Greetings Everyone. I hope everybody is fine and well.
What we are here today to do is revamping some of the DND class especially on higher play. I mean why does some power balance tips on one way or another. at level 20 all classes should feel as unstoppable as druids at level 20 right? but not as powerful so we are gonna nerf some too including the druid.
Here is my take on quick fixes for Classes and subclasses power house.
Ver 2.3 For some feedback and some changes:
Monk: (Proficiency with a weapon makes it a monk weapon, extra attack improve martial arts and flurry of blows).
Wizard: (Added Improved arcane recovery at level 20 for the level 20 fix made it obsolete).
correcting some grammar and wording.
Bard, Ranger, Sorcerer and Warlock: added the ability to prepare additional spells equal to their spell caster's ability modifier, at the end of long rest they can change spells known up to the spell casting modifier by meditating number of minutes of the changed spell level. Ex: a level 13 sorcerer with Charisma score of 18 modifier of +4 knows 13 spell + 4 spells known for the modifier ability. At the end of a long rest the sorcerer can change up to 4 spells by meditating for 1 minute per spell level (changing a 2 level spell with a 4th level spell take 4 minutes of meditating).
Arcane Trickster and Eldritch Knight: Now there is a clearfield system on how they gain access to spells. And they can access any spell from the Wizard Spell list, there are no restriction to the schools of magic.
Thank you all for the feedback and I hope to hear about your experiences with this rule set thank you.
Barbarians
Subclass:
Bath of the Berserker
Frenzy
.... Make a constitution saving throw (DC 18 - Your barbarian level) if you fail you gain one level of exhaustion.
Intimidating Presence
..... Choose number of creatures equal to your Charisma modifier minimum of one..... Must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency + Strength modifier) ...... while frightened the creatures can only move half of their speed and either take an action or a bonus action but not both........
Bath of the Totem Warrior
Totem Spirit
...... at the end of a long rest you can change your totem spirit by meditate for five minutes per totem benefit you must have a physical object for each beast spirit.
Level 20 Fix
Primal Champion
...... additionally your number of rages are now 8 whenever do not have all your rages at the end of your turn roll 1d6 on a 6 you recharge one expended rage.
Bard
Spellcasting Spell known of 1st level and Higher.
You can learn additional number of spells equal to your Charisma modifier. At the end of a long rest you can change a number of known spells up to your charisma modifier by spending 1 minute per spell level for each changed spell.
Countercharm
..... During the time you Expend one use of bardic inspiration you and any friendly creature within 30 feet of you can add one bardic inspiration die to saving throws against being frightened or charmed ........
Level 20 Fix
Superior Inspiration
At level 20 You gain two additional uses of bardic inspiration. And you gain the ability to inspire yourself as a bonus action, your bardic inspiration and song of rest dice become 2d6. Whenever you do not have all you bardic inspiration at the end of your turn roll 1d6 on a 6 you regain one expended bardic inspiration use.
Cleric
Level 20 Fix
Divine Intervention Improvement
Within the 7 days after you have used your divine intervention in the end of a long rest you can pray to your deity for one hour. roll 1d6 on a 6 you regain your divine Intervention feature.
Divine Favor
At level 20 you gain one additional Channel Divinity use. Whenever you have you do not have all you channel divinity uses at the end of your turn roll 1d6 on a 6 you regain one expended channel divinity use.
Druid
You can check my Extended Revised druid at Druid Wild Shape Revised or use the following. "Shameless Plug wink Wink"
Wild Shape
You gain one additional wild shape use at level 10 and level 15.
Level 20 Fix
Archdruid
At level 20 you gain 2 additional Wild Shape uses and whenever you do not have all your Wild Shape uses at the end of your turn roll 1d6 on a 6 regain one expended Wild Shape use.
Additionally you can ignore the verbal and......
Fighter
Subclass:
EldritchKnight
Spellcasting
...... You can prepare spells as would a wizard do except the number of spells you can prepare is your Intelligence modifier + Half of your fighter level rounded down (Minimum of 1). You obtain a wizard spellbook to prepare spells from it. you start up with 4 level 1 spells written in it. each time you level you can add one spell from the wizard spell list that you can cast to the book.. Check page 114 of the player handbook on your spellbook with the following changes:
Copying a spell: It take double the time and money to do so as a wizard (each level of the spell. It takes 4 hours and 100 gold). Except for abjuration and evocation schools of magic takes the normal amounts of gold and time as wizard.
