JNAProductions
2022-11-16, 12:25 AM
Basics
There are two categories of ability scores: Physical (Strength, Dexterity, and Constitution) and Mental (Intelligence, Wisdom, and Charisma). For each category, a player's highest score is Primary, middle is Secondary, and lowest is Tertiary. If two scores are equal, the player may choose which score is which. What effects they have are based on class. Additionally, each ability score gives a perk at 11, 13, 15, 17, and 19.
Attacks with weapons you are proficient in use your Primary Physical Score.
Initiative is either determined by your Primary Physical Score or Secondary Mental Score.
Barbarian
HP: 1d12+Primary Physical Score
AC: Secondary Physical Score
Unarmored Defense: 10+Primary Physical Score+Secondary Physical Score
Reckless Attack: Usable with any attack made with your Primary Physical Score
Primal Champion: Unchanged-to encourage brawny Barbarians. However, still useful even if Strength or Constitution are tertiary.
Intimidating Presence (Berserker): Primary Mental Score
Bard
HP: 1d8+Tertiary Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Bardic Inspiration: Primary Mental Score
College Of Valor/Swords: HP now uses Secondary Physical Score. This does apply retroactively.
Cleric
HP: 1d8+Tertiary Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Any Domain That Grants Martial Weapons: Increase HP to Secondary Physical Score
Any Domain That Grants Heavy Armor: Increase HP to Secondary Physical Score
Any Domain That Grants Both: Increase HP to Primary Physical Score
Druid
HP: 1d8+Tertiary Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Fighter
HP: 1d10+Secondary Physical Score
AC: Primary Physical Score
Runes (Rune Knight): Secondary Physical Score
Psi Warrior: Primary Mental Score
Spellcasting (Eldritch Knight): Primary Mental Score
Maneuvers (Battlemaster): Primary Physical Score
Monk
HP: 1d8+Secondary Physical Score
AC: Primary Physical Score
Unarmored Defense: 10+Primary Physical Score+Primary Mental Score
Martial Arts: Primary Physical Score
Deflect Missiles: Primary Physical Score
Ki: 8+Proficiency+Primary Mental Score
Mercy: Add Primary Mental Score instead of Wisdom to Hands abilities
Astral Self: Use Primary Mental Score for Unarmed Strikes
Paladin
HP: 1d10+Secondary Physical Score
AC: Tertiary Physical Score
Divine Sense: Primary Mental Score
Spellcasting: Primary Mental Score
Aura: Primary Mental Score
Ranger
HP: 1d10+Seconday Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Rogue
HP: 1d8+Secondary Physical Score
AC: Primary Physical Score
Sneak Attack: Can be made with any weapon you have proficiency in
Spellcasting (Arcane Trickster): Primary Mental Score
Sorcerer
HP: 1d6+Primary Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Draconic Resilience (Dragon Sorcerer): AC can equal 13+Secondary Physical Score or 11+Primary Mental Score. Otherwise unchanged.
Warlock
HP: 1d8+Tertiary Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Hexblade: Remove the "Charisma to weapons" from Hex Warrior
Pact Of The Blade: You may use your Primary Mental Score for attacks made with your Pact Weapon
Wizard
HP: 1d6+Tertiary Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Bladesong (Bladesinger): Add Primary Mental Score to AC
Artificer
HP: 1d8+Secondary Physical Score
AC: Primary Physical Score
Spellcasting: Primary Mental Score
Subclasses That Use Intelligence For Weapons: Use Primary Mental Score
Flash Of Genius: Primary Mental Score
Strength
11: You may increase the distance a creature is pushed with a Shove to 10'.
13: You may Shove and Grapple as if you were one size larger.
15: You deal double damage against inanimate objects.
17: You may increase the distance a creature is pushed with a Shove to 20'.
19: You may count as one size larger. (This does stack with the 13 Perk, letting a MEdium creature grapple/shove a Gargantuan creature.)
Dexterity*
11: You gain +5' to move speeds.
