Half-Caster Class Revamp v0.3.3 #
Artificer (S3) #
- See: Artificer
Paladin (S3->1) #
- Lay on Hands(1) *B: Can be used as an Action or as a Bonus Action. Using 10 points removes 1 level of exhaustion from the target(See: Conditions).
- Channel Divinity(3->1)
- Spellcasting & Oath Spells(2) *B: You can cast one of your Oath Spell’s without expending a Spell Slot per Long Rest.
- Oath Spells offered at 3rd Level in Paladin are gained at 2nd Level.
- Divine Smite(3) *R: You learn to invoke Celestial Fury and imbue it into your strikes. This Fury is represented by your Divine Wrath dice, which are each a d8. You have a number of these dice equal to your Paladin Level, and they fuel your Smite Options, which are detailed below. You regain all your expended Divine Wrath dice when you finish a Long Rest.
- When you hit a Creature with a Weapon Attack, you can expend and roll a Divine Wrath die to deal Radiant Damage to the target equal to the roll, in addition to the Weapon’s Damage. If the target is an Undead, or Fiend then it takes an additional 1d8 Radiant Damage, to a maximum of 6d8. When you use this feature with a Ranged Weapon you must expend one extra Divine Wrath die per use and you do not roll or add its damage to the total. You can invest additional Divine Wrath dice into your usages of this feature when you reach 5th Level (2d8), 9th Level (3d8), 13th Level (4d8), and 17th Level (5d8).
- Smite Spells are now Smite Options. You can use one Smite Option when you activate your Divine Smite feature, and a Smite Option can only be used if you expend the listed amount of Divine Wrath dice required by that option.
Smite Options table #
Name | Minimum Required Divine Wrath dice | Effect |
---|---|---|
Thunderous Smite | 1 die | Your weapon rings with thunder that is audible within 300 feet of you, and the Damage Type of your Divine Smite becomes Thunder Damage. Additionally, if the target is a Creature, it must succeed on a Strength Saving Throw or be pushed 10 feet away from you and knocked Prone. |
Wrathful Smite | 1 die | Your weapon exudes menacing energy, and the Damage Type of your Divine Smite becomes Psychic Damage. Additionally, if the target is a Creature, it must make a Wisdom Saving Throw or be Frightened of you for 1 minute, repeating its save at the end of each of its turns. |
Searing Smite | 1 die | Your weapon flares with white-hot intensity, and the Damage Type of your Divine Smite becomes Fire Damage and causes the target to ignite in flames. At the start of each of its turns until the effect ends, the target must make a Constitution Saving Throw. On a failed save, it takes 1d6 Fire Damage. On a successful save, the effect ends. If the target or a Creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends. The effect has a duration of 1 minute. |
Branding Smite | 2 dice | Your weapon gleams with astral radiance as you strike. The target becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible for 1 minute. |
Blinding Smite | 3 dice | Your weapon flares with bright light, and the target must succeed on a Constitution saving throw or be blinded for 1 minute, repeating its save at the end of each of its turns. |
Staggering Smite | 4 dice | Your weapon pierces both body and mind, and the Damage Type of your Divine Smite becomes Psychic Damage. The target must make a Wisdom Saving Throw. On a failed save, it has disadvantage on Attack Rolls and Ability Checks, and can’t take Reactions, until the end of its next turn. |
Banishing Smite | 5 dice | Your weapon crackles with force, and the Damage Type of your Divine Smite becomes Force Damage. Additionally, if this Attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the Creature vanishes into a harmless demiplane. While there, the target is Incapacitated. It remains there until the effect ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. The effect lasts for 1 minute or until ended early at will. |
- Aura of Protection(6) *C: Whenever you or a friendly Creature within 10 feet of you must make a saving throw, the Creature gains a +2 bonus to the Saving Throw. You must be conscious to grant this bonus.
- At 18th Level, the range of this aura increases to 30 feet.
Ranger (S3->1) #
- Favored Foe(1) TCE-S *R: Replaces Favored Enemy.
- When you hit a Creature with an Attack you can use this feature to add +3 Damage to the total of the Attack. At 6th Level in this class this Damage increases to a +4, and at 14th Level it increases to a +5. This bonus damage is doubled against Creatures marked by your Hunter’s Mark feature.
- You can use this feature a number of times equal to 1 + your Wisdom Modifier (minimum of 1), regaining all expended uses on a Short or Long Rest.
- Deft Explorer(1) TCE-S *B: Replaces Natural Explorer.
- Canny(1) You gain Expertise in a Skill that you are currently Proficient in. You also can Speak, Read, and Write in two additional languages of your choice.
- Hunter’s Mark(2) *B: When you hit a Creature with an Attack you may choose a Creature you can see within 90 feet and mystically mark it as your quarry. This effect lasts for 1 minute, you deal an extra 1d6 damage to the target whenever you hit it with a Weapon Attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this effect ends, you can use a bonus action on a subsequent turn of yours to mark a new Creature. You can use this feature a number of times equal to twice your Proficiency Bonus and you regain all expended uses when you finish a Long Rest.
- Additionally, starting at level 9 you can mark up to two creatures at a time. When you reach level 17 you may mark up to four creatures at a time.
- Empowered Mark(3) *N: Your prowess shines when you are hounding your foes, allowing you to augment your Hunter’s Mark feature. Once per Short or Long Rest when you activate your Hunter’s Mark you can choose one of your Empowered Marks and gain its benefit. Some Empowered Mark effects require Saving Throws, When you use such an effect, the DC equals your Ranger Spell Save DC. By default you have access to the Nature’s Mark Empowered Mark, and your Ranger Archetype provides you with two additional options which explain how to use them. You gain a second usage of this feature when you reach 8th Level in this class.
- Nature’s Mark. When you hit a Creature with a Weapon Attack for the duration of your Hunter’s Mark the target must succeed on a Strength Saving Throw or be Restrained as magical vines appear at the point of impact. While Restrained by this effect the Creature takes 1d6 Piercing Damage at the start of each of its turns. At the end of each of its turns a Creature can repeat the Strength Saving Throw removing the Restrained Condition on a success, additionally another Creature can use its Action to attempt the Strength Saving Throw, freeing a Restrained Creature on a success.
- Primal Awareness(3) TCE-S *B: Replaces Primeval Awareness.
- Roving(6) TCE-S *B: Replaces Favored Enemy and Natural Explorer improvements.
- Nature’s Veil(10) TCE-S *B: Replaces Hide in Plain Sight.
- Tireless(10) TCE-S *B: Replaces Natural Explorer Improvement.
- Slayer’s Mark(20) *N: Formerly Foe Slayer. When you mark Creatures using your Hunter’s Mark feature you may choose a number of allies equal to your proficiency bonus, their weapon attacks against creatures you’ve marked deal an additional 1d6 damage.