Replacing the book: You need to spend 2 hours and 30 Gold for each level of the copied spells.
Level 20 Fix
Unstoppable Force
At level 20 you gain one additional Action Surge and one additional Indomitable uses. Whenever you have not all your Action Surges or all you Indomitable uses at the end of your turn roll 1d6 on a 6 you regain one expended use of Action Surge or Indomitable your choice.
Monk
Martial arts
Any weapon you are proficient with is considered a monk weapon for you as long it doesn't have the heavy property.
Extra attack
..... And when you use the attack action you attack with a monk weapon for your bonus action. And at level 11 when using flurry of blows you can use a monk weapon.
Subclass:
Way of the Four Elements
Disciple Of The Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and one lesser discipline and two other elemental discipline of your choice, You learn two additional Elemental Discipline and one lesser Disciplines at 6th, 11th and 17th level. You can learn any spell if it can deals Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Slashing or Thunder damage as an Elemental Discipline if its a level you can cast as the table says. the Spell cost 1 ki per spell level and can be cast at a higher level by spending additional 1 ki per spell level. You don't need to provide material component for the spells. If the spell capable of dealing other type of damage then chose from the previous damage types or reroll or change the damage type into the closer one to the previous type damage depending on the spell nature. At the end of a short rest you can change the Discipline you know to other Discipline you are able to learn
You can use these Disciplin at will without the cost of ki. choose any Cantrip that deals only Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing or Thunder damage.
Elemental Disciplines (other discipline not included here cost 1 less ki)
Fangs of the Fire Snake. You can spend 1 ki to concentrate on this Discipline for 1 minute.
Fist of Unbroken Air. You can Spend 1 ki to activate this Discipline as an action and deals 2d10 instead.
Shape the Flowing River. Double all the sizes can spend 1 additional ki to harm creature dealing 1d10 per ki spent. or spend 1 kit to make the area difficult terrain.
Swooping Air. You can spend 1 ki point to cast shield.
Transparent as Air. You can spend 3 ki points to cant Invisibility on yourself.
Water Wip. You can spend 1 ki point as a bonus action (not as an action as the errata said) deals 2d10.
Level 20 Fix
Perfect Self
At level 20 Whenever you dont have all your ki points at the end of your turn roll 1d4 and regain that many used ki points.
Paladin
Channel Divinity
At level 15 you gain one additional Channel Divinity use.
Level 20 Fix
Tool Of The Gods
At level 20 you gain one additional use of Channel Divinity and Whenever you don't have all your channel divinity use or have used you level 20 Sacred oath feature at the end of your turn roll 1d6 on a 6 you regain one expanded use of Channel Divinity or your level 20 sacred oath feature your choice.
Additionally you are always under the effect of Divine Sense and your Lay On Hands pool are now equal to Your Paladin level x 10.
Ranger
I am sorry but that Class is way way too week for me to think of how to improve it.
Spellcasting Spell known of 1st level and Higher.
You can learn additional number of spells equal to your Wisdom modifier. At the end of a long rest you can change a number of known spells up to your Wisdom modifier by spending 1 minute per spell level for each changed spell.
But I was thinking maybe the beastmaster would animal companion would be maximum large and would can be CR (Your ranger level divided by 12 rounded down to the nearest quarter). at level 20 can be CR 2 and Maximum Huge size. and mostly introducing Items and weapons that animal companion can use.
I dont know how would that work or how the balance feel. but this is the most appropriate feel for me.
Rogue
Subclass: Arcane Trickster
Spellcasting
...... You can prepare spells as would a wizard do except the number of spells you can prepare is your Intelligence modifier + Half of your Rougue level rounded down
(Minimum of 1). You obtain a wizard spellbook to prepare spells from it. you start up with 4 level 1 spells written in it. each time you level you can add one spell from the wizard spell list that you can cast to the book.. Check page 114 of the player handbook on your spellbook with the following changes:
Copying a spell: It take double the time and money to do so as a wizard (each level of the spell. It takes 4 hours and 100 gold). Except for enchantment and illusion schools of magic takes the normal amounts of gold and time as wizard.