13: You may take an additional item interaction on each of your turns.
15: You may use Dexterity in place of Strength for jumping.
17: You may use a reaction and 5' of movement to ignore a single Attack of Opportunity.
19: You may balance on objects as narrow as one inch without having to make a check. When determining if an object can support your weight, you are counted as only one-tenth as heavy as you actually are.
Stolen almost verbatim from this post (https://forums.giantitp.com/showsinglepost.php?p=25636196&postcount=7) from Grod The Giant. He's awesome.
Constitution
11: You gain advantage on saves against diseases, and can finish a Long Rest with only six hours of rest.
13: You gain +1 HP per level.
15: You may use your reaction to reduce a single instance of damage by an amount equal to your Constitution modifier.
17: You gain +1 HP per level.
19*: You may, when using your 15 Perk, regain your reaction after using it.
Basically, I want this to be usable without eating your reaction... But only usable IF YOUR REACTION IS AVAILABLE. So you can be tanky personally, but it makes you a little less sticky since an AoO makes you give itup. For example.
Intelligence
11: You gain three extra language or tool proficiencies.
13: You gain one additional skill proficiency.
15: You gain Expertise in one skill or tool you already have proficiency in.
17: You can Help as a reaction to someone making a check or attack.
19: When you Help someone, they can replace their Ability Score Modifier with your Intelligence Modifier.
Wisdom
11: You gain +1 to any one save of your choice.
13: You add one point of HP to all healing you receive.
15: You no longer suffer disadvantage on Perception checks from dim light.
17: You gain advantage on Initiative rolls.
19: You gain Truesight 10'.
Charisma
11:
13: You gain advantage on saves against becoming Charmed or Frightened.
15: You can use your reaction to try and Charm someone who targets you for an attack. On a failed Wisdom save (DC of 8+your proficiency+your Charisma modifier) they are Charmed by you until the end of their turn.
17:
19:
Semi WIP. Biggest thing I want checked is the Perks, especially ideas on the missing ones.
There are two categories of ability scores: Physical (Strength, Dexterity, and Constitution) and Mental (Intelligence, Wisdom, and Charisma). For each category, a player's highest score is Primary, middle is Secondary, and lowest is Tertiary. If two scores are equal, the player may choose which score is which. What effects they have are based on class. Additionally, each ability score gives a perk at 11, 13, 15, 17, and 19.
Attacks with weapons you are proficient in use your Primary Physical Score.
Initiative is either determined by your Primary Physical Score or Secondary Mental Score.
Barbarian
HP: 1d12+Primary Physical Score
AC: Secondary Physical Score
Unarmored Defense: 10+Primary Physical Score+Secondary Physical Score
Reckless Attack: Usable with any attack made with your Primary Physical Score
Primal Champion: Unchanged-to encourage brawny Barbarians. However, still useful even if Strength or Constitution are tertiary.
Intimidating Presence (Berserker): Primary Mental Score
Bard
HP: 1d8+Tertiary Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Bardic Inspiration: Primary Mental Score
College Of Valor/Swords: HP now uses Secondary Physical Score. This does apply retroactively.
