Regain all expended uses of a class feature that replenishes on a short rest
Regain one expended use of a class feature that replenishes on a long rest
Rogue can use sneak attack
At 10+ level, it becomes 2d6
Example
At the beginning of a fight, the Fighter has 0/2 uses of second wind and 0/1 uses of action surge, and the Paladin has 0/1 Paladin's Smite and 0/2 Channel divinity.
When they roll for initiative, the fighter gets all uses of short rest abilities (1/1 action surge) and 1 use of long rest abilities (1/2 second wind) The Paladin has to choose between Paladin's Smite or Channel Divinity to gain 1 use (since they are long rest abilities)
At the beginning of the turn, the Fighter rolls a d6. On a 5 or 6, it can choose one feature to recharge. It regains all uses of short rest abilities and 1 use of long rest abilities/ Same thing for the Paladin, but it must only do it on a 6.
That only works with class or subclass features, excluding spell slots.
Additionally, making all players have infinite hit die, meaning martial are truly "resourceless".
Finally, I have a homebrew that I like: if you combine your bonus action and movement, you can do an action that is not the Attack, Cast a Spell, or Dodge action. That lets players do their standard thing while having the opportunity to come up with out-of-the-box ideas.
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I just wanted to hear what you think
Class
Round
Recharge
(choose one feature)
Initiative
Recharge
Level Multiattack
Talent
Fighter
5 or 6
All Class Features
5, 9, 13, 17
-
Rogue
5 or 6
All Class Features
5, 9, 13, 17
-
Barbarian
5 or 6
All Class Features
5, 9, 13, 17
-
Monk
5 or 6
All Class Features
5, 9, 13, 17
-
Paladin
6
One
5, 13
Magic Initiative (Cleric, only 1 cantrip)
Ranger
6
One
5, 13
Magic Initiative (Druid, only 1 cantrip)
Artificer
6
One
5, 13
Magic Initiative (Wizard, only 1 cantrip)
Bloodhunter
6
One
5, 13
Magic Initiative (Warlock, only 1 cantrip)
Wizard
-
-
-
Magic Initiative (Wizard)
Cleric
-
-
-
Magic Initiative (Cleric)
Druid
-
-
-
Magic Initiative (Druid)
Bard
-
-
-
Magic Initiative (Bard)
Recharge:
At 10+ level, it becomes 2d6
Example
At the beginning of a fight, the Fighter has 0/2 uses of second wind and 0/1 uses of action surge, and the Paladin has 0/1 Paladin's Smite and 0/2 Channel divinity.
When they roll for initiative, the fighter gets all uses of short rest abilities (1/1 action surge) and 1 use of long rest abilities (1/2 second wind)
The Paladin has to choose between Paladin's Smite or Channel Divinity to gain 1 use (since they are long rest abilities)
At the beginning of the turn, the Fighter rolls a d6. On a 5 or 6, it can choose one feature to recharge. It regains all uses of short rest abilities and 1 use of long rest abilities/
Same thing for the Paladin, but it must only do it on a 6.
That only works with class or subclass features, excluding spell slots.
Additionally, making all players have infinite hit die, meaning martial are truly "resourceless".
Finally, I have a homebrew that I like: if you combine your bonus action and movement, you can do an action that is not the Attack, Cast a Spell, or Dodge action. That lets players do their standard thing while having the opportunity to come up with out-of-the-box ideas.