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==5th Edition== Seeing as Pathfinder was being slowly outmoded by a new edition, DDS decided to port over the Spheres systems to [[Dungeons & Dragons Fifth Edition|5E]]. This has required a lot of changes to the systems, as there's not as much you can fit into a character in 5E and the action economy isn't quite as deep. * The introduction of the ''Universal Sphere'' in SoP. This allows for a few things: Dispelling, Metamagic feats (A system that was [[Sorcerer]]-exclusive thus far), Dual-Sphere abilities (Made to talents due to 5E's sparsity with feats), managing Wild Magic, and building a magical tether you can use to aid allies and weaken foes (The Mana sphere from PF SoP). * The Tech sphere is revised into the ''Tinkerer Sphere''. Though drones are no more, various gadgets and upgrades are included from the PF Technician's improvements. * The Boxing Sphere is relabeled the ''Retribution Sphere'' and now works on all weapons by default. Of course, there is a way to turn it back to only affecting fists. * Backgrounds are now templates to build martial traditions around if you don't feel like making your own. As usual, this also requires trading in all proficiencies for the non-magic focused classes, though the [[Fighter]] and [[Paladin]] gain a bonus Equipment talent as perks for being the ones with the most proficiencies. The [[Monk]] kinda can't trade out proficiencies due to their uniqueness, but their multi-attacks can be tied to any talents that ride off attacking twice like the Dual Wielding sphere. Spherecasting traditions, for the most part, remain identical. Sphere-based drawbacks on both are just relabeled as "Variants". ** Said martial classes can gain actual progression like a practitioner, but it will cost them their archetypes and will only gain two talents at any point the archetype would otherwise grant a feature. * The new classes are considerably different from the PF iterations. ** Alter Egos are essentially less borked Troubadours (Or just [[Vigilante (Pathfinder)|Vigilante]]s for 5E), not so easily able to build as many alternate personas, though management is still a bit of a hassle. Each persona still gains a whole list of talents as well as a certain "trope" (a generalized gimmick that's the theming of the persona). The second persona is tied to an archetype as such: Chemist (Go Dr. Jekyll and Mr. Hyde, with a concoction turning you into a monster), Empowered (Gain partial casting, which can be stacked with a casting trope into something more like a half-casting casting, as well as a few Warlock invocations), Possessed (Swapping out with a completely different person with unique stats, which is ripe for cheesing, though transforming is more limited in exchange for being easier to do), Troubadour (Said original class, able to take many personas and gimmicks) and Vigilante (Become Batman, complete with the perfectly believable civilian identity with separate antics) ** Armigers remain fairly unchanged, with the weapon-swapping being the central premise. The archetypes are as follows: Antequarian (Your weapons can cast spells), Commando (Follow-throughs on all attacks and disadvantages) and Polymath (Gain partial proficiency in all weapons as well as fighting styles) ** Artisans are essentially generalized Blacksmiths, though they remain able to maximize the power of their weapons. Your archetypes are as follows: Chef (Make food to boost saves and resistances, on top of making potions), Sapper (Trap sphere focus), Smith (The original blacksmith, crippling enemy gear while bolstering your allies' gear) and Technician (Build drones, vehicles, and armored suits as well as repairing them) ** Commanders are less dependent on the Warleader Sphere, letting allies attack or boost damage by a shout. Your archetypes are as follows: Captain (Using the Patrol package of the Guardian sphere to protect allies), Drill Sergeant (Use Gladiator sphere and share a talent to the group), General (Use Warleader sphere for bolstered tactics) and Politician (Use the Leadership sphere and resting place for the Lackey power of the original PF class) ** Conscripts are essentially Practitioner versions of the Fighters, though this costs fighting styles. Your archetypes are as follows: Brawler (Gain riders on disadvantaged foes as well as lifting big things), Fury (Gain Barbarian rage), Knave (Gain sneak attack as well as the ability to hit someone while robbing them), Marshal (Gain Scout sphere with extra riders for damage as well the Ranger's chosen enemy), Mechanic (Focused on Alchemy and Tinker spheres), Paragon (Gain a fighting style as well as some support powers), Sentinel (Formerly a PF class, focused more on the Challenge part of the Guardian sphere) and Warrior (Take Barbarian's Reckless Attack and other risky things) ** Elementalists have their special movement types condensed to just a boost of speed, as well as the ability to use their favored element to boost their saves or AC for a moment. They have archetypes for Aspirant (The old Elementalist who can pick multiple elements), Doomblade (Focusing on elemental weapons to be a gish), Geomancer (Shaping either weather or the land), Inspired Kineticist (Floating talents you can use to pick up temporary Destruction talents) and Primordial (Focus on Alteration to become an elemental) ** Incanters can recharge spell points like Wizards recharge spells. They also have specializations more akin to the Hedgewitch than the PF Incanter's sphere focus. These specializations are: Arcanist (Floating talents to pick when wanted, some spare spell points), Esper (Linking minds to control the battlefield), Fey Adept (Formerly a PF class, focusing on Illusion, Light and Dark spheres), Green Mage (gain a familiar and some more nature-based perks), Necromancer (Death sphere focus), Priest (The cleric-alike, gaining Channel Divinity powers and some generalist rituals), Soothsayer (Divination sphere focus), Summoner (Conjuration sphere focus), Temporalist (Time sphere focus) ** Mageknights are now natively blended, with adding SoM just giving the same tradeoff of proficiencies for talents as well as gaining fighting styles like the Fighter/Paladin/Ranger. The archetypes are as follows: Armorist (Formerly a PF class, lets you summon your own gear and improve it), Spellblade (Essentially a Magus), Psionicist (Use psychic powers to bolster yourself) and Shapeshifter (Alteration sphere focus, likely to replace the Shifter class since it's less copyright-friendly) *** The new fighting styles are as follows: Magic Spheres Adept (Gain spherecasting, though the bare minimum of it), Martial Spheres Apprentice (Gain a martial talent and martial focus), and Natural Weapon Fighting (Natural weapons crit on a nat roll of 19+) ** Prodigies are mostly unchanged aside from archetypes. These archetypes are as follows: Battleborn (Generalist who can hot-swap some martial talents/fighting styles and crit easier like the Champion Fighter), Mimic's Calling (Copy spells and talents you see) and Savant's Calling (Floating spell talents who can swap them out) ** Scholars aren't quite as dependent on crafted things, though they gain special studies as you level up. Your subclasses are as follows: Archaeologist (Skill versatility), Natural Philosopher (Housing the Martial Impositions of the original PF class) and Occultist (The ritual-focused subclass) ** Soul Weavers can spend their souls for temporary spell talents. Their archetypes are as follows: Gothi (Support and empowering allies), Lichling (Infect foes with necrotic maladies), Medium (You can spend souls for less-magical benefits, including swapping proficiencies), Undertaker (Gain martial/pracitioner uses, including tying death powers in your strikes), the White Necromancer (The medic) and Wraith (Formerly a PF class, gain the ability to turn immaterial and possess) ** Strikers are less dependent on bare-handed combat and lack the unarmored defenses as a native feature. The archetypes are as follows: Boxer (The bare-handed original PF class), Bloodriser (Gain limited spells to cast via tension) and Skirmishing Scout (Mobility focused).
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