Just a few ideas I have for fixes and improvements to existing/modified One D&D features that need balancing and adjustment...
Weapon Mastery
All martial classes gain access to Weapon Mastery. Rather than weapons having specific properties and each class getting specific weapons they can use the mastery property of, they can utilize a number of mastery properties based on class and can apply them on any weapon that meets the property's prerequisites.
A character can use one Weapon Mastery property per turn. If a property triggers on hitting a creature with a weapon attack, you don't add your ability modifier to the damage roll of that attack, unless it is negative.
Cleave - Once per turn when you hit a creature with a weapon attack, you can make an attack roll with the weapon against a second creature within five feet of the first that is also within your reach. You don't add your ability modifier to the damage roll, unless that modifier is negative. Graze - When you miss with a weapon attack roll by an amount that is less than or equal to your Proficiency Bonus, you can deal damage to that creature equal to the ability modifier used for the attack roll. This damage is the same type dealt by the weapon, and the damage can't be increased in any way other than increasing the ability modifier. Parry - When you attack with a Versatile or Finesse weapon, once before the start of your next turn you can add your Proficiency Bonus to your AC for one melee attack against you, potentially turning a hit into a miss. Push - Once per turn when you hit a creature with a weapon attack, you can push them 10 feet away from you. Sap - Once per turn when you hit a creature with a weapon attack, you can impose Disadvantage on the next attack roll they make before the start of your next turn. Slow - Once per turn when you hit a creature with a weapon attack, you can reduce their movement speed by 10 feet until the start of your next turn. Topple - Once per turn when you hit a creature with a weapon attack, you can force them to make a Constitution saving throw. On a failed save, they have the Prone condition. Vex - Once per turn when you hit a creature with a weapon attack, you can give yourself Advantage on the next attack roll you make against that creature until the end of your next turn.
Having properties limited to one per weapon discourages choosing between properties in favor of focusing on one preferred property. Opening up usage of properties on each weapon gives players more choice of which properties to use on a given turn. Limiting usage to once per turn balances out properties, as certain properties having no effect on additional hits is no longer a problem, and doesn't invalidate existing class features that can cause similar effects. The lack of ability modifier also makes it so that using a property isn't effectively an automatic choice, that the player has to choose between damage and effects, even if only on one attack. Fighters would gain more known properties, and eventually gain a feature that lets them use two properties, either different or the same twice, per turn but not more than one on the same attack. Monks would gain a feature to let them apply properties to their unarmed strikes. Nick is removed due to being exploitable by Monks using light Monk weapons.
Fighting Styles
As they are now, Fighting Styles involve one low-level choice for classes that gain the feature. I feel like a reasonable change would be to give classes with Fighting Styles an Improved Fighting Style feature, where they can choose to upgrade their existing Fighting Style or take a second base Fighting Style. 9th level would be a reasonable level for Fighters, while Paladins and Rangers could receive Improved Fighting Style at a slightly-higher level, perhaps 10th level.
To lessen the gain from dips between martial classes, Fighting Style would become a feature where, if you gain it from one class that receives it, you don't receive a second Fighting Style from gaining the feature from another class. You only receive an additional Fighting Style if you choose one as a feat or you take the Champion subclass of the Fighter.
Archery - You gain a +1 bonus to attack rolls you make with ranged weapons. Improved Archery - You gain an additional +1 to attack rolls you make with ranged weapons, and +1 to your damage rolls.
Blind Fighting - You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness, or that creature is invisible to you. Improved Blind Fighting - Attacks made against you by a creature within 30 feet of you do not receive Advantage from the attacker being unseen by you, even if it is beyond the range of your blindsight.
Defense - You gain a +1 bonus to AC. Improved Defense - You gain an additional +1 to your AC, and +1 to all saving throws.
Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon. Improved Dueling - You gain an extra +1 to damage rolls, and +1 to your AC, while wielding a melee weapon in one hand and no other weapons.
Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a two-handed or versatile weapon that you are wielding with two hands, you can reroll the die and can use the higher roll. You can only reroll one damage die per attack. Improved Great Weapon Fighting - You gain +1 to your attack for attacks you make with a two-handed or versatile weapon that you are wielding with two hands, and can reroll a roll of 3 or lower on a damage die with such weapons.
