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==Playtest 2: Classes== <div class="toccolours mw-collapsible mw-collapsed" style="width:95%"> Gives a level 1-8 preview of two classes (Fighter, Wizard) as well as to magic. <div class="mw-collapsible-content"> '''[[Fighter]]''' *Gain a 1/day ability to immediately spend up to PB hit die to heal the moment an attack takes you below half health. While it's not useful for keeping you topped off, it's at least able to keep you alive regardless of whatever tries to kill you. *Martial Action gives special QOL bonus actions to fighters (Aim for double proficiency to shoot one target, Guard gives the 5e Fighter's Protection fighting style, Quick Strike makes gives the Dual Wielding style except without the dependency on a main attack so you can do other things with your action, Wind Up to add double proficiency to hit with a two-handed weapon) *Subclasses: **''Spellblade'' essentially gives third-casting as an archetype as well as an ability to grant one weapon a +1 bonus so you can save some cash. **''Weapon Master'' is 5e's Battle Master. No two ways about it. However, it does have some ability for improved crits as well as re-rolling damage for certain weapons. '''[[Wizard]]''' *Magic is now relabeled as "Rings" instead of levels. Rituals are also separated from the rest of the spell list and u can only learn a set number of them at a time. **While Arcane and Divine magic are obvious, there are also mentions of a Primordial circle (likely for Druids) and Wyrd circle (for Warlocks, maybe?). *Sense Magic is a special PB+1/day ability rather than a cantrip. *Subclasses: **''Battle Mage'' is your fighting mage. They can make shields out of magic as well as control spells so they can miss allies and redirect misses towards other foes. **''Cantrip Adept'' focuses on using more cantrips. One cantrip per turn adds proficiency to damage and you have multiple uses to speed up casting cantrips. </div> </div>
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