Cleric
HP: 1d8+Tertiary Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Any Domain That Grants Martial Weapons: Increase HP to Secondary Physical Score
Any Domain That Grants Heavy Armor: Increase HP to Secondary Physical Score
Any Domain That Grants Both: Increase HP to Primary Physical Score
Druid
HP: 1d8+Tertiary Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Fighter
HP: 1d10+Secondary Physical Score
AC: Primary Physical Score
Runes (Rune Knight): Secondary Physical Score
Psi Warrior: Primary Mental Score
Spellcasting (Eldritch Knight): Primary Mental Score
Maneuvers (Battlemaster): Primary Physical Score
Monk
HP: 1d8+Secondary Physical Score
AC: Primary Physical Score
Unarmored Defense: 10+Primary Physical Score+Primary Mental Score
Martial Arts: Primary Physical Score
Deflect Missiles: Primary Physical Score
Ki: 8+Proficiency+Primary Mental Score
Mercy: Add Primary Mental Score instead of Wisdom to Hands abilities
Astral Self: Use Primary Mental Score for Unarmed Strikes
Paladin
HP: 1d10+Secondary Physical Score
AC: Tertiary Physical Score
Divine Sense: Primary Mental Score
Spellcasting: Primary Mental Score
Aura: Primary Mental Score
Ranger
HP: 1d10+Seconday Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Rogue
HP: 1d8+Secondary Physical Score
AC: Primary Physical Score
Sneak Attack: Can be made with any weapon you have proficiency in
Spellcasting (Arcane Trickster): Primary Mental Score
Sorcerer
HP: 1d6+Primary Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Draconic Resilience (Dragon Sorcerer): AC can equal 13+Secondary Physical Score or 11+Primary Mental Score. Otherwise unchanged.
Warlock
HP: 1d8+Tertiary Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Hexblade: Remove the "Charisma to weapons" from Hex Warrior
Pact Of The Blade: You may use your Primary Mental Score for attacks made with your Pact Weapon
Wizard
HP: 1d6+Tertiary Physical Score
AC: Secondary Physical Score
Spellcasting: Primary Mental Score
Bladesong (Bladesinger): Add Primary Mental Score to AC
Artificer
HP: 1d8+Secondary Physical Score
AC: Primary Physical Score
Spellcasting: Primary Mental Score
Subclasses That Use Intelligence For Weapons: Use Primary Mental Score
Flash Of Genius: Primary Mental Score
Strength
11: You may increase the distance a creature is pushed with a Shove to 10'.
13: You may Shove and Grapple as if you were one size larger.
15: You deal double damage against inanimate objects.
17: You may increase the distance a creature is pushed with a Shove to 20'.
19: You may count as one size larger. (This does stack with the 13 Perk, letting a MEdium creature grapple/shove a Gargantuan creature.)
Dexterity*
11: You gain +5' to move speeds.
13: You may take an additional item interaction on each of your turns.
15: You may use Dexterity in place of Strength for jumping.
17: You may use a reaction and 5' of movement to ignore a single Attack of Opportunity.
19: You may balance on objects as narrow as one inch without having to make a check. When determining if an object can support your weight, you are counted as only one-tenth as heavy as you actually are.
Stolen almost verbatim from this post (https://forums.giantitp.com/showsinglepost.php?p=25636196&postcount=7) from Grod The Giant. He's awesome.
Constitution
11: You gain advantage on saves against diseases, and can finish a Long Rest with only six hours of rest.
13: You gain +1 HP per level.
15: You may use your reaction to reduce a single instance of damage by an amount equal to your Constitution modifier.
17: You gain +1 HP per level.
19*: You may, when using your 15 Perk, regain your reaction after using it.
Basically, I want this to be usable without eating your reaction... But only usable IF YOUR REACTION IS AVAILABLE. So you can be tanky personally, but it makes you a little less sticky since an AoO makes you give itup. For example.
Intelligence
11: You gain three extra language or tool proficiencies.
13: You gain one additional skill proficiency.
15: You gain Expertise in one skill or tool you already have proficiency in.
17: You can Help as a reaction to someone making a check or attack.
19: When you Help someone, they can replace their Ability Score Modifier with your Intelligence Modifier.
Wisdom
11: You gain +1 to any one save of your choice.
13: You add one point of HP to all healing you receive.
15: You no longer suffer disadvantage on Perception checks from dim light.
17: You gain advantage on Initiative rolls.
19: You gain Truesight 10'.
Charisma
11:
13: You gain advantage on saves against becoming Charmed or Frightened.
15: You can use your reaction to try and Charm someone who targets you for an attack. On a failed Wisdom save (DC of 8+your proficiency+your Charisma modifier) they are Charmed by you until the end of their turn.
17:
19:
Semi WIP. Biggest thing I want checked is the Perks, especially ideas on the missing ones.