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    Firbolg in the Playground
    Join Date
    Apr 2012
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    Default Zman's 5e Tweaks V2.0

    Welcome, welcome, ladies and gentleman, children of all ages. I've spent some more time and updated my Tweaks for 5e. My primary focus is on balaance, bringing up the too weak stuff, toning down the too strong stuff, and increasing the number of viable options in the game. This includes adding ~20 feats to the game. There are some minor race re-balances, some minor class re-balances, and some variant rules that are meant to enhance game play and balance.

    I love 5e, but for me balance has a large impact on my enjoyment in a game. I felt like somethings could really have been balanced better ie GWM, Sharpshooter, PAM, Luck etc vs Savage Attacker, Athlete, etc. I felt some classes just didn't hold up ie Monk. For most of the combat related tweaks and feats I have done a fair amount of legwork located in a spreadsheet linked in my signature.

    I welcome all feedback, without this community and feedback from others this wouldn't have come nearly as far as it has nor turned out nearly as well.

    Zman's Tweaks V2.0

    Spoiler: Raw Txt dump for nonChrome Browsers
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    # Zman's 5e Tweaks v2.0
    * Updated 4-20-17



    # Preface
    I love 5e, but here are a couple of things that bother me and could use tweaking. I'm not trying to reinvent the wheel or rewrite the game. These tweaks are meant to be easy to apply patches that enhance balance and gameplay while simultaneously opening up more viable options. There is also some new content in the form of New Feats meant to fill some missing niches and give a few more options. Think of it as a balance patch meant to iron out a few wrinkles and I welcome feedback.

    Love 5e, but wish it was a touch more balanced? Wish some things made a bit more sense? Wish some options were more viable or others less no-brainers? Give Zman's 5e Tweaks a look. Take caution when applying any individual Tweak as they are intended to function as a whole. Currently only for the PHB. Additionally there is a Weapons and Armor Tweak, as well as an E10 Variant. There may exist a couple of references in this document to those documents.

    ## Races
    ### Dwarf
    *No Changes

    ### Elf
    * Elf Weapon Training: You have proficiency with the "**Elven Longblade, Elven Shortblade**, shortbow, and longbow.

    ### Halfling
    *No Changes

    ### Human
    * Add **Skill Versatility: You gain proficiency in two skills of your choice.**
    * Remove **Variant Human**

    ### Dragonborn
    * Breath Weapon: You can use your **bonus action** to exhale...
    * Add **Darkvision**: Thanks to your Draconic blood, you have superior vision in dark and dim conditions. You can see in dim light within 60' of you as if it were bright light, and in darkness as if it were dim light.

    ### Gnome
    *No Change

    ```
    ```

    ### Half-Elf
    * Change Darkvision to **Inferior Darkvision**: Thanks to your Elf blood, you have superior vision in dark and dim conditions. You can see in dim light within **30'** of you as if it were bright light, and in darkness as if it were dim light.
    * Change to Skill Versatility: You gain proficiency in **one** skill of your choice.


    ### Half-Orc
    * Change to **Inferior Darkvision**: Thanks to your Orc blood, you have superior vision in dark and dim conditions. You can see in dim light within **30'** of you as if it were bright light, and in darkness as if it were dim light.

    ### Tiefling
    *No Change


    ## Abilities
    ___
    ### Intelligence
    * Characters can learn a number of additional languages equal to their Intelligence Modifier at character creation as well as when a character's Intelligence Modifier permantly increases.
    * In addition, at character creation a character learns a number of additional skills and tool proficiencies equal to their Intelligence Modifier. Skills are drawn from their class list. Anytime a character's Intelligence modifier increases they learn an additional skill or tool proficiency and are not limited to their class list. Half, rounded down, of the proficiencies gained through Intelligence must be taken as Tool Proficiencies.

    \page

    # Feats

    * **Each character gains an additional feat at 1st level.**

    ### Alert
    Always on the lookout for danger, you gain the following benefits:
    * You gain a +5 bonus to initiative.
    * You canít be surprised while you are conscious.
    * Other creatures donít gain advantage on attack rolls against you as a result of being hidden from you.

    ### Athlete
    You have undergone extensive physical training to gain the following benefits:
    * Increase your Strength or Dexterity score by 1, to a maximum of 20.
    * **Gain proficiency with Athletics.**
    * **When making an Athletics check, gain advantage.**
    * When you are prone, standing up uses only 5 feet of your movement.
    * Climbing doesnít halve your speed.
    * You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

    ### Actor
    Skilled at mimicry and dramatics, you gain the following benefits:
    * Increase your Charisma score by 1, to a maximum of 20.
    * You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
    * You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

    ### Close Quarters Archer
    Entering a melee with your bow is of little concern, gain the following benefits:
    * Being within 5 feet of a hostile creature doesnít impose disadvantage on your ranged attack rolls nor does a target benefit from cover for being engaged in melee.
    * When you make a ranged attack against a hostile creature within 5 feet of you, you donít provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
    * When you make a ranged attack against a hostile creature within 5 feet of you, you can use a bonus action to make a melee attack with a piece of ammunition or part of your ranged weapon. This weapon has Finesse and the damage die for this attack is a d4 plus your ability modifier and deals piercing or bludgeoning damage.

    ```
    ```

    ### Cunning Opportunist
    You never let an opportunity pass you by, gain the following benefits:
    * When a creature that is within 5 feet of you attacks an an ally instead of you or attacks you while suffering disadvantage you can use your Reaction to make an attack against them. The attack must use a finesse or a light weapon.

    ### Crossbow Expert
    Thanks to extensive practice with the crossbow, you gain the following benefits:
    * **Gain proficiency with all Crossbows.**
    * You ignore the loading quality of crossbows with which you are proficient.
    * Being within 5 feet of a hostile creature doesnít impose disadvantage on your ranged attack rolls.
    * When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

    ### Defensive Duelist
    Prerequisite: Dexterity 13 or higher
    * When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
    * **Any ability that grants a second reaction or opportunity attack can instead be used with Defensive Duelist.**

    ### Desperate Spellcaster
    Prerequisites: The ability to cast at least one spell of 1st level or higher.
    You are desperate enough and capable of tapping into the weave within yourself to fuel your magics, gain the following benefits:
    * Gain one spell slot for each spell level you are capable of casting lower than your highest level spellslot. This cannot grant spell slots of 5th level or higher.
    * When you expend one of these spell slots, make a Constitution save equal to 10+ spell slot level, if you fail, gain one level of exhaustion.
    * Once you expend one of these spell slots you must finish a long rest before you can use them again.

    ### Dual Wielder
    You master fighting with two weapons, gaining the following benefits:
    * You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
    * You can use two-weapon fighting even when the one-handed melee weapons you are wielding arenít light.

    \page

    ### Dueling Master
    Unparalleled in single combat, gain the following benefits:
    * You gain a +1 bonus to AC while you wield a one handed weapon or versatile weapon and no other weapons or a shield.
    * While you wield a one handed weapon or versatile weapon and no other weapons or a shield, you can use a bonus action to make an additional attack, the attack must be one handed if the weapon is versatile. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

    ### Dungeon Delver
    Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
    * **Gain proficiency with Thieve's Tools**
    * You have advantage on Wisdom(Perception) and Intelligence(Investigation) checks made to detect the presence of secret doors.
    * You have advantage on saving throws made to avoid or resist traps.
    * You have resistance to the damage dealt by traps.
    * You can search for traps while traveling at a normal pace, instead of only at a slow pace.

    ### Durable
    Hardy and resilient, you gain the following benefits:
    * Increase your Constitution score by 1, to a maximum of 20.
    * **Gain Advantage on Death Saving Throws.**
    * When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

    ### Elemental Adept
    Prerequisite: The ability to cast at least one spell
    * When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.

    ### Expertise
    You reach mastery of a skill, gain the following benefits:
    * Increase your Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
    * Pick one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. This bonus does not stack with the Bard or Rogue abilities of the same name.

    ```
    ```

    ### Fighting Style Expert
    You are brutally effecient in your chosen combat style, gain the following benefits:
    * Increase your Dexterity or Strength score by 1, to a maximum of 20.
    * Gain one Fighting Style available to Fighters.


    ### Grappler
    Prerequisite: Strength 13 or higher
    ___
    Youíve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
    * **Increase your Strength score by 1, to a maximum of 20.**
    * You have advantage on attack rolls against a creature you are grappling.
    * You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
    * Creatures that are one size larger than you donít **have advantage** on checks to escape your grapple.


    ### Great Weapon Master
    Youíve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
    * On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
    * **Once per turn before you make a melee attack** with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attackís damage.

    ### Hardened
    You've learned to to shake off just about everything that has come your way, gain the following benefits:
    * Gain a bonus equal to one half your proficiency bonus(rounded up) to any save you are not proficient in.

    ### Healer
    You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
    * **Increase your Wisdom score by 1, to a maximum of 20.**
    * **Gain advantage on Wisdom(Medicine) checks.**
    * When you use a healerís kit to stabilize a dying crea- ture, that creature also regains 1 hit point.
    * As an action, you can spend one use of a healerís kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creatureís max- imum number of Hit Dice. The creature canít regain hit points from this feat again until it finishes a short or long rest.

    \page

    ### Heavily Armored
    Prerequisite: Proficiency with medium armor
    ___
    You have trained to master the use of heavy armor, gaining the following benefits:
    * Increase your Strength score by 1, to a maximum of 20.
    * You gain proficiency with heavy armor.

    ### Heavy Armor Master
    Prerequisite: Proficiency with heavy armor
    ___
    You can use your armor to deflect strikes that would kill others. You gain the following benefits:
    * Increase your Strength score by 1, to a maximum of 20.
    * **When you wear heavy armor you can add 1 to your AC if you have a Dexterity of 12 or higher.**
    * While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.

    ### Inspiring Leader
    Prerequisite: Charisma 13 or higher
    * **Increase your Charisma score by 1, to a maximum of 20.**
    * You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature canít gain temporary hit points from this feat again until it has finished a short or long rest.

    ### Intimidating Presence
    Prerequisite: Strength 13 or higher
    * Increase your Strength score by 1, to a maximum of 20.
    * You may use Strength instead of Charisma for Intimidation checks.
    * As a bonus action, you may attempt to intimidate a creature. Make an Intimidation(Strength) check opposed by either a Strength check or an Intimidation check, if your total is greater than the target's, they are frightened until the end of their next turn. You can use this ability only once per encounter.

    ### Intuitive Defense
    You know where attacks will be and simply aren't there, gain the following benefits:
    * Increase your Wisdom score by 1, to a maximum of 20.
    * Gain Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

    ```
    ```

    ### Keen Mind
    You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
    * Increase your Intelligence score by 1, to a maximum of 20.
    * **You have advantage on Intelligence checks involving Knowledge and Reasoning.**
    * **You have advantage on Intelligence Saving Throws.**
    * You always know which way is north.
    * You always know the number of hours left before the next sunrise or sunset.
    * You can accurately recall anything you have seen or heard within the past month.



    ### Large Build
    Prerequisites: Small size. Strength 13 or higher. May only be taken at 1st level.
    You are one of the largest of your kind, nearly as large as most humanoids, gain the following benefits:
    * Increase your Strength Score by 1, to a maximum of 20.
    * You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
    * You may choose to count as one size larger whenever it would be beneficial. This allows small creatures to ignore the Heavy weapon property.

    ### Light Armor Master
    You know how to get the most out of light armors, gain the following benefits:
    * Increase your Dexterity score by 1, to a maximum of 20.
    * Increase the AC granted by light armors by 1.