Interception - When a creature you see hits a target other than you within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Improved Interception - You can use this feature without using your reaction, but still no more than once between each of your turns.
Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Improved Protection - When you use this reaction, you also add your shield's AC bonus, including any magical bonuses it has, to the AC of the targeted creature against the triggering attack.
Thrown Weapon Fighting - You gain a +2 bonus to damage rolls of ranged attacks using thrown weapons, and your short range with thrown weapons increases by 10 feet. Improved Thrown Weapon Fighting - You gain +1 to the attack rolls of ranged attacks using thrown weapons, and your short range with thrown weapons is now doubled.
Two-Weapon Fighting - When you engage in two-weapon fighting, you can choose to add your ability modifier to the damage of your extra attack, or to make that extra attack as part of your Attack action instead of a bonus action. You can still only make this extra attack once per turn. Improved Two-Weapon Fighting - You can now add your ability modifier to the damage of your extra attack when you make it as part of your Attack action rather than a bonus action.
Unarmed Fighting - When you make an Unarmed Strike as part of your action or as an Opportunity Attack, you can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit, or 1d8 + your Strength modifier if you are not wielding any weapons or a shield when you make the attack roll. At the start of each of your turns, you can also deal 1d4 bludgeoning damage to one creature grappled by you. Improved Unarmed Fighting - The damage die of your Unarmed Strikes as part of your action or Opportunity Attacks increases to 1d8, or 1d10 if you are not wielding any weapons or a shield when you make the attack roll, and the damage you can deal to a grappled creature increases to 1d6.
Ability Check Class Features
Many have noted that while some classes have received powerful new features that benefit skill use and ability checks, others haven't gained anything in that regard. As such, giving new options to those classes that have yet to receive such is an important addition, as well as balancing out those that make certain classes far more effective with skills than classes meant to be skill-focused.
These features would come with the limitation that a character can only utilize one class's feature(s); if they gain Tactical Mind from the Fighter, they do not get Primal Knowledge from dipping into Barbarian. This prevents characters from becoming wildly powerful at skills due to having multiple skill-boosting options.
Bard: Jack of All Trades - Half Proficiency Bonus (rounded up) to skills that don't already benefit from Proficiency. Barbarian: Primal Knowledge - Gain one Barbarian class skill, and while in Rage, can use Constitution rather than the normal ability modifier for Acrobatics, Intimidation, Perception, Stealth, Survival. [Changing this from Strength to Constitution encourages developing non-primary stat and removes the innate advantage to Strength checks from Rage.] Cleric: Devout - Add Wisdom modifier to Religion checks, minimum of +1. Druid: Naturalist - Add Wisdom modifier to Nature checks, minimum of +1. Fighter: Tactical Mind - Can expend a use of Second Wind to add 1d6 to an ability check; if failed, the Second Wind is not deducted. [Lowering the bonus to 1d6 better balances the ability, especially when it has no cost if it doesn't succeed.] Monk: Clear Mind - Gain one Monk class skill, and can add Wisdom modifier to a skill check if proficient PB times per day, or 1 Discipline Point for extra uses. Paladin: Channel Divinity - As this is a feature each Paladin receives, each subclass can receive a skill-based Channel Divinity option appropriate to oath. Ranger: Favored Terrain - As existing in One D&D and alongside Expertise, this is a good implementation. Rogue: Cunning Dice - You gain a number of d6s equal to your INT/WIS/CHA modifier (player choice). These dice can be rolled to add 1d6 to an ability check, or to fuel Cunning Strike (rather than being an unlimited-use feature); the Rogue regains all Cunning Dice on a short rest. Reliable Talent would also be retained. Sorcerer: Force of Will - You can give yourself Advantage on an ability check, a number of times equal to CHA modifier. You regain one use per short rest/all per long rest. Warlock: Eldritch Invocations - Several invocations allow for augmenting a Warlock's ability checks. Wizard: Scholar - Gain Expertise on one Wizard class skill.
