d12
Buff to Improve Single Classed Options vs Multiclassed (allows things like a Wizard who makes a pact with a fiend and helps make up for weak level 19/capstone progression)
Single classed characters may split two subclasses (usually equally from PHB/XGE) and/or pick from another class with DM approval/decision on power progression (must be mechanically/thematically compatible, see examples at end)
Barbarian Berserker/Zealot could gain @ 3 Frenzy, @ 6 Divine Fury/Warrior of the Gods, @ 10 Zealous Presence, & @ 14 Retaliation
Bard Bladesinging would gain @ 3 Training in War and Song/Bladesong (AC bonus = cha mod), @ 6 Extra Attack, & @ 14 choose either Song of Defense or Song of Victory (using charisma)
Cleric Trickery/Nature could gain @ 1 Trickery Domain Spells/Blessing of the Trickster, @ 2 Invoke Duplicity, @ 6 Dampen Elements, @ 8 Divine Strike (cold, fire, or lightning) or Blessed Strikes, & @ 17 Improved Duplicity
Druid Moon/Beast Master could gain @ 2 Combat Wild Shape/Circle Forms, @ 6 Primal Strike, @ 10 Primal Companion/Exceptional Training, & @ 14 Share Spells
Fighter Battle Master/Hunter could gain @ 3 Student of War/Combat Superiority, @ 7 Hunter's Prey, @ 10 Additional Superiority Die/Additional Maneuvers/Improved Combat Superiority, @ 15 Additional Maneuvers/Additional Superiority Die/Relentless, & @ 18 Superior Hunter's Defense
Monk Eldritch Knight/Four Elements could gain @ 3 Spellcasting/Weapon Bond, @ 6 Disciple of the Elements/Elemental Disciplines, @ 11 Eldritch Strike, & @ 17 Extra Elemental Discipline
Paladin Oath of Vengeance/War could gain @ 3 Oath Spells/Abjury Enemy/Vow of Enmity, @ 7 Divine Strike/War Domain Spells, @ 15 War Priest (using charisma mod), & @ 20 Avenging Angel
Ranger Eldritch Knight/Hunter could gain @ 3 Cantrips/Weapon Bond & access to Wizard spells out of their Ranger spells known (but Wizard spells use intelligence) using Ranger spell level progression (so could get up to 5th level Wizard spells @ 17), @ 7 Defensive Tactics, @ 11 Multiattack, & @ 15 Eldritch Strike
Rogue Horizon Walker/Thief could gain @ 3 Detect Portal/Planar Warrior, @ 7 Ethereal Step, @ 11 Use Magic Device, & @ 17 Thief's Reflexes
Sorcerer Draconic/Evocation could gain @ 1 Dragon Ancestor/Draconic Resilience/Elemental Spells, @ 6 Elemental Affinity, @ 14 Sculpt Spells, & @ 18 Overchannel
Warlock Hexblade/Fiend could gain @ 1 Hexblade Expanded Spell List/Hexblade's Curse/Hex Warrior, @ 6 Fiend Expanded Spell List/Dark One's Blessing, @ 10 Fiendish Resilience, & @ 14 Master of Hexes
Wizard Divination/Great Old One could gain @ 2 Divination Savant/Portent, @ 6 Expanded Spell List (can transcribe scrolls or learn on level up including other Warlock spells)/Awakened Mind, @ 10 Thought Shield, & @ 14 Greater Portent