Replacing the book: You need to spend 2 hours and 30 Gold for each level of the copied spells.
Magical Sneak Attack
Starting from level 3 whenever you target a creature with a cantrip you can add half of your sneak attack dice rounded down as an additional d6 damage of the Cantrip damage type if the normal sneak attack rules applies or the target have disadvantage on saving throws. You can't add that damage if the target has advantage on saving throws against magic.
Magical Ampush
..... Additionally if you targeted a creature with a spell of 1 level or higher you can add your sneak attack dice as an additional d6 damage of the spell damage type if normal sneak attack rules applies or the target have disadvantage on saving throws. You can't add that damage if the target has advantage on saving throws against magic. If the spell can target more than one creature you can divide sneak attack dice to each target however you wish if they meet all the previous requirement.
Versatile Trickster
....... Additionally you are considered a Wizard for the purpose of item attunement and use.
Level 20 Fix
Stroke of Luck
..... You can use this feature twice and whenever you don't have all the uses of this feature at the end of your turn roll 1d6 on a 5 or 6 regain one expanded use of this feature.
Additionally you gain one additional reaction but you can only react to one trigger at a time.
Sorcerer
Spellcasting Spell known of 1st level and Higher.
You can learn additional number of spells equal to your Charisma modifier. At the end of a long rest you can change a number of known spells up to your charisma modifier by spending 1 minute per spell level for each changed spell.
Level 20 Fix
Metamagic
You gain an additional metamagic option at level 20.
Sorcerous Restoration
At level 20 you add to creat spell slot table spell slot level 6'th and Sorcery Point Cost is 9. and if you don't have all your sorcery points at the end of your turn roll 1d4 and regain that many spent sorcery points.
Warlock
Spellcasting Spell known of 1st level and Higher.
You can learn additional number of spells equal to your Charisma modifier. At the end of a long rest you can change a number of known spells up to your charisma modifier by spending 1 minute per spell level for each changed spell.
Level 20 Fix
Eldritch Master
At Level 20 increase your warlock spell slots by 2 and when you don't have all your spell slots at the end of your turn roll 1d6 on a 6 regain one expended spell slot.
Wizard
Level 20 Fix
Master of the Arcane
At level 20 whenever you dont have all your 5'th and lower spell slots at the end of your turn roll 1d6 on a 5 or 6 regain the lowest expended spell slot level that is 5'th and lower.
Arcane Recovery Improvement
When you reach level 20 once per day when you finish a short rest, you can recover all expended spell slots.
So What do you think. Now that Every class almost have unlimited use to its features. at level 20 your charcter should feel the most powerful charcter it can be.
I would be happy if you help to balance things over "Of course its over powered and bonkers but now the druid isn't the only class broken ... when everybody is broken than no one will notice XD"
my main inspiration is the recharge ability for some monsters.
I guess my feedback won't be incredibly "helpful" to the task at hand (rebalancing high-level play), as my feedback is this: I think you're misjudging what is or isn't powerful, and as a result are perceiving high-level as having a problem that it doesn't (not that there aren't some problems with character balance at 20th level - just that parity with other classes is not one of them).
And in the more specific, I'm entirely confused as to why you've taken some class features that really aren't that big of a deal (i.e. wildshape) and applied a nerf, then turned around and taken some class features that are game-changing (i.e. wizard spell slots) and given them a significant bump.
Ah well you tell me a level 20 wizard .... A LEVEL 20 WIZARD !!!! HIS HIGHEST LEVEL a level that can stay one on one with Gods the most powerful wizard ever .... can cast a spell once extra ? so no... no they dont. and I did balance it that they gain their lowest expended spell slot. Unlike the sorcerer that gain an automatic 1d4 spell slot that in average an 3 witch they cant turn it as a bonus action to a second level spell ... because sorcerers should be Powerful not gain 4 fn Sorcery points in a short rest.
this way all characters can have some sort of unlimited resource out of combat but in combat they can almost regain some 1 in a 6 chances in a fight is not really broken. its low so basicly almost every 6 round regain a resource
Ah well you tell me a level 20 wizard .... A LEVEL 20 WIZARD !!!! HIS HIGHEST LEVEL a level that can stay one on one with Gods the most powerful wizard ever .... can cast a spell once extra ? so no... no they dont.
