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Kane0
2023-08-04, 09:59 PM
Putting down thoughts taken from a number of places to refine my own version of 5e. OneDnD playtests have been fertile grounds!

Armor
Light Armor AC 12 + Dex (max 5)
Medium Armor AC 15 + Dex (max 3)
Heavy Armor AC 18 + Dex (max 1)
Buckler (light prof) +1
Shield (medium prof) +2

Weapons 1d6 (1d8 for martial) + one Trait (drop a die size for two traits)
Finesse Can use Str or Dex for attack and damage rolls
Thrown Can be thrown with range 20'/60'
Heavy Can only be used in two hands, rolling two damage dice
Versatile Can be used in two hands, adding Str and Dex to damage
Reach Adds +5' reach
Ranged Uses ammunition, range 80'/240' for simple and 120'/360' for martial

Combat Maneuvers When you take the attack action, you can sacrifice one attack in order to instead make an opposed Athletics check to Disarm, Shove, Overrun, etc
Power Attacks When you take the attack action while wielding a melee weapon, you can choose to add your prof bonus to the damage rolls instead of the attack rolls
Two Weapon Fighting When you take the attack action while wielding two finesse or thrown weapons, you can use your bonus action to make an attack with the off hand weapon

Fighting Styles
Archery +2 to hit with ranged weapons
Dueling Extra 1d6 damage against creatures with no other creatures adjacent to it or yourself
Blind Fighting 10' Blindsight
Defense Gain +1 AC
Cleaving Melee weapon attacks also apply to an adjacent target for half damage
Crippling Hits with weapon attacks also slow target 10' until end of next turn
Dabbler Gain two cantrips with casting stat to damage
Great Weapon When using a melee weapon in two hands you can reroll 1s (once) and explode max weapon dice (once)
Guardian Enemies treat your reach as difficult terrain
Harrier Gain +5' speed, and once per turn a creature you hit with a melee attack cannot take reactions until the start of its next turn
Interception When a creature attacks a target within your reach, reaction to reduce the damage by 1d8 (2d8 @5th, 3d8@11th, 4d8@17th)
Quickdraw +2 to Initiative
Scathing Melee attacks still deal minimum damage on a miss
Unarmed Your unarmed strike deals two damage dice, and you can grapple or shove with Opportunity Attacks

Skill List
Acrobatics (Dex)
Arcana (Int)
Athletics (Str)
Deception (Cha)
Insight (Wis)
Intimidation (Cha)
Investigation (Int)
Lore (Int)
Medicine (Wis)
Perception (Wis)
Persuasion (Cha)
Stealth (Dex)
Survival (Wis)
Thievery (Dex)

Standardized Spell Progression
Level Cantrips Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 4 1 SR - - - - - - - -
2 3 5 2 SR - - - - - - - -
3 3 6 2 SR 1 LR - - - - - - -
4 3 7 2 SR 2 LR - - - - - - -
5 3 8 2 SR - 2 LR - - - - - -
6 3 9 - 2 SR 2 LR - - - - - -
7 3 10 - 2 SR - 2 LR - - - - -
8 4 11 - 2 SR - 2 LR - - - - -
9 4 12 - 2 SR - - 2 LR - - - -
10 4 13 - - 2 SR - 2 LR - - - -
11 4 14 - - 2 SR - - 2 LR - - -
12 5 14 - - 2 SR - - 2 LR - - -
13 5 15 - - 2 SR - - - 2 LR - -
14 5 15 - - - 2 SR - - 2 LR - -
15 5 16 - - - 2 SR - - - 2 LR -
16 6 16 - - - 2 SR - - - 2 LR -
17 6 17 - - - 2 SR - - - - 2 LR
18 6 17 - - - - 2 SR - - - 2 LR
19 6 18 - - - - 2 SR - - - 3 LR
20 6 18 - - - - 3 SR - - - 3 LR

Cleric: Full Divine (Choose INT, WIS or CHA)
Druid: Full Primal (WIS)
Wizard: Full Arcane (INT)
Sorcerer: Full [Choose list] (CHA)
Ranger: Half Primal (Choose INT or WIS)
Paladin: Half Divine (Choose WIS or CHA)
Bard: Half [Choose list] (Choose INT, WIS or CHA)
Warlock: Half Arcane (Choose INT or CHA)

Standardized subclass levels (3, 6, 10, 14 for everyone)
Standardized ASI levels (4, 8, 12, 16, 19 for everyone). Barbarians, Fighters, Monks and Rogues get an extra ASI point to spend on each ASI, so +2/+1 or +1/+1/+1 or a feat and a +1
Epic boon at level 20


