Half-Caster Class Revamp v0.4.1 #
Artificer #
Name | Level | Tag | Description |
---|---|---|---|
— | — | — | At present see: Artificer for notes on potential Base Class changes. |
Paladin #
Name | Level | Tag | Description |
---|---|---|---|
Subclass | 1 | — | You gain a subclass of your choice at 1st Level instead of 3rd. |
Spellcasting & Oath Spells | 1 | Buffed | Now gained at 1st Level instead of 2nd (Starting with 2 Spell Slots). Once per Long Rest you can cast one of the Spells from your Oath Spell List without using a Spell Slot. Oath Spells provided to a 3rd Level Paladin by their Subclass are now gained at 1st Level. |
Divine Sense | 1 | Buffed | When you use this feature it now lasts for 1 minute. Removed the restriction against Creatures being behind total cover. |
Lay on Hands | 1 | Buffed | Can be used as an Action or as a Bonus Action. Using 10 points removes 1 level of exhaustion from the target. |
Divine Smite | 2 | Reworked | 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 half 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. If you use this feature with a Ranged Weapon you must expend one additional Divine Wrath die per use and you do not roll it 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 Options | Reworked | Smite Spells have been altered and are now Smite Options which can be found in the Smite Options table. 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. Additionally you gain one Smite Option based on your Subclass. See the Smite Options page for more detail. |
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Channel Divinity | 3 | Clarifying | Gained at 3rd Level. You have 2 uses of your Channel Divinity Feature, and additionally at 11th Level in Paladin you gain another (for a total of 3). Upon completing a Short Rest you regain 1 expended usage of Channel Divinity, and all of your uses upon completing a Long Rest. |
Divine Steed | 5 | New | The Find Steed Spell is automatically prepared for you and does not count against your number of spells prepared. Additionally you can cast this spell once per Long Rest without expending a spell slot to do so. |
Aura of Protection | 6 | Reworked | 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. |
Ranger #
Name | Level | Tag | Description |
---|---|---|---|
Subclass | 1 | — | You gain a subclass of your choice at 1st Level instead of 3rd. |
Spellcasting | 1 | Buffed | Now gained at 1st Level instead of 2nd (Starting with 2 Spell Slots). No longer a Spells Known caster, instead you may prepare a number of spells upon completing a Long Rest equal to your Wisdom Modifier + Half your Ranger Level. Spells gained through your Subclass are considered always prepared and do not count against your number of spells prepared. |
Favoured Foe | 1 | Reworked & TCE-S | 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 | Clarifying, Buffed, & TCE-S | Replaces Natural Explorer. Canny. You gain Expertise in two Skills that you are currently Proficient in. You also can Speak, Read, and Write in one additional languages of your choice. |
Hunter’s Mark | 2 | Buffed | 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 Force 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 or track 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 | New | 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 | New | 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 | Replaces Primeval Awareness. |
Roving | 6 | TCE-S & Balancing | Replaces Favored Enemy and Natural Explorer Improvements. Increases your speed by 10 feet instead of 5 feet. You do not gain this benefit if you are wearing Heavy Armour. |
Nature’s Veil | 10 | TCE-S | Replaces Hide in Plain Sight. |
Tireless | 10 | TCE-S & Balancing | Replaces Natural Explorer Improvements. Replacing second line; In addition, once per Long Rest when you finish a Short Rest, you can reduce your exhaustion level by 4. |
Feral Senses | 18 | Buffed | Rather than being aware of their location, you instead gain Blindsight out to a range of 30 feet. |
Slayer’s Mark | 20 | New | Formerly “Foe Slayer”. When you mark Creatures using your Hunter’s Mark feature you can choose a number of allies equal to your proficiency bonus, their weapon attacks against Creatures you’ve marked deal an additional 1d6 damage. |