I am further confused. A level 20 wizard cannot "stay one on one with Gods" - no level 20 character can. And what do you mean "cast a spell once extra?" the level 20 feature of the wizard class does more than just "a spell once extra". It's two spells, and each gets a free extra casting once per short or long rest which is a lot more than "once" in what my experience tells me is a typical high-level adventuring day, plus those two spells count as prepared but don't count against the prepared spell limit, which is nifty.
Also, a 1 in 6 chance of regaining a resource and "basically almost every 6 rounds regain a resource" are not even kind of the same thing. I've had, and on more than just a handful of freak occurrences, a 1 in 6 chance happen 3+ times in a row (specific example: While running 4th edition, I had a monster recharge its rechargable attack power every round for 6 rounds straight). You can't make something a random chance and just hope it doesn't happen 2-3 times in a row - you have to make sure that it happening 2-3 times in a row is an acceptable outcome.
ofcourse its not really one on one but it should feel that way. and so what let it be that way . I might change it to level from 1 through 3`th spell slots and let them chose the slot. but yeah chance and randomness is a big factor. that is dnd in a nutshell. today I didnt Hit a SINGLE CREATURE except with a breath weapon attack so yeah. poops happens alot.
ofcourse its not really one on one but it should feel that way. and so what let it be that way .
...what? Can you please repeat this thought with a new phrasing so that I've got another chance to not be completely unaware of what point you are attempting to make?
ofcourse its not really one on one but it should feel that way. and so what let it be that way .
...what? Can you please repeat this thought with a new phrasing so that I've got another chance to not be completely unaware of what point you are attempting to make?
I think he's saying that he wants 20th-level characters to be much more powerful than they are now. Except for barbarians, of course.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I have nothing against barbarians ? I have fixed both Frenzy and Intimidating presence for the berserkers. Added so that the totem can change their spirit animals. For level 20, I left the state increase as it is Str and Con get +4, but removed the unlimited number of rages and made it 8 times and a recharge on a 6. so why that is a bad thing ? 1) They have persistent rage so their rage wont end until they drop to 0. 2) It was The same thing for druid why would a class would get an Unlimited number of resources. Increase the resource by 2 and then add a recharge.
I was thinking do I let them roll the recharge while raging or out of rage and I decided that in the rage would be ok.
and I also Guess you dont like the Monk or the Paladin revision either and why is that ? :D
I don't understand the point of having N uses and the ability to recharge those uses at will, instead of unlimited uses. Isn't it the same effect in the long run?
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Long term yes. Same battel no. This makes the Character always ready for a fight. at there apex of power. but don't just go willy nilly do whatever they want in a single battle. and they have to manage their resources in a single battle. but yes in a single battle they would have the chance to regain these powers
Greetings Everyone. I hope everybody is fine and well.
What we are here today to do is revamping some of the DND class especially on higher play.
I mean why does some power balance tips on one way or another.
at level 20 all classes should feel as unstoppable as druids at level 20 right? but not as powerful so we are gonna nerf some too including the druid.
Here is my take on quick fixes for Classes and subclasses power house.
Ver 2.3 For some feedback and some changes:
Ex: a level 13 sorcerer with Charisma score of 18 modifier of +4 knows 13 spell + 4 spells known for the modifier ability. At the end of a long rest the sorcerer can change up to 4 spells by meditating for 1 minute per spell level (changing a 2 level spell with a 4th level spell take 4 minutes of meditating).
Thank you all for the feedback and I hope to hear about your experiences with this rule set thank you.
Barbarians
Subclass:
Bath of the Berserker
Frenzy
.... Make a constitution saving throw (DC 18 - Your barbarian level) if you fail you gain one level of exhaustion.
Intimidating Presence
..... Choose number of creatures equal to your Charisma modifier minimum of one..... Must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency + Strength modifier) ...... while frightened the creatures can only move half of their speed and either take an action or a bonus action but not both........