    ### Lightly Armored
    You have trained to master the use of light armor, gaining the following benefits:
    * Increase your Strength or Dexterity score by 1, to a maximum of 20.
    * You gain proficiency with light armor.

    ### Lightning Reflexes
    Prerequisites: Dexterity 15 or higher.
    You are preternaturally quick, gain the following benefits:
    * Gain Advantage on Initiative Rolls
    * Gain a second reaction action each turn, this reaction can only be used for Opportunity Attacks.

    ### Linguist
    You have studied languages and codes, gaining the following benefits:
    * Increase your Intelligence score by 1, to a maximum of 20.
    * You learn three languages of your choice.
    * **You can learn a new language by studying or being exposed to it for three days.**
    * You can ably create written ciphers. Others canít decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

    \page

    ### Lucky
    You have inexplicable luck that seem s to kick in at just the right moment.
    * **You have 1 luck point**. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
    * You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attackerís roll or yours.
    * If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
    * **You regain your expended luck point when you finish a short or long rest.**

    ### Mage Slayer
    You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
    * When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
    * When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
    * You have advantage on saving throws against spells cast by creatures within 5 feet of you.

    ### Magic Initiate
    * Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that classís spell list.
    * In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
    * Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.


    ### Martial Adept
    You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
    * You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuverís effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
    * **If you already have superiority dice, you gain two more; otherwise, you have two superiority dice, which are a d6.** This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

    ```
    ```

    ### Martial Artist
    You are trained as an unarmed combatant, gain the following benefits:
    * Increase your Strength or Dexterity score by 1, to a maximum of 20.
    * Your unarmed strike uses a d4 for damage. If your unarmed strike already deals a d4 or large damage die, increase the die by one size d4>d6>d8>d10>d12.
    * Your unarmed strike gains the Offhand propery and can be used for two-weapon fighting.
    * When performing a Grapple or Shove you may use a Dexterity(Acrobatics) check instead of a Strength(Athletics) check.


    ### Medium Armor Master
    Prerequisite: Proficiency with medium armor
    You hav practiced moving in medium armor to gain the following benefits:
    * **Increase your Strength or Dexterity score by 1, to a maximum of 20.**
    * Wearing medium armor doesnít impose disadvantage on your Dexterity (Stealth) checks.
    * When you wear medium armor, you can **increase the maximum Dexterity Modifier allowed by the armor by 1.**

    ### Mobile
    You are exceptionally speedy and agile, you gain the following benefits:
    * Your speed increases by 10 feet.
    * When you use the Dash action, difficult terrain doesnít cost you extra movement on that turn.
    * When you make a melee attack against a creature, you donít provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

    ### Moderately Armored
    Prerequisite: Proficiency with light armor
    ___
    You have trained to master the use of medium armor and shields, gaining the following benefits:
    * Increase your Strength or Dexterity score by 1, to a maximum of 20.
    * You gain proficiency with medium armor and shields.

    ### Mounted Combatant
    You are a dangerous foe to face while mounted. While you are mounted and arenít incapacitated, gain the following benefits:
    * You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
    * You can force an attack targeted at your mount to target you instead.
    * If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

    \page

    ### Observant
    Quick to notice details of your environment, you gain the following benefits:
    * Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    * If you can see a creatureís mouth while it is speaking a language you understand, you can interpret what itís saying by reading its lips.
    * You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

    ### Polearm Master
    You can keep your enemies at bay with reach weapons. You gain the following benefits:
    * When you take the Attack action and attack with only a glaive, halberd, **quarterstaff, spear, or trident**, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weaponís damage die for this attack is a d4, and the attack deals bludgeoning damage. **You donít add your ability modifier to the damage of the bonus attack, unless that modifier is negative. This attack cannot benefit from the Heavy weapon property. **
    * While you are wielding a glaive, halberd, pike, **quarterstaff, spear, or trident, you may make an attack as a reaction on a creature **when they enter your reach.

    ### Powerful Build
    Prerequisites: Medium size. Strength 15 or higher. May only be taken at 1st level.
    You are one of the largest of most impressive of your species, gian the following benefits:
    * You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
    * You may treat weapons wielded in one hand as light for the purposes of two-weapon fighting.
    * You use Versatile weapons one handed dealing their two handed damage one handed. Verstaile weapons do not count as light weapons when wielded this way.
    * You may choose to attack with two-handed weapons you are proficient with using only one hand, but you may only add one half your proficiency bonus(rounded up) to the attack instead of your full proficiency bonus.

    ### Powerful Persona
    The sheer power of your personality protect you, gain the following benefits:
    * Increase your Charisma score by 1, to a maximum of 20.
    * Gain Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

    ### Resilient
    Choose one ability score. You gain the following benefits
    * Increase the chosen ability score by 1, to a maximum of 20.
    * You gain proficiency in saving throws using the chosen ability.

    ### Ritual Caster
    Prerequisite: Intelligence or Wisdom 13 or higher
    * You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
    * When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that classís spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
    * If you come across a spell in written form, such as a magical spell scroll or a wizardís spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spellís level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.


    ### Savage Attacker
    * **Increase your Strength score by 1, to a maximum of 20.**
    * Once per turn when you roll damage for a melee weapon attack, you can reroll the weaponís damage dice and use either total.

    ### Sentinel
    You have mastered techniques to take advantage of every drop in any enemyís guard, gaining the following benefits:
    * When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
    * Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
    * When a creature within 5 feet of you makes an attack against a target other than you (and that target doesnít have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.


    ### Sharpshooter
    You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
    * **Double the short range of your ranged weapon attacks.**
    * **Your ranged weapon attacks ignore half cover and count three-quarters cover as half cover.**
    * **Once per turn before you make an attack** with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attackís damage.

    \page

    ### Shield Master
    You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
    * If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
    * If you arenít incapacitated, you can add your shieldís AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
    * If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half dam- age, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

    ### Shield Weapon Specialist
    You fight as deftly using a shield as a weapons as most do a sword or spear, gain the following benefits:
    * The damage die of Bladed or Spiked Buckler/Targe becomes a d6.
    * At the start of your turn, before you move or take any actions, you must choose to fight offensively or defensively with a Bladed or Spiked Buckler/Targe, the effects last until the start of your next turn.
    * While fighting offensively you no longer suffer disadvantage when attacking with a Bladed or Spiked Buckler/Targe.
    * While fighting defensively the AC bonus granted by your Bladed or Spiked Buckler/Targe is increased by 1.

    ### Skilled
    * **Increase your Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.**
    * You gain proficiency in any combination of three skills or tools of your choice.

    ### Skulker
    Prerequisite: Dexterity 13 or higher
    ___
    You are expert at slinking through shadows. You gain the following benefits:
    * **Increase your Dexterity score by 1, to a maximum of 20.**
    * You can try to hide when you are lightly obscured from the creature from which you are hiding.
    * When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
    * Dim light doesnít impose disadvantage on your Wisdom (Perception) checks relying on sight.

    ```
    ```

    ### Spell Savant
    Prerequisite: The ability to cast at least one spell.

    * Increase your Intelligence, Wisdom, or Charisma score by 1, to a Maximum of 20.
    * Gain an additional spell slot of the highest level available to you. If your highest level spell slot increases your Spell Savant spell slot increases to match your new highest level spell slot. This spell slot cannot be 6th level or higher. Once you cast it, you must finish a long rest before you can cast it again.


    ### Spell Sniper
    Prerequisite: The ability to cast at least one spell
    ___
    You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
    * When you cast a spell that requires you to make an attack roll, the spellís range is doubled.
    * **Your ranged spell attacks ignore half cover and count three-quarters cover as half cover.**
    * You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

    ### Spellslinger
    Prerequisite: The ability to cast at least one spell.

    Yoru spells always seem to have a little bit extra, gain the following benefits:
    * Increase your Intelligence, Wisdom, or Charisma score by 1, to a Maximum of 20.
    * You can add your Spellcasting modifier modifier to the damage roll of any spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls and cannot be used to increase the damage dealt to a single creature by an amount greater than your spellcasting modifier.

    ### Tactician
    You don't have to be the fastest or the toughest, just the smartest, gain the following benefits:
    * Increase your Intelligence score by 1, to a maximum of 20.
    * Gain Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.


    ### Tavern Brawler
    Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
    * Increase your Strength or Constitution score by 1, to a maximum of 20.
    * Your unarmed strike uses a d4 for damage.
    * When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

    \page

    ### Thrown Weapon Expert
    You always hit your mark, gain the following benefits:
    * Attacking at long range doesn't impose disadvantage on your thrown weapon attack rolls.
    * Your thrown weapon attacks ignore half cover and treat three-quarters cover as half cover.
    * You can draw weapons with the thrown property as a free action and can make as many attacks in a round as you have attacks and weapons available.
    * As a bonus action you may draw and throw a light or finesse thrown weapon so long as you have at least one free hand.


    ### Tough
    You are just plain tough, you gain the following benefits:
    * Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
    * **When hit with an attack you may as a Reaction gain resistance to all damage except radiant, necrotic, and psychic damage until the end of your next turn. Once used this ability cannot be used until after you've finished a long rest.**

    ### Unarmored Fighter
    You find avoiding attacks is better than withstanding them, gain the following benefits:
    * Increase your Dexterity Score by 1, to a maximum of 20.
    * While Unarmored your AC is equal to 13 + your Dexterity Modifier.

    ### Volatile Spellcaster
    Prerequisite: The ability to cast at least one spell.

    You push your spells to the brink of your control and sometimes past, gain the following benefits:
    * When you cast a spell that deals damage you can choose to increase the size of the damage die one step(d4>d6>d8>d10>d12>2d8). Upon choosing to cast a volatile spell that is not a cantrip, roll a d20, on a roll of a 1 gain one level of exhaustion, on a roll of a 20 cast the spell at its next highest level.


    ### Warcaster

    Prerequisite: The ability to cast at least one spell.

    You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
    * You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
    * You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
    * When a hostile creatureís movement provokes an opportunity attack from you, you can use your reac- tion to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

    ### Weapon Master
    Prerequisites: Proficiency in Simple and Martial Weapons.

    You are considered a master of your chosen weapon, gain the following benefits:
    * Chose one type of weapon, it is your specialized weapon type.
    * Increase the damage dealt with your specialized weapon by 1d4.
    * Reroll any attack roll of a 1 made with your specialized weapon.
    * When attacked by a weapon of the same weapon range and damage type, increase your AC by 1 against that attack. ie a Longsword is a Melee Slashing weapon.

    ### Weapon Specialist
    You have practiced extensively with a variety of weapons, gaining the following benefits:
    * Increase your Strength or Dexterity score by 1, to a maximum of 20.
    * **You gain proficiency with all Simple and Martial Weapons.**

    \page




    Here are some related tweaks that will get their own thread to narrow down the discussion.
    Zman's Tweakss: Weapons and Armor V1.0
    Zman's Tweaks: E10 Variant V1.0


    Note: Links are to the homebrewery which works best on Chrome. If you aren't using Chrome things may not look right or be downright unuseable.
    Last edited by Zman; 2017-04-27 at 03:19 PM.

