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Halforc
2016-07-07, 11:39 AM
Hello everyone,

Looking for some feedback about this. Please be rude, trolls & badasses welcome.
Some Feats and skills are new or updated.

A small introduction:

The Gritty High Magic Campaign
Life is hard but thanks god there’s fireball and cure light wound. Or how to make D&D 5e Gritty and still fun.

- Class Ability is introduced to simulate luck and innate character class knack (including Mana Points)
- Hit Points are Strength based rather than Constitution based, and Size strongly affects their amount
- Spell slots are replaced with Mana Points, using the Spell Points rule (Dungeon Master’s Guide p.288)
- Action Points are introduced to simulate the effects of fatigue and exhaustion, based on Constitution
- Spellcaster classes are merged in two classes: the Scholar and the Eldritch
- Multiclassing is recommended to make viable characters

Breaking Munchkinism
The rules are adpated to avoid having players max one or two Ability scores.

- Because life is unfair by nature, Ability scores are determined by rolling dice, the variant rule "Customizing Ability Scores" is forbidden
- Magic-users now need all 3 mental Abilities (Intelligence, Wisdom, Charisma)
- Fighters need all 3 physical Abilities (Strength, Dexterity, Constitution) to be efficient
- Hit Points are strongly nerfed (hit dice are replaced with a fixed amount of bonus Hit Points per level)
- Character Classes are reduced to the strict minimum, getting rid of bull**** classes and disguised multiclass
- The Ranger is not derived from the Fighter class anymore, but from the Rogue class, its true origin[/I]

Argh can't post an url link yet :((

NB: I like munchkinism as a player, not as a GM :(

Halforc
2016-07-07, 11:43 AM
I will post bits of my concept.

Class Abilities
Each Character Class has a new Ability gained at level 1 which can be increased at character creation just like the 6 basic Abilities. Fighters gain Honor, Rogues get Cunning, Scholars and Eldritchs have Power.

A character can replace Wisdom or Charisma by Class Ability for the purpose of Saving Throws involving the values it carries (Class Ability Measures, GM’s final word).

Honor
Measures: luck, bravery, renown among military organizations
Gained by: Fighter class
Racial Increases: Dwarf (+2), Ogre (+2), Human (+1)
Special Effect: can replace Dexterity in Weapon Critical Hit Threshold

Cunning
Measures: luck, craftiness, renown among the underworld
Gained by: Rogue Class
Racial Increases: Goblin (+2), Hobgoblin (+2), Human (+1)

Power
Measures: luck, magic resistance, renown among spellcasters
Gained by: Scholar and Eldritch Class
Racial Increases: Halfling (+2), Elf (+2), Goblin (+1)

Halforc
2016-07-07, 11:48 AM
About character races:

Human

Size: Medium
Speed: 30 feet
Abilities: +1 Honor, +1 Cunning, +1 in two Ability scores of your choice
Skills: Common and one Language of your choice, two Mundane or Craft skills of your choice
Feats: True Faith or Second Sight, one Feat of your choice (except Fey Ancestry and Formor Ancestry)
Alignment: Humans are generally of Lawful alignment

Dwarf
Dwarven ancestry dates back to an old Ice Age bloodline of Human-Gnome crossbreeds.

Size: Medium
Speed: 25 feet
Darkvision: 30 feet
Abilities: +2 Honor, +2 Constitution, +1 Strength
Skills: Common, Dwarvish and two Craft skills of your choice
Feats & Defects: Dungeon Delver, one of Resistance (Toxins) or Fey Ancestry, Short Reach
Alignment: Dwarves are generally of Lawful alignment


Halfling
Halflings, or Halfs, are crossbreeds between Human and Elves. They have nothing in common with Tolkienian hobbits, being more like Half-Elves.

Size: Medium
Speed: 30 feet
Darkvision: 30 feet
Abilities: +2 Power, +1 Dexterity, +1 Charisma
Skills: Common and one Language of your choice, Perception, one Mundane or Craft skill of your choice
Feats: one Feat of your choice
Alignment: Halflings often retain the Chaotic bent of their elven mother


Hobgoblin
Hobgoblins are Human-Goblin crossbreeds.

Size: Medium
Speed: 30 feet
Darkvision: 30 feet
Abilities: +2 Cunning, +1 Dexterity, +1 Constitution
Skills: Common, Goblin, Perception and one Mundane or Craft skill of your choice
Feats: Resistance (Toxins), one Feat of your choice
Alignment: Hobgoblins adpat to where they live, like Goblins


Ogre

Ogres are crossbreeds of Trolls and Humans (and sometimes Elves, some say). They are nicknamed "Orcs".

