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===Playtest 2: Expert Classes=== ====[[Bard]]==== * Bardic Inspiration's uses per day are now capped by proficiency rather than Charisma. ** Bardic Inspiration can also be used as a budget healing spell rather than augmenting a healing spell. ** Bardic Inspiration can now only be used as reactions, cutting down on the prep time of casting and hoping it'll see some use in some set period of time. * Song of Rest has been axed, but now the Bard has certain spells (Healing Word, Restoration, and their variants) as spells that are always prepped. * College of Lore doesn't give you free reign on bonus skills anymore, restricting you to Arcana, Nature and Religion (unless you already got one of them, then you can just pick whatever you want) ** Rather than crib extra spells from other classes, the level 6 feature lets you re-roll Bardic Inspiration. ====[[Ranger]]==== * Fighting Styles are now considered feats, and while the Ranger picks up one as part of their class features, more can always be taken as bonus feats. * Rangers gain cantrips by default rather than getting them via a fighting style. Also helping things is that they actually get casting from the start instead of needing to wait a level, though it's not as many slots as a full-caster would have available. * A lot of the Tasha's revamps to the Ranger are now default, which is a sizeable step up. ** Hunter's Mark is now a spell that's always prepped, with the added bonus of not needing to concentrate after casting it. At level 18, it bumps up to dealing 1d10 extra damage. ** Roving boosts speed by 10 feet, but only outside of heavy armor. ** Primeval Awareness has been absolutely axed. ** Nature's Veil now expends spell slots. But y tho? * Hunter's bonus damage to wounded enemies is now the only choice, because nobody really bothered with the other two. Same goes with the subclass' capstone only being halved damage for a reaction. ** Level 6 now lets you identify some key features of an enemy you target with Hunter's Mark. ** Rather than an extra stack of multiple attacks at level 10, you instead always get Conjure Barrage as a prepped spell that can go in any spell slot, though it deals less damage if used as a level 1 or 2 slot. ====[[Rogue]]==== * Thieves' Cant provides proficiency in an extra language. * Sneak attack is now once per '''Round''' rather then per turn, meaning you can no longer get sneak attack on attacks of opportunity or other tricks to gain out-of-turn attacks from party members, and now only works when taking the attack action so [[Arcane_Trickster|Arcane Tricksters]] can no longer use booming or green flame blade and get sneak attack. * Level 13 provides a new feature that grants advantage to attacks against enemies engaged with your friends - aka, advantage on sneak attacks. * Thief now grants an actual climb speed rather than just no movement penalties to climbing. ** Supreme Sneak now grants advantage on all Stealth checks regardless of movement, but now does not work when wearing anything heavier than light armor. ** Use Magic Device now provides an extra attunement slot, the chance to use a magic item without wasting a charge and the ability to use scrolls despite being a non-caster if you pass an Arcana check. ** Thief's Reflexes now provide a second reaction to use on the stuff Rogues do, but only for a few times a day. ** The ability for a Thief to use an object as a bonus action or use magic items without usual restrictions is gone. ====Other Changes==== * Classes in general have gone back to categorization with the AD&D groupings of Warrior, Expert, Priest and Mage. ** Experts are all tied to their usage of Expertise. Notably, the Artificer is included in the Experts group as well, though any expectations of a full rewrite are low. ** Priests are all tied to their usage of Channeling powers. ** Warriors are all tied to their usage of Weapon Mastery (see below). * Ability Score Increase is now a feat, though its purpose is identical to before. ** To make the decision between stat boosts or feats less of an extreme trade-off, the majority of feats now grant a minor stat bump. * Each class now gains an ''Epic Boon'' feat, which provides some super endgame buff at level 20. * The additional attack from using two light weapons is now part of your attack action instead of eating your bonus action. Dear god...Dual-Wielding is actually viable...! * Charger now gives a boost to Dash distance (not really necessary unless you have some means to dash as a bonus action, such as a Roguish Action), the attack bonus from charging now deals extra damage or the shove instead of the hit bonus. * Great Weapon Master loses its Power Attack abilities, instead providing proficiency to damage on one attack each turn. * Heavy Armor Master now reduces damage by Proficiency, which is a serious upgrade. * Medium Armor Master doesn't help with Stealth. * Protection Fighting Style now gives a flat -2 to an enemy attack, which is a straight downgrade to the original version's disadvantage. * Polearm Master restricts applicable weapons to those with Heavy and Reach, barring this from being used on Spears and Quarterstaves and thus being used with shields or the Duelist and Protection fighting styles. More importantly, the ability to whack things that enter engagement range doesn't count as an Opportunity Attack, thus breaking any synergy with Sentinel. * Ritual Caster no longer ties the casting ability of these spells to the class it was taken from, plus it gives you a 1/day ability to cast a ritual as if it were a normal spell. * Sharpshooter no longer works as a ranged power attack, but only gets no penalties for shooting at long range. * Shield Master now forces enemies you attack to make a Strength save or else get shoved or knocked down, which is...a bit naff to any character that isn't maining Strength (i.e. Clerics) * The Spells Known column seems to have been axed, which now breaks the cap of what spells can be prepped each day. How this will affect the Wizard, which was notorious for the broken number of spells that they can learn via writing into their spellbook, is yet to be determined. ** At least for the former the Spells Known class, reminiscent of older additions but still way more flexible, you can only prepare a number of spells of each level equal to the number of the spell slots you have for that level. This will mean by 5th level a bard can only have a max of 4 different 1st level spells and 3 different 2nd level spells prepared for that adventure day. ** Disregard, cocks, etc. Turns out that now only the Sorcerer and Warlock have a Spells Known section. Why is beyond us. * Guidance now uses a reaction to cast instead of requiring concentration, <s>but it now cannot affect any one target more than once a day.</s> retconned as of the Cleric & Revised Species doc.
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