  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's 5e Tweaks V2.0

    Spoiler: Raw Txt dump for nonChrome Browser(Continued)
    Show

    ## Racial Feats(WIP)

    ##### Cookie Tastiness
    | **Race** | **Feat** |
    |:----:|:-------------|
    | Dragonborn | **Dragon's Frightful Presence** |
    | Dragonborn | Dragon Hide |
    | Dragonborn | Dragon Wings |
    | Dwarf | **Dwarven Resiliance** |
    | Dwarf | Grudge-Bearer |
    | Dwarf | **Squat But Strong** |
    | Elf | **Elven Alacrity** |
    | Elf(Drow) | Drow High Magic |
    | Elf(High) | Fey Teleportation |
    | Elf(Wood) | Wood Elf Magic |
    | Gnome | Fade Away |
    | Gnome | **Squat But Nimble** |
    | Gnome(Forest) | Critter Friend |
    | Gnome(Rock) | Wonder Maker |
    | Half-Elf | Elven Accuracy |
    | Half-Elf | Everybody's Friend |
    | Half-Elf | Prodigy |
    | Half-Orc | Orcish Agression |
    | Half-Orc | Orcish Fury |
    | Halfling | Bountiful Luck |
    | Halfling | Second Chance |
    | Halfling | **Squat But Nimble** |
    | Human | Human Determination |
    | Human | Prodigy |
    | Tiefling | Barbed Hide |
    | Tiefling | Flames of Phlegethos |
    | Tiefling | Infernal Constitution |

    ### Barbed Hide
    Prerequisite: Tiefling

    One of your ancestors was a Barbed Devil or other spiky fiend. Barbs protrude from your head, gain the following benefits:
    * Increase your Consititution or Charisma score by 1, up to a maximum of 20.
    * As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deel 1d6 piercing damage to any creature grappling you or any creature grappled by you.
    * You gain proficiency in the Intimidation skill. If you're already proficient in it, your proficiency bonus is doubled for any check you make with it.

    ```
    ```

    ### Bountiful Luck
    Prerequisite: Halfling

    Your luck naturally rubs off on those around you, gain the following benefits:
    * Whenever an ally you can see within 30 feet of you rolls a 1 on the die for an attack roll, an ability check, or a saving through, you can use your reaction to let the ally reroll the die. the ally must use the new roll.

    ### Critter Friend
    Prerequisite: Gnome(Forest)

    Your friendship with animals mystically deepens, gain the following benefits:
    * You gain proficiency in the Animal Handling skill. If you're already proficient in it, you rproficiency bonus is doubled for any check you make with it.
    * You learn the Speak with Animals spell and can cast it at will, without expending a spell slot. You also learn the Animal Friendship spell, and you can cast it once with this feat, without expending a spell slot. you regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.

    ### Dragon's Frightful Presence(Dragon Fear)
    Prerequisite: Dragonborn

    When angered, you radiate menace, gain the following benefits:
    * Increase your Strength or Charisma score by 1, up to a maximum of 20.
    * Instead of exhaling destructive energy, **as an action** you can roar and expend a use of your breath weapon to force each creature of your choice within **a 30 feet cone of you** of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can't hear or see you. On a failed save, a target becomes frightened for 1 minute. ** A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.**


    ### Dragon Hide
    Prerequisite: Dragonborn

    You inherited the might and majesty of your dragon ancestors. You gain the following benefits:
    * Increase your Strength, **Constitution,** or Charisma score by 1, up to a maximum of 20.
    * You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength **or Dexterity** modifier, instead of the bludgeoning damage normal for an unarmed strike.
    * Your scales harden; **While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. If you are wearing armor and your amor class would be worse, use your Dragon's Hide armor class instead.**

    ### Draconic Flight(Dragon Wings)
    Prerequisite: Dragonborn, **May only be taken at 1st level.**

    You've grown draconic wings, gain the following benefits:

    * Increase your Constitution score by 1, up to a maximum of 20.
    * With your wings, you have a flying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity. **After you have used your wings for a number of rounds equal to your constitution modifier you can't use them again until you've finished a short or a long rest.**

    \page

    ### Drow High Magic
    Prerequisite: Elf(Drow)

    You learn more of the spells typical for your peopole, gain the following benefits:

    * You learn _detect magic_ and can cast it at will, without expending a spell slot. You also learn _levitate_ and _dispel magic_, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

    ### Dwarven Resilience(Dwarf Resiliance)
    Prerequisite: Dwarf

    You have the blood of dwarven heroes flowing through your veins, gain the following benefits:

    * Increase your Constitution score by 1, to a maximum of 20.
    * Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain an umber of hit points equal to the total(minimum of 1).


    ### Elven Allacrity(Elven Accuracy)
    Prerequisite: Elf or Half-Elf

    You have uncanny aim, gain the following benefits:

    * Increase your Dexterity score by 1, to a maximum of 20.
    * Whenever you have **disadvantage** on an attack roll, you can reroll one of the dice once.

    ### Everybody's Friend
    Prerequisite: Half-Elf

    You develop your magnetic personality to ease your way through the world, gain the following benefits:

    * Increase your Charisma score by 1, up to a maximum of 20.
    * You gain proficiency in Deception and Persuasion skills. If you're already proficient in **one** skill, your proficiency bonus is doubled for any check you make with that skill. **If you're already proficient in both skills, choose one, your proficiency bonus is doubled for any check you make with that skill.

    ### Face Away
    Prerequisite: Gnome

    You can draw on your magical heritage to escape danger, gain the following benefits:

    * Increase your Intelligence score by 1, up to a maximum of 20.
    * When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.

    ```
    ```

    ### Fey Teleportation
    Prerequisite: Elf(High)

    Drawing on your fey ancestry, you have learned how to teleort, gain the following benefits:

    * Increase your Intelligence score by 1, to a maximum of 20.
    * You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.

    ### Plames of Phlegethos
    Prerequisite: Tiefling

    You learn to call on hellfire to seve your commands, gain the following benefits:

    * Increase your Intelligence or Charisma score by 1, to a maximum of 20.
    * When you roll fire damage for a spell you cast, you can reroll any roll of a 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
    * Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of you rnext turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damge.

    ### Grude-Bearer
    Prerequisite: Dwarf

    You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively you can chose two races of humanoid(such as gnolls and orcs). Gain the following benefits:

    * Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
    * During the first round of any combat against your chosen foes, your attack rolls agains tany of them have advantage.
    * When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
    * Whenever you make an Intelligence(Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient.

    ### Human Determination
    Prerequisite: Human

    You are filled with a determination that can draw the unreachable within your reach, gain the following benefits:

    * Increase one ability score of your choice by 1, to a maximum of 20.
    * When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest.

    \page

    ### Infernal Constitution
    Prerequisite: Tiefling

    Fiendish blood runs strong in you, you gain the following benefits:
    * Increase your Constitution score by 1, up to a maximum of 20.
    * You have resistance to cold and poison damage.
    * You have advantage on saving throws against being poisoned.

    ### Orcish Aggression
    Prerequisite: Half-Orc

    Your Orcish blood boils driving you towars your foe, gain the following benefits:

    * **Increase your Strength or Constitution score by 1, to a maximum of 20.**
    * As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

    ### Orcish Fury
    Prerequisite: Half-Orc

    Your furty burns tirelessly, gain the following benefits:
    * Incrase your Strength or Constitution score by 1, to a maximum of 20.
    * When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
    * Imeediately after you use your Relentles Endurance trait, you can use your Reaction to make one weapon attack.

    ### Prodigy
    Prerequisite: Half-Elf or Human

    You have a knack for learning new things, gain the following benefits:

    * Increase one ability score of your choice by 1, to a maximum of 20.
    * You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.

    ### Second Chance
    Prerequisite: Halfling

    Fortune favors you, gain the following benefits:

    * Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
    * When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't do so again until you finish a short or long rest.

    ```
    ```

    ### Short But Nimble(Squat Nimbleness)
    Prerequisite: Gnome or Halfling

    You are uncomonly nimble for your race, gain teh following benefits:

    * Increase your Dexterity score by 1, to a maximum of 20.
    * Increase your walking speed by 5 feet.
    * You gain proficiency in the Acrobatics skill. If you're already proficient in the skill, your proficiency bonus is doubled for any check you make with it.

    ### Short But Strong(Squat Nimbleness)
    Prerequisite: Dwarf

    You are uncomonly strong and athletic for your race, gain the following benefits:

    * Increase your Strength score by 1, to a maximum of 20.
    * Increase your walking speed by 5 feet.
    * You gain proficiency in the Athletics skill. If you're already proficient in the skill, your proficiency bonus is doubled for any check you make with it.

    ### Wonder Maker
    Prerequisite: Gnome(Rock)

    You master the tinker techniques of your people, gain the following benefits:

    * Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
    * When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check.
    * When you make a device with your Tinker trait, you have the following additional ptions for what you make.

    _Alarm_ This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creatures moves into range the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.

    _Calculator_ This device makes doing sums easy.

    _Lifter_ This device can be used as a block and tackle, allowing itsuser to hoist five times the weight the user can normally lift.

    _Timekeeper_ This pocket watch keeps accurate time.

    _Weather Sensor_ When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol(clouds, sun/moon, rain, or snow) for each hour.

    ### Wood Elf Magic
    Prerequisite: Elf(Wood)

    You learn the maic of the primeval woods, gain the following benefits:

    * You learn on edruid cantrip of your choice. You also learn _longstrider_ and _pass without trace_, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.



    \page

    ### Feats Removed
    * Charger(Included in Varient Rules)

    ### Feats Changed
    * Athlete
    * Crossbow Expert
    * Defensive Duelist
    * Dual Wielder
    * Dungeon Delver
    * Durable
    * Grappler
    * Great Weapon Master
    * Healer
    * Heavy Armor Master
    * Inspiring Leader
    * Keen Mind
    * Linguist
    * Lucky
    * Martial Adept
    * Medium Armor Master
    * Polearm Master
    * Savage Attacker
    * Sharpshooter
    * Skilled
    * Skulker
    * Spell Sniper
    * Tough
    * Weapon Specialist(Weapon Master)

    ### Feats Added
    * Close Quarters Archer
    * Cunning Opportunist
    * Desperate Spellcaster
    * Dueling Master
    * Expertise
    * Fighting Style Expert
    * Hardened
    * Intimidating Presence
    * Intuitive Defense
    * Large Build
    * Light Armor Master
    * Lightning Reflexes
    * Martial Artist
    * Powerful Build
    * Powerful Persona
    * Shield Weapon Specialist
    * Spell Savant
    * Spellslinger
    * Tactician
    * Thrown Weapon Expert
    * Unarmored Defense
    * Volatile Spellcaster
    * Weapon Master


    \page

    ## Classes
    ### Barbarian
    #### Path of the Berserker
    * Frenzy: Add "While in a Frenzy, every attack is a Reckless Attack."
    * Remove "When your rage ends, you suffer one level of exhaustion(as described in appendix A).
    * Add "You cannot enter another Frenzy until you've completed a Short or Long Rest."
    #### Path of the Totem Warrior
    * Totem Spirit(Bear): Change "While raging, you have resistance to all damage except psychic damage." To "While raging, you have resistance to all damage except Radiant, Necrotic, and psychic damage."


    ### Bard
    *No Change


    ### Cleric
    *No Change


    ### Druid
    #### Wild Shape
    * Add "You must return to your natural form before transforming into another form unless you are expending a use of Wild Shape to maintain your form. You cannot revert to your natural form and take another form within the same turn, you must wait until your next turn to assume a new shape."
    * Add "You may transform into another form without expending a use of Wild Shape, doing so increases your exhaustion level by 1 unless you pass a DC5 Constitution Saving throw. Each time you transform without expending a use of Wild Shape before taking a long rest the Save DC increases by 5."

    #### ArchDruid
    * Change to "At 20th level you can use your Wild Shape an unlimited number of times to transform into any beast that has a challenge rating of 2 or lower.