Size: Medium
Speed: 30 feet
Darkvision: 30 feet
Abilities: +2 Honor, +2 Strength, +2 Constitution, -1 Charisma, -1 Intelligence
Skills: Common or Orcish, Survival
Feats & Defects: Durable, Fomor Ancestry
Alignment: not Lawful, not Good


Elf

Size: Medium
Speed: 35 feet
Darkvision: 60 feet
Abilities: +2 Power, +2 Dexterity, +2 Charisma, -1 Strength
Skills: Common, Elvish, Perception, Stealth
Feats & Defects: Fey Ancestry, Eldritch Initiate, Resistance (Enchantment), Literate, Frail
Bonus spells: because they are natural witchcraft, Elves gain 2 extra spells known when choosing the Eldritch class.
Alignment: Chaotic, elven outcasts cannot be Good



Goblin

Goblins’ ancestors were Gnomes (now extinct).

Size: Small
Speed: 25 feet
Darkvision: 60 feet
Abilities: +2 Cunning, +1 Power, +2 Constitution, +2 Dexterity, -2 Strength
Skills: Common, Goblin, Stealth one Mundane or Craft skill of your choice
Feats: Fey Ancestry, Nimble, Resistance (Toxins)
Alignment: not Lawfull


Troll
Ogres are distant relatives to the Fomor. They are strong, brutal, not so stupid and very hard to kill.

Size: Large
Speed: 30 feet
Darkvision: 60 feet
Abilities: +4 Strength, +4 Constitution, +1 Dexterity, -2 Intelligence, -2 Charisma
Skills: Undercommon, Survival, Perception
Feats & Defects: Fomor Blood, Tough, Reach, Primitive
Alignment: Chaotic, not Good

Halforc
2016-07-07, 11:57 AM
About characters classes:

The following Character Classes are available in this campaign setting: Fighter (Warrior, Man-at-Arms and Martial Artist subclasses), Rogue (Scout, Thief and Assassin subclasses), Scholar (Arcanist, Mystic and Sorcerer subclasses) and Eldritch. Multiclassing is strongly recommended to increase character survivability. Below is correspondance table between the new classes and the old ones*:

Wizard: Arcanist subclass
Cleric: Fighter/Mystic multiclass
Druid: Mystic(Nature Domain)/Fighter multiclass
Fighter: Eldritch Knight subclass is replaced with the Fighter/Arcanist or Fighter/Eldricth
Rogue: the Arcane Trickster subclass is replaced with the Rogue/Arcanist or Rogue/Eldritch
Sorcerer: replaced with Eldritch class
Warlock: replaced with Mystic(Arcana Domain)
Monk: use the Martial Artist/Mystic multiclass
Ranger: use the Scout/Mystic(Nature Domain) multiclass
Paladin: use the Man-at-arms/Mystic(War domain) multiclass
Bard: use the Eldritch class or one of the Rogue/Arcanist (Lore College) or Fighter/Arcanist (Valor College) multiclass
Barbarian: use the Warrior/Mystic(Beast Domain) multiclass


Class Prim. Ability Class Ability Saving Throws Hit Points/lvl Mana Points/lvl Action Points/lvl
Fighter Strength Honor Strength, Constitution 2 0 2
Rogue Dexterity Cunning Dexterity, Intelligence 1 0 1
Scholar Intelligence Power Intelligence, Wisdom 1 2 0
Eldritch Wisdom Power Wisdom, Dexterity 1 1 1

Feats listed in character classes description are displayed as indicators and do not stack, as they are already taken into account in classes benefits.

Scholar
Prerequisite: Intelligence 11, Wisdom 9, Charisma 9, True Faith or Second Sight

Scholars are raised in Casrai libraries.

Class Features
Primary Abilities: Intelligence
Class Ability: Power
Saving Throws: Intelligence, Wisdom

Hit Points: (9 + Strength Modifier + level) x Size Factor
Mana Points: 0
Action Points: 9 + Constitution Modifier

Alignment: any

Armor Skills: none
Weapon Skills: Basic Melee
Craft Skills: Alchemy
Magical Skill: Spellcasting

Language Skills: Scholars’ cant
Mundane Skills: two of Arcana, History, Medecine, Religion, Nature, Investigation, Engineering, Herbalism, Trade, Insight, Persuasion or one more Language skill of your choice

Feats & Defects: Literate or Oral Tradition, Expertise, Unfit

Cantrips Known: 3+ Intelligence Modifier + 1 every 5 levels
Beginning Cantrips: Mana Sense and two of your choice

Scholars can’t cast spells of level 1 or higher until 3rd level, after being chosen as an arcane or mystic initiate.

Equipment
- A dagger or quarterstaf
- A set of 3 healing potions
- A book of your choice
- Alchemist’s supplies or Herbalism kit
- One of explorer pack, scholar pack or dungeonner pack


Arcanist (Scholar subclass)
Prerequisite: Scholar 3, Intelligence 13, Power 11, Second Sight

Arcanists are raised in Casrai Mage Academies. They are chosen among the most gifted in learning to learn.

