Half-Caster Class Revamp v0.8.0 #
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 a divine wrath and imbue it into your strikes. You have a number of Divine Wrath dice equal to half your Paladin Level (rounded up). Each Divine Wrath die is a d8 and is used to 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 which you do not roll or add to the damage 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). For your Divine Smite Options see: Divine Smite. |
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 | You have learned to channel the magical forces of nature to cast spells. The information below details how you use the spellcasting rules with Ranger spells. - Spell Slots. The Ranger Features table shows how many spell slots you have to cast your 1st level or higher spells. You regain all expended slots when you finish a Long Rest. You have two 1st level spell slots as a Level 1 Ranger. - Prepared Spells of 1st level and higher. You prepare the list of 1st level and higher spells that are available for you to cast with this feature. You can prepare a number of spells from the Ranger spell list equal to your Wisdom Modifier + Half your Ranger Level (rounded down, minimum of 2). If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Prepared Spells. Whenever you complete a Long Rest, you can replace a spell on your list with another Range spell for which you have spell slots. - Spellcasting Ability. Wisdom is your Spellcasting Ability for your Ranger spells. - Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells. |
Hunter’s Mark | 1 | New | When you take the Attack Action you can choose a Creature you can see within 90 feet of you 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 Perception or 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 your turn to mark a new Creature. You can use this feature a number of times equal to your Proficiency Bonus and you regain all expended uses when you finish a Long Rest. This features duration and die size increase at the Ranger Levels: 5 (1d8, and 1 hour duration), 11 (1d10, and 8 hour duration), and 17 (1d12, and 24 hour duration). |
Deft Explorer | 2 | Reworked | Thanks to your travels, you gain the following benefits: Expertise. You gain Expertise in one Skill that you are currently Proficient in. Languages. You can Speak, Read, and Write in two additional languages of your choice. |
Fighting Style | 2 | Reworked | You gain a Fighting Style of your choice (see: Fighting Styles). Instead of choosing one of those Fighting Styles, you can choose the option below. Druidic Warrior. You learn two Druid cantrips of your choice. The chosen cantrips count as Ranger spells for you, and Wisdom is your Spellcasting Ability for them. Whenever you gain a Ranger Level, you can replace one of these cantrips with another Druid cantrip. |
Empowered Mark | 3 | New | Your prowess shines when you are hounding your foes, allowing you to augment your Hunter’s Mark feature. You can use this feature twice. When you complete a Short Rest if you have no usages of this feature remaining, you regain one usage, and when you complete a Long Rest you regain all expended uses. You gain an additional use of this feature when you reach Ranger Level 11. If an Empowered Mark effect requires a Saving Throw, the DC equals your Ranger Spell Save DC. You start with one Empowered Mark: Nature’s Mark. Other Ranger features give additional Empowered Mark options. Each time you use Empowered Mark you choose which option you use. Nature’s Mark. When you hit a Creature marked by your Hunter’s Mark with a Weapon Attack you can force the Creature to make a Strength Saving Throw. On a failed save the Creature is Restrained by magical vines that appear and spread from the point of impact. While Restrained by this effect the Creature takes 1d6 Piercing Damage at the start of each of its turns. As an Action, or at the end of each of the Creature’s turns it can repeat the Saving Throw, ending the effect on a success, additionally another Creature can use its Action to make the Strength Saving Throw, freeing a Restrained Creature on a success and ending the effect. |
Roving | 6 | Reworked | Your Speed increases by 10 feet while you aren’t wearing Heavy Armour. You also have a Climb Speed and a Swim Speed equal to your Speed. |
Expertise | 9 | New | Choose two of your Skill Proficiencies with which you lack Expertise. You gain Expertise in those skills. |
Tireless | 10 | Reworked | Primal forces now help fuel you on your journeys, granting you the following benefits: - Temporary Hit Points. As an Action, you can give yourself a number of Temporary Hit Points equal to 1d8 + your Wisdom Modifier (minimum of 1). You can use this Action a number of times equal to your Wisdom Modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. - Decrease Exhaustion. Once per Long Rest when you complete a Short Rest, you can decrease your Exhaustion Level by 3. |
Relentless Hunter | 13 | New | Moving towards a Creature marked by your Hunter’s Mark costs half as much movement. |
Nature’s Veil | 14 | TCE-S | You invoke the spirits of nature to magically hide yourself. As a Bonus Action, you can become Invisible until the end of your next turn. You can use this feature a number of times equal to your Wisdom Modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. |
Precise Hunter | 17 | New | You have advantage on Attack Rolls against Creatures marked by your Hunter’s Mark |
Feral Senses | 18 | Buffed | Your connection to the forces of nature grants you Blindsight with a range of 30 feet. |
Mythic Boon | 19 | New | You gain a Mythic Boon or another feat of your choice for which you qualify. (See: Feat Revamp). |
Slayer’s Mark | 20 | New | When you mark a Creature using your Hunter’s Mark feature you can choose a number of allies equal to your Wisdom Modifier (minimum of 1), whose Weapon Attacks against Creatures you’ve marked deal an additional 1d12 Force Damage. |