    #### Circle of the Moon
    #### Combat Wild Shape(Add)
    * Additionally, while you are transformed by Wild Shape, you can add your Proficiency Bonus to your first melee damage roll per turn. While Wild Shaped your AC equals 10 + the form's Dexterity Modifier and Natural Armor + your Proficiency Bonus and cannot exceed 20.
    ___

    * #### Circle Forms(CHANGE)
    * The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can transform into a beast with a challenge rating as high as 1/2(you ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there).
    * Starting at 4th level, you can transform into a beast with a challenge rating as high as your Druid level divided by 4, rounded down.
    * Starting at 10th level, you can transform into a Beast with a challenge rating as high as your Druid level divided by 3, rounded down.

    ### Fighter
    #### Fighting Style
    * Archery: Change to "You gain a +1 bonus to attack rolls and a +1 to Weapon Damage rolls you make with ranged or thrown weapons."
    * Dueling: Change To "When you are wielding a melee weapon in one hand and no other weapons or a versatile weapon in two hands, you gain a +2 bonus to damage rolls with that weapon."
    * Great Weapon Fighting: Change to "When you roll one or more weapon dice for an attack with a melee weapon you are using in two hands, you can can reroll any of the dice and must use the new roll. The weapon must have the versatile or two handed property for you to gain this benefit."

    ### Monk
    #### Lvl 10
    * Add Ability Score Improvement

    #### Lvl 11
    * Add Extra Attack(2)

    #### Extra Attack
    * Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. **The number of attacks increases to three when you reach 11th level in this class.**

    #### Stunning Strike
    * Starting at 5th level, you can interfere with the flow of ki in an opponentís body. **Once per turn, when **you hit another creature with a melee weapon attack, you can spend **2 ki** point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.


    #### Way of the Four Elements

    * Reduce Ki cost of Elemental Disiplines by 1.

    \page

    ### Paladin
    #### Fighting Style
    * Dueling: Change To "When you are wielding a melee weapon in one hand and no other weapons or a versatile weapon in two hands, you gain a +2 bonus to damage rolls with that weapon."
    * Great Weapon Fighting: Change to "When you roll one or more weapon dice for an attack with a melee weapon you are using in two hands, you can can reroll any of the dice and must use the new roll. The weapon must have the versatile or two handed property for you to gain this benefit."

    #### Divine Smite
    * Change to "Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weaponís damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of **6d8**. The damage increases by 1d8 if the target is an undead or a fiend."

    ### Ranger
    #### Fighting Style
    * Archery: Change to "You gain a +1 bonus to attack rolls and a +1 to Weapon Damage rolls you make with ranged or thrown weapons."
    * Dueling: Change To "When you are wielding a melee weapon in one hand and no other weapons or a versatile weapon in two hands, you gain a +2 bonus to damage rolls with that weapon."

    #### Foe Slayer
    * Change "Once on each of your turns, you can add..." to "You can add..."

    #### Hunter
    * Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within **10** feet of you, with a separate attack roll for each target.

    #### Beast Master
    * Animal Companion: You can use your **bonus action** to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
    * Exceptional Training: Beginning at 7th level, on any of your turns when your beast companion doesnít attack, you can command the beast, **at no action cost**, to take the Dash, Disengage, Dodge, or Help action on its turn."


    ### Rogue
    #### Sneak Attack
    * Beginning at 1st level, you know how to strike subtly and exploit a foeís distraction. You can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll**, once you've dealth sneak attack damage you cannot do so again until the start of your next turn**.
    * The attack must use a finesse or a ranged weapon. You donít need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnít incapacitated, and you donít have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.


    ### Sorcerer
    #### Spells Known of 1st Level and Higher
    * Add "In addition to the number of spells listed in the Spells Known column of the Sorcerer's table you know additional spells equal to your Cha Modifier."


    #### Font of Magic
    #### Sorcery Points
    **Regain 2 expended sorcery points whenever you finish a short rest.** Regain all of your sorcery points when you finish a long rest.


    #### Sorcerous Restoration
    At 20th level, you regain 4 **additional **expended sorcery points whenever you finish a short rest."

    #### Wild Magic
    #### Wild Magic Surge
    Replace with "Starting when you choose this origin at 1st level, your Spellcasting ability can unleash surges of untamed magic. Once per turn, roll a d20 immediately after you cast a sorcerer spell of 1st or higher. If you roll a 20, the spell slot is not expended. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case, the spell lasts for its full duration."

    ### Warlock
    #### Pact of the Chain
    * Add "Add your proficiency bonus to the familiar's AC, attack rolls, and damage rolls, as well as to any saves or skills it is proficient in. It's hit point maximum equals the hit point number in its stat block or four times your Warlock level, whichever is higher."
    * Change "Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction." To "Additionally, as a bonus action, you can instruct your familiar to make one attack with its reaction."

    #### Pact of the Blade
    * Add "Gain proficiency in Medium Armor. Your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class."


    #### Pact of the Tome
    * Add "In addition to adding the spells on your Patron's expanded spell list to the Warlock spell list treat them as additional spells known for you."

    \page

    #### Eldritch Invocations
    #### Agonizing Blast
    * Change to "When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. Apply this bonus damage only once per target."
    #### Repelling Blast
    * Change to "When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. Apply this effect only once per target."

    ### Wizard
    #### Skills
    * Choose **one **from Arcana, History, Insight, Investigation, Medicine, and Religion

    ### Empowered Evocation
    * Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast. ** The damage bonus applies to one damage roll of a spell, not multiple rolls and cannot be used to increase the damage dealt to a single creature by an amount greater than your Intelligence modifier.**

    ## Variant Classes

    ## Spell-less Ranger
    * Lose Spellcasting as a 2nd level class feature, gain Martial Aptitude instead at 2nd level.

    ### Martial Aptitude
    You learn maneuvers that are fueled by special dice called superiority dice.
    #### Maneuvers
    * You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class.
    * You learn two additional maneuvers of your choice at 9th and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

    #### Superiority Dice
    * You have three superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 5th level and one more at 13th level.

    #### Saving Throws
    * Some maneuvers require your target to make a saving throw to resist the maneuverís effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).


    \page

    # Varient Rules


    ## Ability Checks
    * Ability Checks use 2d10 instead of a 1d20 to determine your result. When making an Ability Check with Advantage roll 3d10 and choose the highest two dice to add together to determine your result. When making an Ability Check with Disadvantage roll 3d10 and choose the lowest two dice to add together to determine your result.

    #### Why
    * By adding a bell curve to Ability checks a large amount of the swingyness of 5e skills will be mitigated, it greatly increases the importance of the raw Ability Score. Skills and ability checks become more reliable and less dependent on the whim of the dice. No required changes to Skill DCs.

    ## Adventuring
    ___

    ### Damage and Recovery

    #### Dropping to 0 Hit Points
    * Add Regaining Hit Points: When a character that has been dropped to 0 Hit Points and regains hit points that character gains 1 level of exhaustion.

    #### Instant Death
    * If you take damage from a single source equal to your hit point maximum and it drops you to zero hit points, take a Con Save DC = 1/2 Damage taken or die.

    #### Massive Damage
    * If you take damage equal to half your hit point maximum or greater from a single source roll on the System Shock Table.

    ##### System Shock 1d10
    | Roll 1d10 | Result |
    |:----:|:-------------|
    | 1 | Con Save DC= 1/2 Damage Taken; On a success, fall to 0 HP(Stable). On a failure, death.|
    | 2-3 | Fall to 0 HP(Stable) |
    | 4-10 | Disadvantage on saves, attack rolls, and ability checks till end of your next turn. |



    #### Rest and Recovery
    * Breather: A Breather is a period of brief respite between encounters. So long as the character is not in imminent danger they can spend one Hit Dice. A character cannot benefit from another Breather until they've finished a Short or Long Rest.
    * Short Rest: A short rest is a period of downtime, at least **5 minutes** long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds and is not in immediate danger. A character can spend....
    * Short Rest: Add "You may take a maximum of two short rests between long rests."
    * Long Rest: Remove "At the end of a long rest, a character regains all lost hit points."

    #### Resting in Armor
    * If a character takes a long rest while Medium or Heavy armor that imposes disadvantage on Stealth is donned, upon finishing their long rest they must make a Constitution Save of DC 10 or the Strength Requirement of the Armor, whichever is greater. If they fail this save, increase their level of exhaustion by one, this cannot cause a creature's exhaustion level to exceed 2.

    ### Lifting and Carrying
    #### Carrying Capacity
    * Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters donít usually have to worry about it.
    #### Push, Drag, or Lift
    * You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
    #### Size and Strength
    * Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creatureís carrying capacity and the amount it can push, drag, or lift. **For each size category below Medium, halve these weights.**

    ### Encumberance
    * If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by **5 feet**. If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by **15 feet** and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

    #### Strength Requirement of Armor and Shields
    * If you are wearing armor or a shield with a Strength Requirement and fail to meet that requirement, reduce your speed by **5 feet** for each point you fail to meet that requirement by.

    #### Worn Armor
    * Reduce the effective weight for worn armor by half when determining encumberance.

    \page

    ### Combat
    #### Flanking
    * Change grants Advantage to a +1 Bonus to hit for each ally engaged with an enemy while it is flanked to a maximum of +5. A creature is considered flanking when an ally is threatening the same target and threatening from the the opposing three hexes/squares.

    #### Threatened Space
    * Moving through a threatened space costs double movement. You may choose to move through threatened space without doubling the movement cost, doing so provokes an Attack of Opportunity.

    #### Ranged Attacks into Close Combat
    * A creature engaged in melee is granted half cover against ranged attacks.

    #### Grappling
    * Escaping a Grapple: A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check, **a Creature that is larger than the creature grappling it has advantage on this check.**
    * Spellcasting While Grappled: A grappled creature must pass a DC10 Concentration Save to avoid having the spell they are casting that has material or somatic components interrupted, if they fail the spell fails and the slot is not expended. A grappled spellcaster must also must pass a DC10 concentration save to maintain concentration on a spell while grappled.

    #### Charge
    * When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you start the turn at least 30 feet away from the creature and move at least 15 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attackís damage roll (if you chose to make a melee attack and hit) or gain advantage on your shove to push the target up to 10 feet away from you (if you chose to shove and you succeed).

    #### Two Weapon Fighting
    * Add "Upon reaching 8th level, if your have the Extra Attack class feature you may make two attacks with your bonus action when attacking with a different light weapon in your other hand."
    * Add "You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one."

    #### Spellcasting with Grid/Hex maps
    * When casting an AoE spell such as Fireball on a Hex/Grid map use a scatter dice, or roll a d6 shifting the casting one square/hex in the direction the arrow or "1" points. This is to add risk to "metagame" casting spells for absolute optimal and risk free spells.


    \page

    <div class='wide'>

    # Character Creation
    ___
    ### Point Buy: Expanded PHB Pointbuy
    **Point Buy**: 42 Points

    | **Score** | Cost | **Score** | Cost | **Score** | Cost |
    |:--:|:--:|:--:|:--:|:--:|:--:|
    | **6** | 0 | **10** | 4 | **14** | 9 |
    | **7** | 1 | **11** | 5 | **15** | 11 |
    | **8** | 2 | **12** | 6 | **16** | 14 |
    | **9** | 3 | **13** | 7 | **17** | 17'
    'Subject to DM approval


    #### NOTES
    * It is essentially a PHB Pointbuy of 30, but adjusted to start at 6, and offer 16 and 17 options.

    </div>

    ### Rolling Method: 2d6+4EighteenRoller

    #### Initial Roll
    * Each player rolls 2d6+4 six times and assigns them in order to Str, Dex, Con, Int, Wis, Cha. This is their base array.