Bath of the Totem Warrior
Totem Spirit
...... at the end of a long rest you can change your totem spirit by meditate for five minutes per totem benefit you must have a physical object for each beast spirit.
Level 20 Fix
Primal Champion
...... additionally your number of rages are now 8 whenever do not have all your rages at the end of your turn roll 1d6 on a 6 you recharge one expended rage.
Bard
Spellcasting
Spell known of 1st level and Higher.
You can learn additional number of spells equal to your Charisma modifier.
At the end of a long rest you can change a number of known spells up to your charisma modifier by spending 1 minute per spell level for each changed spell.
Countercharm
..... During the time you Expend one use of bardic inspiration you and any friendly creature within 30 feet of you can add one bardic inspiration die to saving throws against being frightened or charmed ........
Level 20 Fix
Superior Inspiration
At level 20 You gain two additional uses of bardic inspiration. And you gain the ability to inspire yourself as a bonus action, your bardic inspiration and song of rest dice become 2d6. Whenever you do not have all you bardic inspiration at the end of your turn roll 1d6 on a 6 you regain one expended bardic inspiration use.
Cleric
Level 20 Fix
Divine Intervention Improvement
Within the 7 days after you have used your divine intervention in the end of a long rest you can pray to your deity for one hour. roll 1d6 on a 6 you regain your divine Intervention feature.
Divine Favor
At level 20 you gain one additional Channel Divinity use. Whenever you have you do not have all you channel divinity uses at the end of your turn roll 1d6 on a 6 you regain one expended channel divinity use.
Druid
You can check my Extended Revised druid at Druid Wild Shape Revised or use the following. "Shameless Plug wink Wink"
Wild Shape
You gain one additional wild shape use at level 10 and level 15.
Level 20 Fix
Archdruid
At level 20 you gain 2 additional Wild Shape uses and whenever you do not have all your Wild Shape uses at the end of your turn roll 1d6 on a 6 regain one expended Wild Shape use.
Additionally you can ignore the verbal and......
Fighter
Subclass:
Eldritch Knight
Spellcasting
...... You can prepare spells as would a wizard do except the number of spells you can prepare is your Intelligence modifier + Half of your fighter level rounded down (Minimum of 1).
You obtain a wizard spellbook to prepare spells from it. you start up with 4 level 1 spells written in it.
each time you level you can add one spell from the wizard spell list that you can cast to the book..
Check page 114 of the player handbook on your spellbook with the following changes:
Level 20 Fix
Unstoppable Force
At level 20 you gain one additional Action Surge and one additional Indomitable uses. Whenever you have not all your Action Surges or all you Indomitable uses at the end of your turn roll 1d6 on a 6 you regain one expended use of Action Surge or Indomitable your choice.
Monk
Martial arts
Any weapon you are proficient with is considered a monk weapon for you as long it doesn't have the heavy property.
Extra attack
.....
And when you use the attack action you attack with a monk weapon for your bonus action. And at level 11 when using flurry of blows you can use a monk weapon.
Subclass:
Way of the Four Elements
Disciple Of The Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and one lesser discipline and two other elemental discipline of your choice, You learn two additional Elemental Discipline and one lesser Disciplines at 6th, 11th and 17th level.
You can learn any spell if it can deals Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Slashing or Thunder damage as an Elemental Discipline if its a level you can cast as the table says. the Spell cost 1 ki per spell level and can be cast at a higher level by spending additional 1 ki per spell level. You don't need to provide material component for the spells.
If the spell capable of dealing other type of damage then chose from the previous damage types or reroll or change the damage type into the closer one to the previous type damage depending on the spell nature.
At the end of a short rest you can change the Discipline you know to other Discipline you are able to learn
Monk Level Maximum Ki Points for a Spell
3'rd-4'th 2
5'th-8'th 3
9'th-12'th 4
13'th-16'th 5
17'th-19'th 6
20'th 9
Lesser Disciplines
You can use these Disciplin at will without the cost of ki. choose any Cantrip that deals only Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing or Thunder damage.
Elemental Disciplines (other discipline not included here cost 1 less ki)
Level 20 Fix
Perfect Self
At level 20 Whenever you dont have all your ki points at the end of your turn roll 1d4 and regain that many used ki points.