Channel Rage Bonus action, for the next minute you reduce any damage you take by your rage bonus, as well as adding it to strength weapon damage, checks and saves.
While raging you cannot cast spells nor concentrate, and you can lose it early if you are incapacitated
Danger Sense As long as you aren't blinded, deafened or incapacitated you add your rage bonus to initiative checks, dexterity saves and unarmored AC
Reckless Attack On your turn you can choose to gain advantage on strength attacks until the start of your next turn, but enemies also gain advantage on melee attacks against you for the same time
Martial Stance Learn two fighting styles, at the start of each turn choose which one you have active
Fast Movement +10' speed
Feral Instinct You add your rage bonus to Perception and Insight, and when you enter Rage you can also move up to half your speed
Brutal Strikes Once per turn, when you have advantage on a strength attack and both rolls would hit you deal extra damage equal to your Barbarian level
Relentless Rage Your rage ends only if you fall unconscious, and while raging you add your rage bonus to all saving throws
Peak Physique When you roll a Strength, Dexterity or Constitution check and the result is lower than your barbarian level, use your barbarian level.
Primal Champion Increase your Str, Dex and Con by 4 each, to a max of 24


Spellcasting (Choose one) Casting stat: INT, WIS or CHA
Unique spells: Vicious Mockery, Dissonant Whispers, Calm Emotions, Tongues
Focus: Instrument
Inspiration Prof bonus times per short rest, bonus action to give die ally within 60' one die they can add to a d20 test within 1 hour
Expertise Double prof bonus to two skills or tools you are proficient in
Song of Rest During a short rest when anyone spends hit dice they heal an additional amount of HP equal to Bard level
Countercharm If you or an ally within 30' fail a save against Charmed of Frightened, reaction to reroll with advantage
Magical Secrets Choose two spells of a level you can cast to add to your spell list (not as free known)
Words of Creation ???


Spellcasting (Divine) Casting stat: INT, WIS or CHA
Unique spells: Thaumaturgy, Bless, Prayer of Healing, Spirit Guardians
Focus: Holy Symbol
Holy Order I Protector: You gain proficiency in heavy armor and martial weapons
Scholar: You gain proficiency in two Int or Wis skills of your choice
Theurge: You gain Ritual Casting
Channel Divinity Divine Spark: Bonus action heal one creature within [range] for 1d6 + Cleric level HP
Abjure Foes: Magic action [range] cone, Wis save or dazed for 1 minute or until takes damage
Blessed Strikes Once per turn deal additional 1d8/2d8/3d8 Radiant or Necrotic damage with attack or cantrip
Font of Magic Once per long rest can regain one greater spell slot during a short rest
Divine Intervention Once per long rest magic action to cast any divine spell of 5th level or lower


Spellcasting (Primal) Casting stat: WIS
Unique spells: Druidcraft, Entangle, Moonbeam, Call Lightning
Focus: Primal
Druidic Calling Shaman: Ritual Casting
Warden: You gain Natural AC 10+Con+Dex and Natural Weapon 1d6
Channel Nature Wild Companion: As an action you can summon a familiar until you take a short rest
Wildshape: Bonus action transform into a beast of CR 1/4 or lower that doesn't have a fly speed, of which you know three forms
You retain your HP, Int/Wis/Cha, Proficiencies, Features, and can speak and concentrate but not cast spells
You can remain transformed up to 1 hour, you fall unconscious or you end it as a bonus action
Elemental Fury Once per turn deal additional 1d8/2d8/3d8 Cold, Fire, Lightning or Thunder damage with attack or cantrip
Wildshape X CR 1/2 beasts, 4 forms, attacks are magical
CR 1 beasts, 5 forms, and can be flying
CR 2 beasts, 6 forms, and can cast spells
Font of Magic Once per long rest can regain one greater spell slot during a short rest
Archdruid You can wildshape at-will if your form is under CR 1, and can remain wildshaped even when unconscious


Martial Stance Learn two fighting styles, at the start of each turn choose which one you have active
Second Wind Once per short rest, Bonus action heal 1d10 + Fighter level HP, plus spend up to prof bonus hit dice
Action Surge Once per short rest take extra Action
Combat Reflexes The first Opportunity Attack you make each round does not expend your Reaction
Extra Attack
Size Up Interacting with a creature for 1 minute or witnessing them in combat reveals their AC, HP, Str, Dex and Con relative to your own
Indomitable Once per short rest add Fighter level to a saving throw
Focused Versatility At the end of each rest choose one stat, you gain advantage on all checks and saves using that stat until your next rest
Lord of Battle You can use Second Wind, Action Surge and Indomitable each twice per rest