    #### Improvement Rolls

    * Each player has a pool of 12 additional 2d6+4 rolls. They verbally declare which ability they are trying to improve before they roll and then roll 2d6+4. If the new roll is higher than the previous roll it replaces it. The player repeats this process for each of their 12 additional rolls.

    #### Minimum Improvement
    * The lowest an improved score can be is 8+the number of improvement attempts for that ability score, this cannot be used to raise the ability higher than a 14.

    #### Buy/Sell/Trade

    * Alternatively, after the Initial Roll, but before any Improvement Rolls are made players can attempt to trade their Initial Rolls with another player. If a player is unwilling to trade the player can attempt to purchase the other player's starting array by offering a number of their Improvement Rolls. Only entire arrays can be traded or sold, not individual ability scores.

    #### DM Intervention
    * If a player's final array does not have at least a total of modifiers of +6 or greater, the DM intervenes and rolls a straightset of six 2d6+4 scores, if any of them are greater than the final score the player rolled it improves it. If the final array still does not have a total of modifiers of +6 or greater the DM can choose to repeat the process.

    ```
    ```

    > #### Example: Buy/Sell/Trade
    >Player A wants to play a Wizard, and rolls an initial array with a 14 Srength, but only an 8 Intelligence. Player B wants to play a Fighter but rolls a substantial 16 Intelligence but only a 10 Strength. Since each player's array is of more initial value to each other, Player A offers to trade arrays, Player B declines because they know the 16 Intelligence in their array is worth much more than the array with a 14 Strength being offered. Player A counters by offering two of their Improvement Rolls in addition to the full array swap. Player B can accept or decline. If Player B accepts they will have 14 Improvmeent rolls to attempt to improve the array they got from Player A, and Player B will have only 10 rolls to improve their array, but won't have to worry about improving their Intelligence.





    Change Log:
    4-20-17 Added Desperate Spellcaster Feat
    4-20-17 Clarified Spellslinger Feat
    4-20-17 Reworded the section on skill and tool proficiencies granted by Intelligence.
    4-21-17 Added support for spears and tridents to Polearm Master.
    4-21-17 Added the "Elven" swords from my Weapons and Armor tweaks to the default Elven Weapon replacing the Longsword/Shortsword
    4-21-17 Errated Sneak Attack to once per game turn.
    4-21-17 Added Shield Weapon Specialist Feat
    4-22-17 Expanded and clarified 3d6EighteenRoller ability score method
    4-24-17 Added and Tweaked the UA Racial Feats
    4-26-17 Further clarified and errated Spellslinger and Empowered Evocation to avoid abuse.
    4-27-17 Chanced 3d6EighteenRoller to 2d6+4EighteenRoller
    4-27-17 Added Intimidating Presence Feat
    4-27-17 Changed Lifting/Carrying/Encumberance Rules
    5-29-17 Changed System Shock to a D20 vs D10
    8-22-17 Made Cunning Opportunist attack have advantage.
    8-22-17 Clarified Druid Wildshape

    Need to Do:
    4-21-17 Look into Darkvision as Lowlight+ 1/2 Darkvision to incentivize torches and light.
    Last edited by Zman; 2017-08-22 at 09:29 PM.

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    Default Re: Zman's 5e Tweaks V2.0

    General input:

    The stuff from the PHB that you changed is by and large fantastic. Removing Variant Human, buffing up certain feats/classes, nerfing others, etc.

    The stuff that you added is straight up brokenly OP. This isn't surprising as most homebrew creators want their content to actually be used, which means there has to be incentive to use it, which means making it stronger than the already available options.

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    Default Re: Zman's 5e Tweaks V2.0

    Quote Originally Posted by RulesJD View Post
    General input:

    The stuff from the PHB that you changed is by and large fantastic. Removing Variant Human, buffing up certain feats/classes, nerfing others, etc.

    The stuff that you added is straight up brokenly OP. This isn't surprising as most homebrew creators want their content to actually be used, which means there has to be incentive to use it, which means making it stronger than the already available options.
    Thank you for the mixed feedback.

    Can you please list the examples of the stuff that has been added you feel is OP. There is some new stuff that I haven't gotten play tested or a chance to analyze as in depth as I'd like, but there is quite a bit of other stuff that has been put through its paces and checks out.

    The more examples and structured feedback I get, the better this becomes. I have no problem changing something that is OP, trust me, I'm not trying to overpower anything.


    Edit: The added feats that people have argued were broken previously were the AC feast, Intuitive Defense, Powerful Persona, and Tactician. In practice with Tactician it has been good, but has only amounted to +1/+2 AC for the Wizard over the life of the campaign vs Mage Armor. It has been good, but has come with a solid opportunity cost ie the other spellcasting feats, Warcaster, Resilient Con etc, and requires ASI devoted to a second attribute Dex to maximize. I can see how it could be imbalancing in a very high powered campaign where stats start very high and there is little required to maximize it.

    What is too good? And what meets the criteria for "brokenly OP".
    Last edited by Zman; 2017-04-19 at 05:17 PM.

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    Default Re: Zman's 5e Tweaks V2.0

    Personal taste I don't agree with all your changes, but I don't even agree with all of 5E, sew buttons. However, in the hypothetical I had the opportunity to play in your game with those rules I could enjoy myself.
    Quote Originally Posted by OgresAreCute View Post
    "Welcome to Dungeons and Dragons fifth edition, where the DCs are made up and the rules don't matter."

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    Default Re: Zman's 5e Tweaks V2.0

    Quote Originally Posted by Pex View Post
    Personal taste I don't agree with all your changes, but I don't even agree with all of 5E, sew buttons. However, in the hypothetical I had the opportunity to play in your game with those rules I could enjoy myself.
    Hard to a comodate personal taste, I aim for "better" balance. Hypothetically Id welcome you to join my table.

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    Default Re: Zman's 5e Tweaks V2.0

    I love most of these changes. I really like the Intelligence change, although I think it could be worded better. I like that you lower the number of skills Wizards get to compensate.

    Overall you've specifically buffed all the feats that never see play, to a degree that I could absolutely see them taken in comparison to existing options. Athlete, for example, is now great for grappler builds.

    Changing Stunning Strike to once per turn, and the cost to 2 ki is wonderful. That puts Stunning Strike where it should be in terms of cost, and opens up a ton of new options for Monks, other than just spamming Stunning Strike.

    Your Frenzy change makes the Berserker path decent, while still having interesting consequences for using Frenzy.

    I don't see the point of excluding radiant and necrotic from bear totem resistances, but whatever.

    For your altered Human race, I've tried looking at point-buy characters created using Human stats, compared to other races like Elf, Half-elf, Dwarf, or Half-Orc. The human comes out ahead by 3 ability score points, but only to tertiary stats that aren't that important. In exchange, they miss out on all the other benefits each race provides, like poison resistance/immunity, Darkvision, or Relentless Endurance. So overall I still think they're underpowered, but not by much. Personally I'd add on a minor feature to round them out like:

    Human Tenacity:
    When you make a saving throw, you can choose to gain advantage. Once you use this feature you must complete a long rest before you can use it again.

    I think that Spellslinger and Voltatile Spellcaster are overpowered. Voltatile Spellcaster on Fireball is worth the equivalent of +2 spell slot levels, and there's only a 1/20 chance that it could have any negative effect. Then if you apply Spellslinger to Magic Missile, it becomes the best single-target damage spell in the game by far - doubly so if your class gives you another extra spell damage bonus.
    Last edited by Strill; 2017-04-19 at 08:07 PM.

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    Default Re: Zman's 5e Tweaks V2.0

    Quote Originally Posted by Strill View Post
    I love most of these changes. I really like the Intelligence change, although I think it could be worded better. I like that you lower the number of skills Wizards get to compensate.

    Thanks, interestingly enough the Int change was a major point on contention when I introduced it in a previous version. Yes, since Wizards are the primary Int class they needed one less skill to compensate for their mandatory Int increases.

    Overall you've specifically buffed all the feats that never see play, to a degree that I could absolutely see them taken in comparison to existing options. Athlete, for example, is now great for grappler builds.

    Thanks, that is exactly what my goal is for these Tweaks.

    Changing Stunning Strike to once per turn, and the cost to 2 ki is wonderful. That puts Stunning Strike where it should be in terms of cost, and opens up a ton of new options for Monks, other than just spamming Stunning Strike.

    Glad you agree.

    Your Frenzy change makes the Berserker path decent, while still having interesting consequences for using Frenzy.

    Again, thank you. Tried to make it worth it, unique, and not spammable.

    I don't see the point of excluding radiant and necrotic from bear totem resistances, but whatever.

    Hey, if he can't resist psychic, he shouldn't be able to resist soul fire or soul rot. Basically they don't affect you physically, and Bear totem was just so strong it needed a nerf, even one that's mostly a ribbon.

    For your altered Human race, I've tried looking at point-buy characters created using Human stats, compared to other races like Elf, Half-elf, Dwarf, or Half-Orc. The human comes out ahead by 3 ability score points, but only to tertiary stats that aren't that important. In exchange, they miss out on all the other benefits each race provides, like poison resistance/immunity, Darkvision, or Relentless Endurance. So overall I still think they're underpowered, but not by much. Personally I'd add on a minor feature to round them out like:

    Human Tenacity:
    When you make a saving throw, you can choose to gain advantage. Once you use this feature you must complete a long rest before you can use it again.

    You're probabaly right, but they are closer than they were. Two skills helps. Another nice part is that they get the bonus to every skill, not just the preselected facials. Other races are at a disadvantage when they pick anything but the optimal class for their race, humans aren't. It's a catch 22 that's balanced enough in the end.

    I mean look at a Half Eld Cleric, not as good as a Human one etc.


    I think that Spellslinger and Voltatile Spellcaster are overpowered. Voltatile Spellcaster on Fireball is worth the equivalent of +2 spell slot levels, and there's only a 1/20 chance that it could have any negative effect. Then if you apply Spellslinger to Magic Missile, it becomes the best single-target damage spell in the game by far - doubly so if your class gives you another extra spell damage bonus.
    8d6 to 8d8 nets 8 additional damage, or a 28% increase. I don't believe using direct spell level upgrades is a good measuring stick as they are quite under helming for Fireball. If we used Discintigrate as an option it's +10 damage vs +10.5 for a single level upcasting for instance. It makes spells bigger and badder, but most of those spells are still a limited resource. I've run the numbers on Spellslinger Andy volatile caster for the canteips on the spreadsheet and they are ok. It's very difficult to model things like Fireball as they happen infrequently and often times "waste" damage it overkill.

    Soellslinger Magic Missile , 3d4+3 Guarenteed becomes 3d4+6/7/8. 10.5 to 13.5/14.5/15.5. Equivalent to an additional level. Adding Volatile Spellcaster to the mix increases it to 3d6+6/7/8 or 16.5/17.5/18.5 out of a first level slot. That is solid. It would take two feats to do, and you'd be limited by spell slots. It's good no doubt, but is it OP? It is not the best single target damage spell in the game, that is Eldritch blast with agonizing blast, heck repelling Blast gives it control too. D10+3/4/5, then at 5th 2d10+6/8/10 etc. Now Eldritch Blast was way too good stock and has been reigned in in my fixes, but it's still a cantrip. Even buffed with two Feat selections Magic Missile still requires spell slots, and those are a premium.