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Just a few ideas I have for fixes and improvements to existing/modified One D&D features that need balancing and adjustment...
Weapon Mastery
All martial classes gain access to Weapon Mastery. Rather than weapons having specific properties and each class getting specific weapons they can use the mastery property of, they can utilize a number of mastery properties based on class and can apply them on any weapon that meets the property's prerequisites.
A character can use one Weapon Mastery property per turn. If a property triggers on hitting a creature with a weapon attack, you don't add your ability modifier to the damage roll of that attack, unless it is negative.
Cleave - Once per turn when you hit a creature with a weapon attack, you can make an attack roll with the weapon against a second creature within five feet of the first that is also within your reach. You don't add your ability modifier to the damage roll, unless that modifier is negative.
Graze - When you miss with a weapon attack roll by an amount that is less than or equal to your Proficiency Bonus, you can deal damage to that creature equal to the ability modifier used for the attack roll. This damage is the same type dealt by the weapon, and the damage can't be increased in any way other than increasing the ability modifier.
Parry - When you attack with a Versatile or Finesse weapon, once before the start of your next turn you can add your Proficiency Bonus to your AC for one melee attack against you, potentially turning a hit into a miss.
Push - Once per turn when you hit a creature with a weapon attack, you can push them 10 feet away from you.
Sap - Once per turn when you hit a creature with a weapon attack, you can impose Disadvantage on the next attack roll they make before the start of your next turn.
Slow - Once per turn when you hit a creature with a weapon attack, you can reduce their movement speed by 10 feet until the start of your next turn.
Topple - Once per turn when you hit a creature with a weapon attack, you can force them to make a Constitution saving throw. On a failed save, they have the Prone condition.
Vex - Once per turn when you hit a creature with a weapon attack, you can give yourself Advantage on the next attack roll you make against that creature until the end of your next turn.
Having properties limited to one per weapon discourages choosing between properties in favor of focusing on one preferred property. Opening up usage of properties on each weapon gives players more choice of which properties to use on a given turn. Limiting usage to once per turn balances out properties, as certain properties having no effect on additional hits is no longer a problem, and doesn't invalidate existing class features that can cause similar effects. The lack of ability modifier also makes it so that using a property isn't effectively an automatic choice, that the player has to choose between damage and effects, even if only on one attack. Fighters would gain more known properties, and eventually gain a feature that lets them use two properties, either different or the same twice, per turn but not more than one on the same attack. Monks would gain a feature to let them apply properties to their unarmed strikes. Nick is removed due to being exploitable by Monks using light Monk weapons.
Fighting Styles
As they are now, Fighting Styles involve one low-level choice for classes that gain the feature. I feel like a reasonable change would be to give classes with Fighting Styles an Improved Fighting Style feature, where they can choose to upgrade their existing Fighting Style or take a second base Fighting Style. 9th level would be a reasonable level for Fighters, while Paladins and Rangers could receive Improved Fighting Style at a slightly-higher level, perhaps 10th level.
To lessen the gain from dips between martial classes, Fighting Style would become a feature where, if you gain it from one class that receives it, you don't receive a second Fighting Style from gaining the feature from another class. You only receive an additional Fighting Style if you choose one as a feat or you take the Champion subclass of the Fighter.
Archery - You gain a +1 bonus to attack rolls you make with ranged weapons.
Improved Archery - You gain an additional +1 to attack rolls you make with ranged weapons, and +1 to your damage rolls.
Blind Fighting - You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness, or that creature is invisible to you.
Improved Blind Fighting - Attacks made against you by a creature within 30 feet of you do not receive Advantage from the attacker being unseen by you, even if it is beyond the range of your blindsight.
Defense - You gain a +1 bonus to AC.
Improved Defense - You gain an additional +1 to your AC, and +1 to all saving throws.
Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon.
Improved Dueling - You gain an extra +1 to damage rolls, and +1 to your AC, while wielding a melee weapon in one hand and no other weapons.
Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a two-handed or versatile weapon that you are wielding with two hands, you can reroll the die and can use the higher roll. You can only reroll one damage die per attack.