Paladin
Channel Divinity
At level 15 you gain one additional Channel Divinity use.
Level 20 Fix
Tool Of The Gods
At level 20 you gain one additional use of Channel Divinity and Whenever you don't have all your channel divinity use or have used you level 20 Sacred oath feature at the end of your turn roll 1d6 on a 6 you regain one expanded use of Channel Divinity or your level 20 sacred oath feature your choice.
Additionally you are always under the effect of Divine Sense and your Lay On Hands pool are now equal to Your Paladin level x 10.
Ranger
I am sorry but that Class is way way too week for me to think of how to improve it.
Spellcasting
Spell known of 1st level and Higher.
You can learn additional number of spells equal to your Wisdom modifier.
At the end of a long rest you can change a number of known spells up to your Wisdom modifier by spending 1 minute per spell level for each changed spell.
But I was thinking maybe the beastmaster would animal companion would be maximum large and would can be CR (Your ranger level divided by 12 rounded down to the nearest quarter).
at level 20 can be CR 2 and Maximum Huge size.
and mostly introducing Items and weapons that animal companion can use.
I dont know how would that work or how the balance feel. but this is the most appropriate feel for me.
Rogue
Subclass:
Arcane Trickster
Spellcasting
...... You can prepare spells as would a wizard do except the number of spells you can prepare is your Intelligence modifier + Half of your Rougue level rounded down
(Minimum of 1).
You obtain a wizard spellbook to prepare spells from it. you start up with 4 level 1 spells written in it.
each time you level you can add one spell from the wizard spell list that you can cast to the book..
Check page 114 of the player handbook on your spellbook with the following changes:
Magical Sneak Attack
Starting from level 3 whenever you target a creature with a cantrip you can add half of your sneak attack dice rounded down as an additional d6 damage of the Cantrip damage type if the normal sneak attack rules applies or the target have disadvantage on saving throws. You can't add that damage if the target has advantage on saving throws against magic.
Magical Ampush
..... Additionally if you targeted a creature with a spell of 1 level or higher you can add your sneak attack dice as an additional d6 damage of the spell damage type if normal sneak attack rules applies or the target have disadvantage on saving throws. You can't add that damage if the target has advantage on saving throws against magic. If the spell can target more than one creature you can divide sneak attack dice to each target however you wish if they meet all the previous requirement.
Versatile Trickster
....... Additionally you are considered a Wizard for the purpose of item attunement and use.
Level 20 Fix
Stroke of Luck
..... You can use this feature twice and whenever you don't have all the uses of this feature at the end of your turn roll 1d6 on a 5 or 6 regain one expanded use of this feature.
Additionally you gain one additional reaction but you can only react to one trigger at a time.
Sorcerer
Spellcasting
Spell known of 1st level and Higher.
You can learn additional number of spells equal to your Charisma modifier.
At the end of a long rest you can change a number of known spells up to your charisma modifier by spending 1 minute per spell level for each changed spell.
Level 20 Fix
Metamagic
You gain an additional metamagic option at level 20.
Sorcerous Restoration
At level 20 you add to creat spell slot table spell slot level 6'th and Sorcery Point Cost is 9.
and if you don't have all your sorcery points at the end of your turn roll 1d4 and regain that many spent sorcery points.
Warlock
Spellcasting
Spell known of 1st level and Higher.
You can learn additional number of spells equal to your Charisma modifier.
At the end of a long rest you can change a number of known spells up to your charisma modifier by spending 1 minute per spell level for each changed spell.
Level 20 Fix
Eldritch Master
At Level 20 increase your warlock spell slots by 2 and when you don't have all your spell slots at the end of your turn roll 1d6 on a 6 regain one expended spell slot.
Wizard
Level 20 Fix
Master of the Arcane
At level 20 whenever you dont have all your 5'th and lower spell slots at the end of your turn roll 1d6 on a 5 or 6 regain the lowest expended spell slot level that is 5'th and lower.
Arcane Recovery Improvement
When you reach level 20 once per day when you finish a short rest, you can recover all expended spell slots.