    Even Firebolt at 5th level with Volatile and Spellslinger is at .65x(2d12+6) or 12.4 damage vs 16.5. Sure, way better than a stick firebokt, but a stock firebokt is pretty terrible and this would be a two Feat plus ASIs into ain't as an investment. And if they take enough sorc for + Cha to damage or Evoker for +Int to canteip damage, well it's highly specialized and will feel special. Also doesntnimbalane damage, check the spreadsheet I have it modeled.

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    Default Re: Zman's 5e Tweaks V2.0

    Where did you find your formatter to make it look pretty?

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    Default Re: Zman's 5e Tweaks V2.0

    Quote Originally Posted by Malifice View Post
    Where did you find your formatter to make it look pretty?
    It's the homebrewery, just to to the URL sans the identifying info and it'll show you how. Requires a bit of putzing, but man does it look gorgeous. Kryx was using it and I totally had to steal appropriate that idea.

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    Default Re: Zman's 5e Tweaks V2.0

    The one thing that really stands out to me is the Wizard getting one less skill. Essentially, being penalized because the player has a class based incentive to be smart doesn't seem right to me. I could see limiting a wizards first class skills to knowledge skills, but really, if you're playing a wizard, you usually want to be a know it all. Aside from that if you allow multi-class, it just encourages the Knowledge Priest 1 dip to start.
    I am the flush of excitement. The blush on the cheek. I am the Rouge!

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    Default Re: Zman's 5e Tweaks V2.0

    Quote Originally Posted by Sigreid View Post
    The one thing that really stands out to me is the Wizard getting one less skill. Essentially, being penalized because the player has a class based incentive to be smart doesn't seem right to me. I could see limiting a wizards first class skills to knowledge skills, but really, if you're playing a wizard, you usually want to be a know it all. Aside from that if you allow multi-class, it just encourages the Knowledge Priest 1 dip to start.
    I've gone back and forth on this issue. The problem is the Intelligence granting skills and tools. A normal wizard will be getting 3 skills and 2 tools and 5 languages for free. Even reducing their starting skills by one and they are likely getting a net of +1 skill, +1 tool, and + 3 languages. Most other classes have a much steeper opportunity cost for having a decent Int to reap those befits.

    Knowing additional skills, tools, and languages seems like a know it all to me! I know the feel of taking the skill away doesn't quite sit right, but in practice it hits the right spot. Gotta balance the huge skill, tool, and language give away for essentially free to the Wizard, and reducing their starting skills by one was the "best" way to do it IMO.

    Thanks for reading.

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    Default Re: Zman's 5e Tweaks V2.0

    I mean look at a Half Eld Cleric, not as good as a Human one etc.
    See that's the thing, they ARE about as good if not better than a Human cleric. Here's two 27 point-buy cleric builds to illustrate. These stats are for a caster cleric, not a melee cleric.

    Human Half-Elf
    STR 9 8
    DEX 14 14
    CON 15 15
    WIS 16 16
    INT 12 12
    CHA 12 10

    So let's compare the things that one gets, that the other doesn't.

    Half-Elf:
    • Advantage vs Charm
    • Immune to sleep
    • +30ft Darkvision
    • Elvish Language


    Human:
    • +1 skill proficiency
    • +1 STR
    • +2 CHA


    Personally, I'd rather have the Half-elf.

    Quote Originally Posted by Sigreid View Post
    The one thing that really stands out to me is the Wizard getting one less skill. Essentially, being penalized because the player has a class based incentive to be smart doesn't seem right to me. I could see limiting a wizards first class skills to knowledge skills, but really, if you're playing a wizard, you usually want to be a know it all. Aside from that if you allow multi-class, it just encourages the Knowledge Priest 1 dip to start.
    It's the same as it was in 3.5. High-INT classes, like Wizards, started with few base skill points, because their extra INT bonuses would more than compensate.

    Quote Originally Posted by Zman View Post
    Soellslinger Magic Missile , 3d4+3 Guarenteed becomes 3d4+6/7/8. 10.5 to 13.5/14.5/15.5. Equivalent to an additional level. Adding Volatile Spellcaster to the mix increases it to 3d6+6/7/8 or 16.5/17.5/18.5 out of a first level slot. That is solid. It would take two feats to do, and you'd be limited by spell slots. It's good no doubt, but is it OP? It is not the best single target damage spell in the game, that is Eldritch blast with agonizing blast, heck repelling Blast gives it control too. D10+3/4/5, then at 5th 2d10+6/8/10 etc. Now Eldritch Blast was way too good stock and has been reigned in in my fixes, but it's still a cantrip. Even buffed with two Feat selections Magic Missile still requires spell slots, and those are a premium.
    Magic missile is not 3d4+3. It's (1d4+1) x 3. You only roll the d4 once, and apply it to each missile. When you add +5, you increase it to (1d4+6) x3.
    Last edited by Strill; 2017-04-19 at 10:21 PM.

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    Default Re: Zman's 5e Tweaks V2.0

    I never had a problem with Stunning Strike, but I think an interesting idea would be to have is scale in comparison to the creatures CR and the monk's level - so if the CR is <= to Monk level, it costs 1 ki to SS, but for every point above the monks level, it costs an additional point.

    This keeps the monk from spamming SS on solo critters significantly higher than the monks level - which is generally where I've seen issues.

    It's probably a bit overly complicated for organized play, but around a friendly table, should work out alright.

    Quote Originally Posted by Strill View Post
    Magic missile is not 3d4+3. It's (1d4+1) x 3. You only roll the d4 once, and apply it to each missile. When you add +5, you increase it to (1d4+6) x3.
    I have never ever, in my 30 years of playing, seen magic missile rolled that way. It's always been xd4+x rolled. Where are you getting your idea from?
    Last edited by Theodoxus; 2017-04-19 at 11:09 PM.
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    Default Re: Zman's 5e Tweaks V2.0

    Quote Originally Posted by Zman View Post
    Hard to a comodate personal taste, I aim for "better" balance. Hypothetically Id welcome you to join my table.
    You already won me over with a Point Buy that allows for an 18 at first level either through racial ability modifier or a feat. I would have preferred a score of 10 be 0 points and let lower scores give negative values, but you probably want to keep it as simple as possible in only thinking about positive numbers. I haven't done any personal number crunching, but it looks likes you get can get (subjective) decent arrays with two 16s and not be gimping your character somewhere with a 6. I like it when Point Buy gives the player the choice to gimp if he wants to really excel elsewhere as opposed to forcing the gimp just to be competent in your primes.
    Quote Originally Posted by OgresAreCute View Post
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    Default Re: Zman's 5e Tweaks V2.0

    Quote Originally Posted by Theodoxus View Post
    I never had a problem with Stunning Strike, but I think an interesting idea would be to have is scale in comparison to the creatures CR and the monk's level - so if the CR is <= to Monk level, it costs 1 ki to SS, but for every point above the monks level, it costs an additional point.

    This keeps the monk from spamming SS on solo critters significantly higher than the monks level - which is generally where I've seen issues.

    It's probably a bit overly complicated for organized play, but around a friendly table, should work out alright.
    The problem with Stunning Strike is not necessarily a power issue, as it is an options issue. Stunning Strike is so much better than anything else you can use ki for that it renders the alternatives obsolete.
    I have never ever, in my 30 years of playing, seen magic missile rolled that way. It's always been xd4+x rolled. Where are you getting your idea from?
    From Jeremy Crawford.
    Last edited by Strill; 2017-04-20 at 01:28 AM.

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    Default Re: Zman's 5e Tweaks V2.0

    Quote Originally Posted by Strill View Post
    See that's the thing, they ARE about as good if not better than a Human cleric. Here's two 27 point-buy cleric builds to illustrate. These stats are for a caster cleric, not a melee cleric.

    Human Half-Elf
    STR 9 8
    DEX 14 14
    CON 15 15
    WIS 16 16
    INT 12 12
    CHA 12 10

    So let's compare the things that one gets, that the other doesn't.

    Half-Elf:
    • Advantage vs Charm
    • Immune to sleep
    • +30ft Darkvision
    • Elvish Language


    Human:
    • +1 skill proficiency
    • +1 STR
    • +2 CHA


    Personally, I'd rather have the Half-elf.



    It's the same as it was in 3.5. High-INT classes, like Wizards, started with few base skill points, because their extra INT bonuses would more than compensate.

    Magic missile is not 3d4+3. It's (1d4+1) x 3. You only roll the d4 once, and apply it to each missile. When you add +5, you increase it to (1d4+6) x3.
    Half-Elf is not a good comparison, what I meant to say was High Elf, where you don't have a floating +1 to hit a 16 Wisdom. But, either way it's close, much closer than stock 5e. The goal isn't perfect balance, it's better balance than stock and IMO that is achieved with the race Tweaks.


    I see why you believe Spellslinger is OP, you're applying it to each instance of damage. Wouldn't suck an ability fall under the Errata for a sorcerer's Elemental Affinity where it can only be applied once per spell, not to each individual bolt.

    Either way, that is the intent and I will just add a clause that makes that more clear. Obviously having it apply to each Missile of a Magic Missile is ludicrous and should not happen, it's the same with Agonizing Blast and eldritch blast etc. I wouldn't fix one to break another.

    Quote Originally Posted by Theodoxus View Post
    I never had a problem with Stunning Strike, but I think an interesting idea would be to have is scale in comparison to the creatures CR and the monk's level - so if the CR is <= to Monk level, it costs 1 ki to SS, but for every point above the monks level, it costs an additional point.

    This keeps the monk from spamming SS on solo critters significantly higher than the monks level - which is generally where I've seen issues.

    It's probably a bit overly complicated for organized play, but around a friendly table, should work out alright.



    I have never ever, in my 30 years of playing, seen magic missile rolled that way. It's always been xd4+x rolled. Where are you getting your idea from?
    So you've never had a problem with stunning strike, yet you've seen issues lol.

    The CR mechanic is interesting, but cumbersome. Fixing its cost in relation to other Monk ki expendiature is IMO better, as is stopping it from being Spammed. Monks did get a solid bump so they are no longer required to spam SS to be relevant in combat.

    Quote Originally Posted by Pex View Post
    You already won me over with a Point Buy that allows for an 18 at first level either through racial ability modifier or a feat. I would have preferred a score of 10 be 0 points and let lower scores give negative values, but you probably want to keep it as simple as possible in only thinking about positive numbers. I haven't done any personal number crunching, but it looks likes you get can get (subjective) decent arrays with two 16s and not be gimping your character somewhere with a 6. I like it when Point Buy gives the player the choice to gimp if he wants to really excel elsewhere as opposed to forcing the gimp just to be competent in your primes.
    Yeah, I'm all about multiple viable options in play. So long as the opportunity cost is appropriate I don't see a problem with it. And I'd like to have it start with 10 being 0 as well, but dealing with negatives seems unecessary.

    Quote Originally Posted by Strill View Post
    The problem with Stunning Strike is not necessarily a power issue, as it is an options issue. Stunning Strike is so much better than anything else you can use ki for that it renders the alternatives obsolete.


    From Jeremy Crawford.
    I completely agree about Stunning Strike.

    I've covered this before, the obvious intention is to not allow any +ability mod for spells to ever affect multi Missile/beam/bolt spells. I'll just have to explicitly say it.

    Once you factor that in, it is t nearly as OP as you feared.