Martial Arts (light or no armor) Unarmed damage die
Dex instead of Str for jumping, grappling and unarmed attacks
TWF with Natural/Unarmed strike
Graceful Defence (light or no armor) Unarmored AC 10+Dex+Wis
Slow Fall: Reduce fall damage by 5x monk level
Deflect Projectiles: Reaction to reduce damage taken by a ranged attack by Monk die + dex + monk level
Martial Stance Learn two fighting styles, at the start of each turn choose which one you have active
Ki Techniques Level + Wis bonus Ki, replenish on short rest
Flurry of Blows: When you take the attack action, spend 1 Ki to make additional unarmed strike
Step of the Wind: Movement speed increase, spend 1 Ki to bonus action Dash or Disengage plus double jump distance
Patient Defence: Spend 1 Ki to Bonus Action dodge
Ki-Fuelled Attack: When you spend ki on your action, you can make a bonus action attack
Redirect Projectiles: If you reduce the damage to 0 using Deflect projectiles, spend 1 Ki to redirect to new target within 60 feet (same attack and damage roll)
Ki Strike Your unarmed strikes are magical
Once per turn when you hit with a melee attack you can spend 1 ki to force the target to make a Wis save or be Dazed until the end of your next turn. If they fail by 5 or more they are instead Stunned until end of next turn.
Evasion
Stillness of Mind Save prof, can use Action to remove Charmed, Confused, Dazed or Frightened (even if you cant normally take actions)
Purity of Body Save prof, resistance to poison and disease
Tongue of Sun and Moon
Boundless Ki When you start your turn with less than Prof Bonus Ki, gain 1 Ki
Diamond Soul All save profs, spend 1 ki to reroll save
Timeless Body Don't age, eat, sleep, breathe
Empty Body Bonus action spend 4 ki to become invisible + damage resistance for 1 minute, spend 8 Ki to cast Astral Projection
Perfect Self Flurry of blows gives you two attacks, Patient defense lasts until end of next turn and step of the wind gives you dash and disengage


Spellcasting (Divine) Casting stat: WIS or CHA
Unique spells: Divine Favor, Find Steed, Crusader's Mantle
Focus: Holy Symbol
Divine Sense Wis mod times per Long Rest, bonus action detect Celestials, Fey, Fiends and Undead within 60 feet of you for up to 10 minutes
Channel Divinity Divine Smite: Bonus action add 1d8 + Paladin level extra damage to melee attack
Lay on Hands: Bonus action heal touched creature 1d8 + Paladin level HP
Fighting Style
Restoring Touch When you use Lay on Hands you can also remove one of Blinded, Charmed, Deafened, Poisoned
Aura of Protection Cha bonus to saving throws to everyone within 10 feet of you
Radiant Strikes Attacks deal an additional 1d8 Radiant damage
Cleansing Touch When you use Lay on Hands you can also remove one Curse, Exhaustion or reduction to HP or ability scores
Aura Expansion Your 10' auras become 30'
Divine Conduit Any damage you take is delayed until the end of your next turn


Spellcasting (Primal) Casting stat: INT or WIS
Unique spells: Hunter's Mark, Cordon of Arrows, Conjure Barrage
Focus: Primal
Favored Enemy Select two creature types, which you can change during a Long Rest. You have advantage on Int and Wis checks related to and against those creature types
Fighting Style
Natural Explorer You gain your choice of climb or swim speed, and always remain alert for danger while travelling without impacting your speed
Keen Eye Bonus action Search
Land's Stride You ignore nonmagical difficult terain
Rugged Endurance You recover one level of exhaustion on a short rest
Vanish Once per short rest you can turn invisible as a bonus action until the end of your next turn
Honed Senses You ignore the blinded or deafened condition unless you are both blinded and deafened
Survivialist ???
Foe Slayer Creatures subject to your Hunters Mark have disadvantage on saves against your spells, and you have advantage on saves against their abilities