So What do you think. Now that Every class almost have unlimited use to its features. at level 20 your charcter should feel the most powerful charcter it can be.
I would be happy if you help to balance things over "Of course its over powered and bonkers but now the druid isn't the only class broken ... when everybody is broken than no one will notice XD"
my main inspiration is the recharge ability for some monsters.
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
So I hope people would give some feedback here ^_^
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
LOL why so ?
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
I guess my feedback won't be incredibly "helpful" to the task at hand (rebalancing high-level play), as my feedback is this: I think you're misjudging what is or isn't powerful, and as a result are perceiving high-level as having a problem that it doesn't (not that there aren't some problems with character balance at 20th level - just that parity with other classes is not one of them).
And in the more specific, I'm entirely confused as to why you've taken some class features that really aren't that big of a deal (i.e. wildshape) and applied a nerf, then turned around and taken some class features that are game-changing (i.e. wizard spell slots) and given them a significant bump.
Ah well you tell me a level 20 wizard .... A LEVEL 20 WIZARD !!!! HIS HIGHEST LEVEL a level that can stay one on one with Gods the most powerful wizard ever .... can cast a spell once extra ? so no... no they dont. and I did balance it that they gain their lowest expended spell slot. Unlike the sorcerer that gain an automatic 1d4 spell slot that in average an 3 witch they cant turn it as a bonus action to a second level spell ... because sorcerers should be Powerful not gain 4 fn Sorcery points in a short rest.
this way all characters can have some sort of unlimited resource out of combat but in combat they can almost regain some 1 in a 6 chances in a fight is not really broken. its low so basicly almost every 6 round regain a resource
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
I am further confused. A level 20 wizard cannot "stay one on one with Gods" - no level 20 character can. And what do you mean "cast a spell once extra?" the level 20 feature of the wizard class does more than just "a spell once extra". It's two spells, and each gets a free extra casting once per short or long rest which is a lot more than "once" in what my experience tells me is a typical high-level adventuring day, plus those two spells count as prepared but don't count against the prepared spell limit, which is nifty.
Also, a 1 in 6 chance of regaining a resource and "basically almost every 6 rounds regain a resource" are not even kind of the same thing. I've had, and on more than just a handful of freak occurrences, a 1 in 6 chance happen 3+ times in a row (specific example: While running 4th edition, I had a monster recharge its rechargable attack power every round for 6 rounds straight). You can't make something a random chance and just hope it doesn't happen 2-3 times in a row - you have to make sure that it happening 2-3 times in a row is an acceptable outcome.
ofcourse its not really one on one but it should feel that way. and so what let it be that way . I might change it to level from 1 through 3`th spell slots and let them chose the slot. but yeah chance and randomness is a big factor. that is dnd in a nutshell. today I didnt Hit a SINGLE CREATURE except with a breath weapon attack so yeah. poops happens alot.
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
...what? Can you please repeat this thought with a new phrasing so that I've got another chance to not be completely unaware of what point you are attempting to make?
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I have nothing against barbarians ? I have fixed both Frenzy and Intimidating presence for the berserkers. Added so that the totem can change their spirit animals.
For level 20, I left the state increase as it is Str and Con get +4, but removed the unlimited number of rages and made it 8 times and a recharge on a 6. so why that is a bad thing ?
1) They have persistent rage so their rage wont end until they drop to 0.
2) It was The same thing for druid why would a class would get an Unlimited number of resources. Increase the resource by 2 and then add a recharge.
I was thinking do I let them roll the recharge while raging or out of rage and I decided that in the rage would be ok.
and I also Guess you dont like the Monk or the Paladin revision either and why is that ? :D
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
I don't understand the point of having N uses and the ability to recharge those uses at will, instead of unlimited uses. Isn't it the same effect in the long run?
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Long term yes. Same battel no.
This makes the Character always ready for a fight. at there apex of power. but don't just go willy nilly do whatever they want in a single battle. and they have to manage their resources in a single battle. but yes in a single battle they would have the chance to regain these powers
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
so why didnt you answer why do you think the barbarian is so weak now ?
also maybe the monk and paladin you dont like too ?
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
In about four days I am gonna run a game to test these class changes and other rule changes. If anybody interested please send me a PM.
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).