PhoenixPhyre
2023-03-14, 04:00 PM
In this particular case, assume that PAM, GWM, SS, CBE, and DW are not available (as the point is to move a chunk of the power directly into the classes in more coordinated forms).
Values in () like (X) are variables to be decided on a per-feature basis (so setting (X) = 5 in one feature doesn't change it for any other feature).
Yes, the omission of the paladin from this list is intentional. They're fine as is. At least for now.
V2 changelog:
- Added some text to allow fighters to pick a second choice later. Fighters should be more versatile.
- Changed rangers from "pick one" to "get both". The idea is that fighters get to pick and choose, everyone else is locked in to a couple narrower styles (really one melee and one ranged).
Barbarian
Unchained Fury
Starting at level (X) your primal fury affects your attacks more strongly even when you are not raging. You gain the following benefits:
- When you make a weapon attack and have advantage on the roll, you can choose to roll normally instead. If you do so, you score a critical hit on a (N)+.
- Once per turn when you hit a creature with a melee weapon attack, you can choose to carry some of the damage over to creature of your size or smaller within 5’ of them and within your reach. That creature takes damage equal to the unmodified weapon dice roll. Eg. you dealt 2d6 + 5 slashing damage to the original target, rolling 7 on the 2d6. The other target would take 7 slashing damage.
Throw Anything
Starting at level (Y), when you make a ranged attack with a thrown weapon, you can attack out to the long range of the weapon without suffering disadvantage. Additionally, the weapon die of your thrown weapons increases by one die (ie 1d6 -> 2d6).
Fighter
Weapon Specialization
At level (X), your mastery of one type of weapon has increased to new heights. Choose one of the benefits below. It applies with weapons of the designated type. (v2: add "At level (Y > X) you can pick another specialization of your choice").
- When you make an attack with a heavy weapon, you can choose to take a penalty equal to your proficiency bonus to the attack roll. If you do and still hit, you deal additional damage equal to twice your proficiency bonus.
- Once between any two of your turns while you are wielding a spear, pike, glaive, or halberd in two hands and a creature enters or moves 5’ or more within your reach, you can make a special opportunity attack with the weapon. This does not consume your reaction.
- You do not suffer disadvantage when making a ranged attack with an enemy within 5’ of you. Additionally, when you make a ranged weapon attack you can choose to take a penalty equal to your proficiency bonus to the attack roll. If you do and still hit, you deal additional damage equal to twice your proficiency bonus.
- While you are wielding light weapons in each hand, the number of attacks you can make when you take the Attack action on your turn increases by 1. At least one of these attacks must be made with each weapon. The first time you hit the same creature with attacks from both weapons in the same turn, the target takes an additional (Z) damage.
- While wielding a shield, all allies gain ¾ cover from you instead of the normal ½ cover. If they succeed on a Dexterity saving throw against an effect that deals half damage on a success while you are providing them cover, they have resistance to the damage as well.
Ranger
Advanced Fighting Style
At level (X) you gain your choice of (edit v2: replace the choice with "the".) benefits below.
- You do not suffer disadvantage when making a ranged attack with an enemy within 5’ of you. Additionally, when you make a ranged weapon attack you can choose to take a penalty equal to your proficiency bonus to the attack roll. If you do and still hit, you deal additional damage equal to twice your proficiency bonus. If the enemy is one of your Favored Foes or you have hunter’s mark on the target, you do not suffer a penalty to hit.
- While you are wielding light weapons in each hand, the number of attacks you can make when you take the Attack action on your turn increases by 1. At least one of these attacks must be made with each weapon. The first time you hit the same creature with attacks from both weapons in the same turn, the target takes an additional (Y) damage. The additional damage increases by (Z) if the target is one of your Favored Foes.
Rogue
Improved Finesse
At level (X) you gain the benefits listed below.
- When you attack While you are wielding light weapons in each hand, the number of attacks you can make when you take the Attack action on your turn increases by 1. At least one of these attacks must be made with each weapon. If you hit the same creature with attacks from both weapons they cannot use their reaction until the start of their next turn.
- While wielding a hand crossbow you no longer need a free hand to reload it. Additionally, you can use it as if it was a light melee weapon for the purposes of two-weapon fighting. It acts as a light finesse melee weapon with a 1d4 bludgeoning damage in addition to its normal ranged properties.[1]
[1] Intent–you can pistol whip someone with it in melee just like shooting it at someone as well as wield two of them guns akimbo style. Or sword and crossbow.