Expertise Choose two skills, gain double proficiency
Sneak Attack Once per turn, when you hit with an attack that doesn't have disadvantage you deal bonus d6s equal to half rogue level
Cunning Action Bonus action dash, disengage or hide
Martial Stance Learn two fighting styles, at the start of each turn choose which one you have active
Cunning Strike When you hit with a sneak attack, choose to gain advantage on your next attack against that target or for them to have disadvantage on their next attack until the end of your next turn
Uncanny Dodge Reaction to halve the damage taken from an attack
Evasion Dex save for half becomes save for none and half on failure
Reliable Talent Any ability check roll of 7 or less is treated as an 8
Devious Strike When you hit with a sneak attack, choose to impose a Wis save or be Dazed or a Con save or be Weakened until the start of your next turn
Slippery Mind Proficiency in Wisdom and Charisma saves
Elusive Attacks against you cannot be at advantage as long as you are not incapacitated
Insidious Strike Gain both effects of Cunning Strike, and target has disadvantage on save against Devious Strike
Stroke of Luck Once per short rest you can treat any d20 roll as a 20


Spellcasting (Choose one) Casting stat: CHA
Unique spells: Sorcerous Burst, Chaos Bolt, Sorcerous Vitality, Arcane Eruption
Focus: Self
Explosive Magic When you roll for the effects of a sorcerer spell or ability, you can reroll dice that roll their maximum value and add the new roll to the result, to a maximum number of dice equal to your Charisma bonus
Metamagic Choose from list below. You can only use one metamagic on a spell per casting. Can swap one metamagic during a long rest
Font of Magic Once per long rest can regain one greater spell slot during a short rest
Magical Guidance Once per short rest you can reroll a failed attack or check. You must accept the new roll.
Metamagic Prowess You can use two metamagics per casting
Fueled by Magic You cease to age, and can expend a lesser spell slot to nourish yourself as if you have had food and water for the day
Arcane Apotheosis You gain one additional lesser spell slot and one greater spell slot

Careful Spell Spare one creature [greater] or any number of creatures [lesser] from effects of the spell
Distant Spell Double [lesser] or +50% [greater] spell range
Elemental Spell Swap acid, cold, fire, lightning, poison or thunder damage to another type in this list
Empowered Spell Reroll spell effect dice (healing, damage, etc) equal to Cha modifier
Enlarged Spell Double [lesser] or +50% [greater] spell area
Extended Spell Increase spell duration one step (1 minute > 10 minutes > 1 hour > 8 hours > 24 hours)
Quickened Spell Cast spell with casting time of 1 action as a bonus action [lesser only]
Repeat Spell Cast the same spell you did last turn without expending a slot (once, must have casting time of 1 action or 1 bonus action)
Sturdy Spell Gain advantage on concentration saves and impose disadvantage on counterspell/dispel attempts
Subtle Spell Ignore verbal/somatic components
Twinned Spell Cast spell twice [lesser only]
Heightened Spell Impose disadvantage on one saves against the spell [lesser only]


Spellcasting (arcane) Casting stat: INT or CHA
Unique spells: Eldritch Blast, Hex, Miasmic Cloud*, Hunger of Hadar
Focus: Pact
Pact Boon I Blade: You proficiency with shields, and as a bonus action you can summon a pact weapon. You are proficient with your pact weapon, it uses casting stat for attack & damage and if thrown returns after the attack is resolved.
Chain: You can cast Find Familiar (UA) as an action using a pact magic slot, ignoring costly components. The familiar adds bonus damage to its attacks equal to half your warlock level (damage type dependant on type) and adds your proficiency bonus on any check or save it makes.
Tome: You gain the Ritual Casting feature, plus you can choose cantrips from any spell list. If your tome is lost you can create a replacement during a short rest, and you can add new rituals to it like a spellbook.
Pact Boon II Blade: When you take the attack action you can also cast a cantrip with casting time of one action against the same target.
Chain: Familiar gains the Share Spells ability, and when Remote Viewing you can also speak through your familiar
Tome: Stat mod to cantrip damage
Proxy You can cast Teleport and Plane Shift At-Will, but only to transport to your patron. If an unwilling creature makes their saving throw they cannot be affected again for 24 hours


Spellcasting (Arcane) Casting stat: INT
Unique spells: Prestidigitation, Find Familiar, Melf's Acid Arrow, Pulse Wave
Focus: Arcane or spellbook
Ritual Casting
Academic You have advantage on Lore checks
Quick Study During a SR you can swap out one spell for another in your spellbook
Font of Magic Once per long rest can regain one greater spell slot during a short rest
Spell Formulation Creating a spell requires half the amount of gold and time
Signature Spell Select one spell in your spellbook of the designated spell level. You can cast that spell once per long rest without preparing or expending a slot
Spell Mastery You can cast two spells per turn, but neither can be higher than 5th level