Improved Great Weapon Fighting - You gain +1 to your attack for attacks you make with a two-handed or versatile weapon that you are wielding with two hands, and can reroll a roll of 3 or lower on a damage die with such weapons.
Interception - When a creature you see hits a target other than you within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Improved Interception - You can use this feature without using your reaction, but still no more than once between each of your turns.
Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Improved Protection - When you use this reaction, you also add your shield's AC bonus, including any magical bonuses it has, to the AC of the targeted creature against the triggering attack.
Thrown Weapon Fighting - You gain a +2 bonus to damage rolls of ranged attacks using thrown weapons, and your short range with thrown weapons increases by 10 feet.
Improved Thrown Weapon Fighting - You gain +1 to the attack rolls of ranged attacks using thrown weapons, and your short range with thrown weapons is now doubled.
Two-Weapon Fighting - When you engage in two-weapon fighting, you can choose to add your ability modifier to the damage of your extra attack, or to make that extra attack as part of your Attack action instead of a bonus action. You can still only make this extra attack once per turn.
Improved Two-Weapon Fighting - You can now add your ability modifier to the damage of your extra attack when you make it as part of your Attack action rather than a bonus action.
Unarmed Fighting - When you make an Unarmed Strike as part of your action or as an Opportunity Attack, you can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit, or 1d8 + your Strength modifier if you are not wielding any weapons or a shield when you make the attack roll. At the start of each of your turns, you can also deal 1d4 bludgeoning damage to one creature grappled by you.
Improved Unarmed Fighting - The damage die of your Unarmed Strikes as part of your action or Opportunity Attacks increases to 1d8, or 1d10 if you are not wielding any weapons or a shield when you make the attack roll, and the damage you can deal to a grappled creature increases to 1d6.
Ability Check Class Features
Many have noted that while some classes have received powerful new features that benefit skill use and ability checks, others haven't gained anything in that regard. As such, giving new options to those classes that have yet to receive such is an important addition, as well as balancing out those that make certain classes far more effective with skills than classes meant to be skill-focused.
These features would come with the limitation that a character can only utilize one class's feature(s); if they gain Tactical Mind from the Fighter, they do not get Primal Knowledge from dipping into Barbarian. This prevents characters from becoming wildly powerful at skills due to having multiple skill-boosting options.
Bard: Jack of All Trades - Half Proficiency Bonus (rounded up) to skills that don't already benefit from Proficiency.
Barbarian: Primal Knowledge - Gain one Barbarian class skill, and while in Rage, can use Constitution rather than the normal ability modifier for Acrobatics, Intimidation, Perception, Stealth, Survival. [Changing this from Strength to Constitution encourages developing non-primary stat and removes the innate advantage to Strength checks from Rage.]
Cleric: Devout - Add Wisdom modifier to Religion checks, minimum of +1.
Druid: Naturalist - Add Wisdom modifier to Nature checks, minimum of +1.
Fighter: Tactical Mind - Can expend a use of Second Wind to add 1d6 to an ability check; if failed, the Second Wind is not deducted. [Lowering the bonus to 1d6 better balances the ability, especially when it has no cost if it doesn't succeed.]
Monk: Clear Mind - Gain one Monk class skill, and can add Wisdom modifier to a skill check if proficient PB times per day, or 1 Discipline Point for extra uses.
Paladin: Channel Divinity - As this is a feature each Paladin receives, each subclass can receive a skill-based Channel Divinity option appropriate to oath.
Ranger: Favored Terrain - As existing in One D&D and alongside Expertise, this is a good implementation.
Rogue: Cunning Dice - You gain a number of d6s equal to your INT/WIS/CHA modifier (player choice). These dice can be rolled to add 1d6 to an ability check, or to fuel Cunning Strike (rather than being an unlimited-use feature); the Rogue regains all Cunning Dice on a short rest. Reliable Talent would also be retained.
Sorcerer: Force of Will - You can give yourself Advantage on an ability check, a number of times equal to CHA modifier. You regain one use per short rest/all per long rest.
Warlock: Eldritch Invocations - Several invocations allow for augmenting a Warlock's ability checks.
Wizard: Scholar - Gain Expertise on one Wizard class skill.