Values in () like (X) are variables to be decided on a per-feature basis (so setting (X) = 5 in one feature doesn't change it for any other feature).
Yes, the omission of the paladin from this list is intentional. They're fine as is. At least for now.
V2 changelog:
- Added some text to allow fighters to pick a second choice later. Fighters should be more versatile.
- Changed rangers from "pick one" to "get both". The idea is that fighters get to pick and choose, everyone else is locked in to a couple narrower styles (really one melee and one ranged).
Barbarian
Unchained Fury
Starting at level (X) your primal fury affects your attacks more strongly even when you are not raging. You gain the following benefits:
- When you make a weapon attack and have advantage on the roll, you can choose to roll normally instead. If you do so, you score a critical hit on a (N)+.
- Once per turn when you hit a creature with a melee weapon attack, you can choose to carry some of the damage over to creature of your size or smaller within 5’ of them and within your reach. That creature takes damage equal to the unmodified weapon dice roll. Eg. you dealt 2d6 + 5 slashing damage to the original target, rolling 7 on the 2d6. The other target would take 7 slashing damage.
Throw Anything
Starting at level (Y), when you make a ranged attack with a thrown weapon, you can attack out to the long range of the weapon without suffering disadvantage. Additionally, the weapon die of your thrown weapons increases by one die (ie 1d6 -> 2d6).
Fighter
Weapon Specialization
At level (X), your mastery of one type of weapon has increased to new heights. Choose one of the benefits below. It applies with weapons of the designated type. (v2: add "At level (Y > X) you can pick another specialization of your choice").
- When you make an attack with a heavy weapon, you can choose to take a penalty equal to your proficiency bonus to the attack roll. If you do and still hit, you deal additional damage equal to twice your proficiency bonus.
- Once between any two of your turns while you are wielding a spear, pike, glaive, or halberd in two hands and a creature enters or moves 5’ or more within your reach, you can make a special opportunity attack with the weapon. This does not consume your reaction.
- You do not suffer disadvantage when making a ranged attack with an enemy within 5’ of you. Additionally, when you make a ranged weapon attack you can choose to take a penalty equal to your proficiency bonus to the attack roll. If you do and still hit, you deal additional damage equal to twice your proficiency bonus.
- While you are wielding light weapons in each hand, the number of attacks you can make when you take the Attack action on your turn increases by 1. At least one of these attacks must be made with each weapon. The first time you hit the same creature with attacks from both weapons in the same turn, the target takes an additional (Z) damage.
- While wielding a shield, all allies gain ¾ cover from you instead of the normal ½ cover. If they succeed on a Dexterity saving throw against an effect that deals half damage on a success while you are providing them cover, they have resistance to the damage as well.
Ranger
Advanced Fighting Style
At level (X) you gain your choice of (edit v2: replace the choice with "the".) benefits below.
- You do not suffer disadvantage when making a ranged attack with an enemy within 5’ of you. Additionally, when you make a ranged weapon attack you can choose to take a penalty equal to your proficiency bonus to the attack roll. If you do and still hit, you deal additional damage equal to twice your proficiency bonus. If the enemy is one of your Favored Foes or you have hunter’s mark on the target, you do not suffer a penalty to hit.
- While you are wielding light weapons in each hand, the number of attacks you can make when you take the Attack action on your turn increases by 1. At least one of these attacks must be made with each weapon. The first time you hit the same creature with attacks from both weapons in the same turn, the target takes an additional (Y) damage. The additional damage increases by (Z) if the target is one of your Favored Foes.
Rogue
Improved Finesse
At level (X) you gain the benefits listed below.
- When you attack While you are wielding light weapons in each hand, the number of attacks you can make when you take the Attack action on your turn increases by 1. At least one of these attacks must be made with each weapon. If you hit the same creature with attacks from both weapons they cannot use their reaction until the start of their next turn.
- While wielding a hand crossbow you no longer need a free hand to reload it. Additionally, you can use it as if it was a light melee weapon for the purposes of two-weapon fighting. It acts as a light finesse melee weapon with a 1d4 bludgeoning damage in addition to its normal ranged properties.[1]
[1] Intent–you can pistol whip someone with it in melee just like shooting it at someone as well as wield two of them guns akimbo style. Or sword and crossbow.