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    Default Re: Zman's 5e Tweaks V2.0

    Change Log:
    4-20-17 Added Desperate Spellcaster Feat
    4-20-17 Clarified Spellslinger Feat



    ### Desperate Spellcaster
    Prerequisites: The ability to cast at least one spell of 1st level or higher.
    You are desperate enough and capable of tapping into the weave within yourself to fuel your magics, gain the following benefits:
    * Gain one spell slot for each spell level you are capable of casting lower than your highest level spellslot. This cannot grant spell slots of 5th level or higher.
    * When you expend one of these spell slots, make a Constitution save equal to 10+ spell slot level, if you fail, gain one level of exhaustion.
    * Once you expend one of these spell slots you must finish a long rest before you can use them again.
    Added another Spellcaster feat, one that gives additional low level spell slots, but risk exhaustion when using them. Worried about the Warlock interaction, where is effectively gives them some once per day low level slots similar to a standard caster. I feel it is balanced with Risk/Reward.

    What are your thoughts?

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    Default Re: Zman's 5e Tweaks V2.0

    Quote Originally Posted by Strill View Post
    The problem with Stunning Strike is not necessarily a power issue, as it is an options issue. Stunning Strike is so much better than anything else you can use ki for that it renders the alternatives obsolete.
    That makes sense enough.

    But simply raising the costs of Stunning Strike is a big hit to the absolute power of the Monk, as this is their best schtick. With a restriction of one SS per turn, the effective costs of other options is already lowered.

    To both raise the costs and control the rate of attempts should be compensated by increasing the Ki points, unless the argument is that the Monk class is genuinely OP as is.

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    Default Re: Zman's 5e Tweaks V2.0

    Quote Originally Posted by Snails View Post
    That makes sense enough.

    But simply raising the costs of Stunning Strike is a big hit to the absolute power of the Monk, as this is their best schtick. With a restriction of one SS per turn, the effective costs of other options is already lowered.

    To both raise the costs and control the rate of attempts should be compensated by increasing the Ki points, unless the argument is that the Monk class is genuinely OP as is.
    I agree with much of what you said, but will add make sure you are viewing the Monk changes in totality. No one has said the Monk was OP.

    Look at the new Monk, it has gained an ASI at 10th, an extra attack at 11th, and essentially a specialized Feat option which increases damage and increases options. The Monk no longer needs to rely on SS, and has a multitude of other options now to be competent and relevant. The power of the class is improved, its reliance on an often too good or gimmicky ability is greatly reduced, and overall there are many more options for viable Monk play styles. That is all a good thing.

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    Default Re: Zman's 5e Tweaks V2.0

    I have considered Tactician, and I agree it is not OP, unless you happen to have a high elf wizard in the party who starts at level 1 with stats like 18 Int & 18 Dex or a Dex 19 stat items falls into the wizards lap early in his career.

    But I do hate, hate, hate the feat for what are largely, but not only, flavor reasons.

    Two main arguments:

    Why bother? The wizards schtick is he has many weaknesses, but has spells that potentially can more than compensate. Mage Armor and Shield are excellent for dealing with AC issues. This feat dilutes the concept of the wizard. Worse, it conflates Int with some kind of generic cleverness in a manner that I think muddies the mechanics, which I will argue about more with...

    Why not me, too! Int is not generic cleverness in D&D, but more about being good at those things where carefully considered thought is useful. The stat for gaining accurate insights to a confusing and evolving situation would be Wis. So, obviously, you need to offer a Wis version of this same feat. Furthermore, it is well within genre to argue that Cha can grant semi-mystical bonus to AC in the same manner -- Sorcerors would be absolutely correct to argue for it. And while we are at it, let's open up that barbarian Con version to everyone. And Str makes about as much sense as Con, as an active kind of defense where you keep control of your 5 foot square. Every choice but Dex makes every bit as much sense as Int (because AC = 10 + Dex + Dex would be OP, obviously).

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    Default Re: Zman's 5e Tweaks V2.0

    Some of the feats are literally mandatory for classes now. An example would be Martial Artist, although I'm not sure what your intention is with the "Offhand" property as it doesn't really interact with any other rules in any way (Monks already add their Dex bonus to their offhand strikes).

    Same goes from Lightning Reflexes + a Swashbuckler Rogue/BM Fighter build. You're basically giving them a 33% increase in damage via spells like Dissonant Whispers etc.

    Others are broken with the right builds.

    Powerful Build + Reckless Attack + BM Fighter = almost no downside but a sickening amount of damage, with the option to wield a shield.

    Even worse when you make a crit-fishing Half-orc + Greataxe crit fishing build.


    But really it's the spellcasting feats. Example Spellslinger:

    Level 10 Empowered Evocation Wizard (Add Int mod to damage) + Spellslinger + Magic Missile

    Damage goes from 1d4+6 (assuming 20 Int) to 1d4+11, per missile.

    So from average of 8.5 -> 13.5. That's a ~58% increase. That's insane, especially when you upcast MM. Add in Volatile Spellcaster and your level 10 Evocation Wizard can one shot pretty much anything in the Monster Manual.

    But not done with Volatile Spellcaster yet. What happens when the Evocation Wizard hits level 14 and gets Overchannel? That Cone of Cold goes from 8d8 to 10d8 base, a 25% increase.

    Or, rather hilariously, what happens to Meteor Swarm? 40d6 (140) becomes 40d8 (180). Or how about Animate Objects, do their damage die increase? Or Erupting Earth (at 5th level + Overchannel) = 5d12 (60) normally, but 10d8 (80) with Volatile Spellcaster, a 33% increase.

    The spellcasting feats are well intentioned, but completely broken with Evocation Wizards.

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    Default Re: Zman's 5e Tweaks V2.0

    Quote Originally Posted by Zman View Post
    I agree with much of what you said, but will add make sure you are viewing the Monk changes in totality. No one has said the Monk was OP.

    Look at the new Monk, it has gained an ASI at 10th, an extra attack at 11th, and essentially a specialized Feat option which increases damage and increases options. The Monk no longer needs to rely on SS, and has a multitude of other options now to be competent and relevant. The power of the class is improved, its reliance on an often too good or gimmicky ability is greatly reduced, and overall there are many more options for viable Monk play styles. That is all a good thing.
    Ah. Okay, I see where you are coming from. <wrist slap for not reading the Monk entry more carefully> Gaining that extra attack is, in a sense, like extra Ki, when considering balance issues.

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    I would disagree with your monk and warlock changes.

    With less stunning strike I feel like the monk just feels less special. Which might be necessary to bring it in line, but I feel like there is a way to do that without making monks just a basic attack machine (which is what your chanhes feel like to me, sure theyre probably better balanced, but now their super boring and still worse than any caster.) I'd say something like 'stunning strike can only be used on a monks martial arts/flurry of blows extra attack' which will limit it to once or twice a turn, force them to use their bonus action for it and increase the ki cost if they do it more than once a turn (since they also have to spend the ki on flurry of blows). You could also throw a bit of a gamble in if you want by having them declare SS before using their bonus action. But Id think this limits SS power but still makes the monk feel like a monk not worse fighter. (Personally if I did this Id still give them the extra attack at 11).


    As far as warlocks go I like the extra things on the boons which make them seem cooler and more useful (although it may be to powerful, like giving tomelocks so many extra spells known and bladelocks extra hp and medium aromor). But I dislike the spread out AB and RB. Sure I know a lot of people have trouble with EB being so useful, but its never felt in need of a nerf any more than a martial classes basic attacks. Since locks only cast like, 1 spell per encounter they should have something similair to a basic attack or else they will feel (and be, thats 5-15 dmg straight off EB) much less effective than any martial or caster class. Which is compensated by the boon buffs, but Id still say not enough, especially for tome/chain locks who will cast their 1 spell then sit and EB. Now I can certainly understand just making EB scale with warlock level to dissuade bards/sorc/pally dipping in. But overall I dont think that the warlocks really need to be rebalanced and these changes would tone down one of the few really good things about the class.

    My personal preference would also be to not roll with the feats, but I dont really like the base feats either. So Thats no surprise.

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    Quote Originally Posted by Iamcreative View Post
    I would disagree with your monk and warlock changes.

    With less stunning strike I feel like the monk just feels less special. Which might be necessary to bring it in line, but I feel like there is a way to do that without making monks just a basic attack machine (which is what your chanhes feel like to me, sure theyre probably better balanced, but now their super boring and still worse than any caster.) I'd say something like 'stunning strike can only be used on a monks martial arts/flurry of blows extra attack' which will limit it to once or twice a turn, force them to use their bonus action for it and increase the ki cost if they do it more than once a turn (since they also have to spend the ki on flurry of blows). You could also throw a bit of a gamble in if you want by having them declare SS before using their bonus action. But Id think this limits SS power but still makes the monk feel like a monk not worse fighter. (Personally if I did this Id still give them the extra attack at 11)
    Maybe if Stunning Strike just used a different currency, like if it were limited to <Wis mod> per rest instead of costing ki.
    Last edited by Strill; 2017-04-20 at 01:57 PM.

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    Quote Originally Posted by Snails View Post
    I have considered Tactician, and I agree it is not OP, unless you happen to have a high elf wizard in the party who starts at level 1 with stats like 18 Int & 18 Dex or a Dex 19 stat items falls into the wizards lap early in his career.

    Ok, so it isn't OP. Now, that Elf in my pointbuy is possible, but would end up with a 17, 16, 10, 9, 8, 8 array... so it might be an OP AC, but man are they paying for it elsewhere.

    But I do hate, hate, hate the feat for what are largely, but not only, flavor reasons.

    Understandable, I've struggled with some of this as well.

    Two main arguments:

    Why bother? The wizards schtick is he has many weaknesses, but has spells that potentially can more than compensate. Mage Armor and Shield are excellent for dealing with AC issues. This feat dilutes the concept of the wizard. Worse, it conflates Int with some kind of generic cleverness in a manner that I think muddies the mechanics, which I will argue about more with...

    It isn't just for Wizards, but that is the most "effective" use for it. Anyone with only light armor, low strength, and a 16 Int is a viable candidate for this. This could be an Intelligent Swashbuckler, and since Int now offers incentives with skill, tools, and languages it might come up more often. Maybe a character that has a decent Int but dislikes the idea of armor etc.

    Why not me, too! Int is not generic cleverness in D&D, but more about being good at those things where carefully considered thought is useful. The stat for gaining accurate insights to a confusing and evolving situation would be Wis. So, obviously, you need to offer a Wis version of this same feat. Furthermore, it is well within genre to argue that Cha can grant semi-mystical bonus to AC in the same manner -- Sorcerors would be absolutely correct to argue for it. And while we are at it, let's open up that barbarian Con version to everyone. And Str makes about as much sense as Con, as an active kind of defense where you keep control of your 5 foot square. Every choice but Dex makes every bit as much sense as Int (because AC = 10 + Dex + Dex would be OP, obviously).
    I can see your argument about the nature of Intelligence, but how things are fluffed is often subjective and fluid. A Wis version makes a lot of sense, I mean there already is the Monk version which could easily fit a wise priest etc. The Con one IMO doesn't make much sense to me, and its one of those things that was in core I'm remiss to change. I have no problem leaving that a Barbarian only thing. Str, well there is no precedent, and I opted to just make the mental three stats.

    Quote Originally Posted by Snails View Post
    Ah. Okay, I see where you are coming from. <wrist slap for not reading the Monk entry more carefully> Gaining that extra attack is, in a sense, like extra Ki, when considering balance issues.
    No worries, we all miss things.

    Quote Originally Posted by RulesJD View Post
    Some of the feats are literally mandatory for classes now. An example would be Martial Artist, although I'm not sure what your intention is with the "Offhand" property as it doesn't really interact with any other rules in any way (Monks already add their Dex bonus to their offhand strikes).

