So today I decided that I would try to make the 20th level features for all classes feel more awesome, balanced, and cool. A few of them don't need changes, but many of the Spellcasting classes do.
Primal Champion: Seems fine honestly. If anything, I would make it so that you could grapple or shove a creature of any size, just to make it cooler, but it's fine without that.
Superior Inspiration: Does way too little. Basically, I would make it that when you give bardic inspiration, you can give it to all available creatures with the cost of only one inspiration.
Divine Inspiration Improvement: Once a week, you tell your god to help you. I don't even know how I would balance this, but seems fine.
Archdruid: I would say, as an action, you regain both uses of your wild shape. Makes it way less overpowered, forcing Moon druids to use an entire turn to change elemental forms.
Extra Attack (3): This is fine, and I gotta say, it's awesome. With Action Surge, you can attack more than anyone, even a Drunken Master surrounded by enemies.
Perfect Self: Again, does too little. I'd say make it so that as an action, you regain your Wisdom modifier in ki points.
Sacred Oath Feature: This seems to be a pattern, doesn't it? All of the archetypes seem fine, as you need an action to activate them.
Foe Slayer: I'd remove the once a turn part, and give it crits on 19-20 against favored enemies.
Stroke of Luck: Really cool and pretty balanced. Doesn't need to be changed.
Sorcerous Restoration: I would say, change it completely. The player gets to choose two metamagic options. Any time the player uses either of those options, they immediately regain a sorcery point.
Eldritch Master: Seems too long to be useful. I'd say make it so that any spell you cast deals force damage.
Signature Spells: In addition to this, you can spend a week researching and 1000 gold to make a new spell that is added to any spell list of the DM's choice, along with the wizard spell list. The DM must approve the spell in order for it to work, and your work is ruined if the DM does not approve.
Well, hope you enjoyed that little bit of homebrewing fun! Leave your changes of the 20th level features below!
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
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So today I decided that I would try to make the 20th level features for all classes feel more awesome, balanced, and cool. A few of them don't need changes, but many of the Spellcasting classes do.
Primal Champion: Seems fine honestly. If anything, I would make it so that you could grapple or shove a creature of any size, just to make it cooler, but it's fine without that.
Superior Inspiration: Does way too little. Basically, I would make it that when you give bardic inspiration, you can give it to all available creatures with the cost of only one inspiration.
Divine Inspiration Improvement: Once a week, you tell your god to help you. I don't even know how I would balance this, but seems fine.
Archdruid: I would say, as an action, you regain both uses of your wild shape. Makes it way less overpowered, forcing Moon druids to use an entire turn to change elemental forms.
Extra Attack (3): This is fine, and I gotta say, it's awesome. With Action Surge, you can attack more than anyone, even a Drunken Master surrounded by enemies.
Perfect Self: Again, does too little. I'd say make it so that as an action, you regain your Wisdom modifier in ki points.
Sacred Oath Feature: This seems to be a pattern, doesn't it? All of the archetypes seem fine, as you need an action to activate them.
Foe Slayer: I'd remove the once a turn part, and give it crits on 19-20 against favored enemies.
Stroke of Luck: Really cool and pretty balanced. Doesn't need to be changed.
Sorcerous Restoration: I would say, change it completely. The player gets to choose two metamagic options. Any time the player uses either of those options, they immediately regain a sorcery point.
Eldritch Master: Seems too long to be useful. I'd say make it so that any spell you cast deals force damage.
Signature Spells: In addition to this, you can spend a week researching and 1000 gold to make a new spell that is added to any spell list of the DM's choice, along with the wizard spell list. The DM must approve the spell in order for it to work, and your work is ruined if the DM does not approve.
Well, hope you enjoyed that little bit of homebrewing fun! Leave your changes of the 20th level features below!
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.