    "Mandatory" is very subjective. Mandatory from an optimization standpoint, maybe, but that is no different(and in most cases very much improved) than the stock game with GWM, Sharpshooter, PAM, Warcaster etc.

    Offhand references the weapon property added to my Weapons and Armor tweak, which originally was included at the end of this document. It allows anyone who takes the feat to make a bonus action unarmed strike. Martial Artist is only mandatory if your goal is maximum damage, otherwise it is not mandatory in ay way shape for form. Or, it is mandatory if you want a dex based grappler, which is a build that did not exist prior to this feat.

    The specialized feats are mandatory, as they were before, for anyone looking to optimize damage in a particular style. The difference is none of the options are as "broken" as stock 5e feats like GWM, PAM, Sharpshooter.


    Same goes from Lightning Reflexes + a Swashbuckler Rogue/BM Fighter build. You're basically giving them a 33% increase in damage via spells like Dissonant Whispers etc.

    Dissonant Whispers? It is cast, they move away, you take your reaction to make an AoO. This is stock, Lightning Reflexes means you just have a second reaction so you could use an AoO or other Reaction ability on a different target. The BM simply can use Riposte with its Reaction, and still make an AoO. That is a pretty niche scenario, requiring multiple characters, that isn't nearly as broken as you are making it sound. One more thing about Rogue, that reminded me I need to add for Sneak Attack it is useable only one per game turn, not abusing methods to double dip it etc.

    Others are broken with the right builds.

    Powerful Build + Reckless Attack + BM Fighter = almost no downside but a sickening amount of damage, with the option to wield a shield.

    Yep, at the cost of a feat you get a slight reduction in to hit chance and deal the same amount of damage but get to wield a shield for +2 AC. Your suggestions requires a MC that delays Extra Attack so is less efficient for at least a handful of levels. I bet if we math this out it isn't much better, or any better than just taking Great Weapon Master. And Powerful Build and Great Weapon Master.... correction as written I have to fix the potential interaction between GWM as Powerful build, no single hand -5/+10s.

    And if you aren't using Reckless Attack or limited Superiority Dice you are indeed dealing less damage to balance out the Shield.


    Even worse when you make a crit-fishing Half-orc + Greataxe crit fishing build.

    That build is already pretty good, this doesn't make it that much better. Hit less for being able to wield a shield.


    But really it's the spellcasting feats. Example Spellslinger:

    Level 10 Empowered Evocation Wizard (Add Int mod to damage) + Spellslinger + Magic Missile

    Damage goes from 1d4+6 (assuming 20 Int) to 1d4+11, per missile.

    No it doesn't. I've explicitly said Spellslinger only gets added once per spell, so your problem is with your perceived use of Evoker, not Spellslinger. Also, I believe the same had been errated for Evoker but I need to check that. I'm pretty sure it was for Elemental Affinity. If it hasn't, I will add errata, what you just described is against everything I believe in as far as game design goes.

    Just checked, your interpretation of Empowered Evocation is incorrect per the Errata. Elemental Affinity is also addressed.


    So from average of 8.5 -> 13.5. That's a ~58% increase. That's insane, especially when you upcast MM. Add in Volatile Spellcaster and your level 10 Evocation Wizard can one shot pretty much anything in the Monster Manual.

    Once the misunderstanding of Spellslinger is addressed Magic Missile is not longer a problem. Volatile Spellcaster with it is 2+spell level additional damage, which isn't very significant considering it does come with risk. Also, once Spellslinger is addressed, upcasting MM isn't nearly as beneficial.

    But not done with Volatile Spellcaster yet. What happens when the Evocation Wizard hits level 14 and gets Overchannel? That Cone of Cold goes from 8d8 to 10d8 base, a 25% increase.

    Or, rather hilariously, what happens to Meteor Swarm? 40d6 (140) becomes 40d8 (180). Or how about Animate Objects, do their damage die increase? Or Erupting Earth (at 5th level + Overchannel) = 5d12 (60) normally, but 10d8 (80) with Volatile Spellcaster, a 33% increase.

    Ok yes, a couple of times per day a feat can be used for a powerful increase in damage on a limited resource. There is also a small risk in doing so. And under a particular build that essentially once per day can deal a ton of damage can deal even more damage. The Evoker,
    the specialist in dealing magical damage is now good at it, is that really a problem considering the way they are doing it is relatively limited in scope by spell slots, a mitigating risk, and essentially a single use ability? They do have an all day no risk version, and I've analyzed what an Evoker or Elemental Affinity sorcers can do with both of those feats and their at will damage is just fine.

    Animate object, I would rule the spell is not doing the damage, the objects are... and the spell is broken the way it is. Most sane DMs would look at that spell and handle it correctly I'd imagine. Meteor swarm, well... it is a 9th level spell slot, does it really matter if instead of 70 it deals 90,
    or instead of 140 it deals 180? And it's happening once a day. If a wizard takes Volatile Spellcaster just to upsize their Metor Swarm, I guess more power to them.


    The spellcasting feats are well intentioned, but completely broken with Evocation Wizards.
    Evoker Wizards aren't that common, and I strongly contest your classification as "completely broken".

    Quote Originally Posted by Iamcreative View Post
    I would disagree with your monk and warlock changes.

    With less stunning strike I feel like the monk just feels less special. Which might be necessary to bring it in line, but I feel like there is a way to do that without making monks just a basic attack machine (which is what your chanhes feel like to me, sure theyre probably better balanced, but now their super boring and still worse than any caster.) I'd say something like 'stunning strike can only be used on a monks martial arts/flurry of blows extra attack' which will limit it to once or twice a turn, force them to use their bonus action for it and increase the ki cost if they do it more than once a turn (since they also have to spend the ki on flurry of blows). You could also throw a bit of a gamble in if you want by having them declare SS before using their bonus action. But Id think this limits SS power but still makes the monk feel like a monk not worse fighter. (Personally if I did this Id still give them the extra attack at 11).

    If you use a single ability to define a class, anything that limits that ability will feel wrong. There is a lot about a Monk that is special, and unique, and full of flavor. What was limiting the Monk was the fact that it has literally one spammable trick, and that was it. Now, the Monk is a competent mobile strike, has more viable alternatives for key expendiature, and can be cometent enough in combat. IMO, those are all good things, and yes, they are better for balance.

    The Extra attack at 11th is absolutely critical. But, SS needed to be limited in some form, I could have been ok with just making it once per turn, that still makes it the best value ki expendiature. IMO, and IMA increasing its cost is right for the class even if some won't like it.


    As far as warlocks go I like the extra things on the boons which make them seem cooler and more useful (although it may be to powerful, like giving tomelocks so many extra spells known and bladelocks extra hp and medium aromor). But I dislike the spread out AB and RB. Sure I know a lot of people have trouble with EB being so useful, but its never felt in need of a nerf any more than a martial classes basic attacks. Since locks only cast like, 1 spell per encounter they should have something similair to a basic attack or else they will feel (and be, thats 5-15 dmg straight off EB) much less effective than any martial or caster class. Which is compensated by the boon buffs, but Id still say not enough, especially for tome/chain locks who will cast their 1 spell then sit and EB. Now I can certainly understand just making EB scale with warlock level to dissuade bards/sorc/pally dipping in. But overall I dont think that the warlocks really need to be re balanced and these changes would tone down one of the few really good things about the class.

    My personal preference would also be to not roll with the feats, but I dont really like the base feats either. So Thats no surprise.
    The math and analysis of EB+Agonizing+Hex is brutal. It isn't akin to martial basic attacks, it is much much better in most cases, and happens earlier. The stock EB+Agonizing blast out damages a Fighter with Long bow, it is also a magical attack. Doesnt require ammunition, nor magical ammunition to bypass resistences. With Hex, it is absolutely devastating and the best at will damage in the game, happens at range, and is magical. Then Repelling is in there, because why not and it has massive control capability and is quite potent, even completely negating some combat encounters with lower speed lower AC enemies. IMOo, that is a problem.

    I've run the analysis of the Stock game and my Tweaks in the linked spreadsheet in my signature.

    Yes, I toned down one of the "few good things about the class". The real problem becomes the Warlock has very little else that is worth its action, so it moves its Hex, then rolls its EB. That is it, everything else outside the occasional spell is generally bad by comparison. The Bladelock simply can't compete with EB for damage either. By adding a reasonable nerf to EB(its less than you think when you look at the math), it goes a long way towards balancing the class both internally and externally. What I did is make othering things better, the thing it had that was too good less good but still good, and greatly enhanced the balance of the class and the variety of potential builds with it.



    If you don't like feats, my additional feats definitely won't be for you, haha. Personally, I couldn't imagine playing a game without feats.

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    Default Re: Zman's 5e Tweaks V2.0

    Quote Originally Posted by Strill View Post

    It's the same as it was in 3.5. High-INT classes, like Wizards, started with few base skill points, because their extra INT bonuses would more than compensate.
    Yep, and I didn't agree with it then either. I thought it was almost as bad a decisions as screwing the fighter with only 2 skill points per level. In the end, it's all good because he came here with this so we could help make sure the thought things through, but in the end his homebrew only has to make him and his group happy.
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    Quote Originally Posted by Sigreid View Post
    Yep, and I didn't agree with it then either. I thought it was almost as bad a decisions as screwing the fighter with only 2 skill points per level. In the end, it's all good because he came here with this so we could help make sure the thought things through, but in the end his homebrew only has to make him and his group happy.
    To be fair, it isn't all bad for the Wizard. One reason i rediced its starting skill Proficiency lies was because with the +Int Mod skills from their class list meant not Wizards would have the exact same skill set. Plus, adding a reward mechanic that overlaps with default features and inherently benefits one particular class over the others needs a bit of moderation IMO.

    My table seems to like it, I know they enjoy the different play styles and lessened concerned with the absolute optimal choice since they know most are going to be viable.

    It is my hope that others get use out of my Tweaks and the hard work leads to benefits that reach much further than my particular table.

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    Quote Originally Posted by Zman View Post
    To be fair, it isn't all bad for the Wizard. One reason i rediced its starting skill Proficiency lies was because with the +Int Mod skills from their class list meant not Wizards would have the exact same skill set. Plus, adding a reward mechanic that overlaps with default features and inherently benefits one particular class over the others needs a bit of moderation IMO.

    My table seems to like it, I know they enjoy the different play styles and lessened concerned with the absolute optimal choice since they know most are going to be viable.

    It is my hope that others get use out of my Tweaks and the hard work leads to benefits that reach much further than my particular table.
    I understand and it's all good. Reasonable people can have differing opinions and still be reasonable people. And all that matters is that the tweaks work for the people that choose to use them. For me, while I don't claim 5e is perfect, nothing annoys me enough to really change anything except the complete disregard for using your crafting tools and skills.
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    Default Re: Zman's 5e Tweaks V2.0

    Change Log:
    4-20-17 Added Desperate Spellcaster Feat
    4-20-17 Clarified Spellslinger Feat
    4-20-17 Reworded the section on skill and tool proficiencies granted by Intelligence.
    4-21-17 Added support for spears and tridents to Polearm Master.
    4-21-17 Added the "Elven" swords from my Weapons and Armor tweaks to the default Elven Weapon replacing the Longsword/Shortsword
    4-21-17 Errated Sneak Attack to once per game turn.
    4-21-17 Added Shield Weapon Specialist Feat



    Did some refining. Added two new feats, one spellcasting feat and one feat to expand the shield fighting style created by the addition of the Bladed and Spiked bucklers to my Weapons and Armor tweak.

    As always, comments, concerns, and criticisms welcome and appreciated.

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