Class Features
Mana Points: (level x2) + Power Modifier

Bonus Skills: Sorcery, one Knowledge or Language skill of your choice

Feats: Arcane Initiate

Spellcasting: can learn spells of a level equal to half Arcanist level (rounded down) from the Arcanist spell list
Spells Known: unlimited
Beginning Spells: two level 1 spells from the Sorcery spell list
Bonus Cantrips: Mage Hand, Elemental blast (choose another cantrip if already known)
Spells Prepared: Arcanist level + Intelligence Modifier

Arcanic Wrath
Beginning at level 3, Arcanists add their Intelligence Modifier to spell damage dice.

Other Class Features are the same as Wizard Class.


Mystic (Scholar subclass)
Prerequisite: Scholar 3, Wisdom 13, Power 11, True Faith

Mystics are found all over Myrhus, as far as complete wilderness and not only in Casrai temples.

Class Features
Mana Points: (level x 2) + Power Modifier

Bonus Skills: Theurgy, one Knowledge or Language skill of your choice
Language Skills: one langage of your choice

Feats: Mystic Initiate

Spellcasting: can learn spells of a level equal to half Mystic level (rounded down) from the Theurgy list
Spells Known: unlimited
Bonus Spells: two level 1 spells from the Theurgy spell list at level 3
Bonus Cantrip: Guidance, Turn Undead (choose another cantrip if already known)
Spells Prepared: Mystic level + Intelligence Modifier

Healing Surge
Beginning at level 3, Mystics add their Wisdom Modifier to spell heal dice.

Other Class Features are the same as Cleric Class.


Eldritch
Prerequisite: Fey Ancestry

Eldritchs are the heirs to the lost Feywild.

Class Features
Primary Ability: Wisdom
Class Ability: Power
Saving Throws: Wisdom, Dexterity

Hit Points: (9 + Strength Modifier + level) x Size Factor
Mana Points: 9 + Power Modifier + level
Action Points: 9 + Constitution Modifier + level

Alignment: not Lawful

Armor Skills: Unarmored, Light
Weapon Skills: Basic Melee, Basic Ranged and one Weapon skill of your choice
Craft Skills: one of your choice
Magical Skill: Witchcraft
Mundane Skills: two of Arcana, History, Nature, Survival, Athletics, Alchemy, Stealth, Perception and Insight

Feats: Witchcraft Adept, Skilled, Fit I

Spellcasting: can learn spells of a level equal to half Eldritch level (rounded down) from the Witchcraft spell list
Cantrips Known: unlimited
Spells Know: Eldritch level + Wisdom Modifier
Spells Prepared: all
Cantrips: Prestidigitation and three more of your choice at level 1, plus one every two levels


Eldrith Power
Beginning at level 1, an Eldritch substracts his Proficiency Bonus from his Spell Critical Hit Threshold.

Other Class Features are the same as Sorcerer Class.

Equipment
- A dagger and one weapon you’re proficient with
- A set of tools you’re proficient with or a musical instrument
- An explorer or dungeoneer pack


Fighter
Prerequisite: Strength 9, Dexterity 9, Constitution 11
Fighters praise strength over finesse. They train to survive failed attacks in the hope of a one-mighty-blow-victory.

Base Class Features
Primary Ability: Strength
Class Ability: Honor

Hit Points: (11 + Strength Modifier + (2 x level)) x Size Factor
Mana Points: 0
Action Points: 9 + Constitution Modifier + (2 x level)

Saving Throws: Strength, Constitution

Alignment: any

Armor Skills: Light Armor, Medium Armor or Unarmored
Weapon Skills: Basic Melee, Basic Ranged and four Weapon skills of your choice
Mundane Skills: two of Medecine, Animal Handling, Athletics, Acrobatics, History, Insight, Initimidation, Perception, Survival and Warfare

Feats: Weapon Master, Tough I, Fit II

Action Surge
Costs one Action Point. You can choose to enter Frenzy.


Frenzy
You spend 1 Action Point to enter Frenzy on a successfull DC 10 Charisma or Honor check. When entering Frenzy you suffer a -2 penalty to Defense until the end of frenzied state.
While frenzied you can’t make ranged attacks or cast spells and must take the fastest way towards the ennemy taking Dash actions if necessary. If you have a two-handed melee weapon available, you must ready it, dropping any shield you were holding.
On each of your following turns, until combat is over, you have a bonus action to make one melee attack (cumulates with extra attack Feature). You get one level of exhaustion at the end of Frenzy.

Adrenal Blows
Beginning at level 1, Fighters add their Proficiency Bonus to melee weapon damage. This bonus is based on Fighter class levels only, considering multiclassing options.

Adrenal Rush (replaces Second Wind)
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain Action Points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Extra Attack
Renamed Extra Attack (Melee). Fighters only get extra attacks while using melee weaons.
Fighting Styles
Archery
You gain a +2 to ranged attack rolls.

Duelist (replaces Dueling)
You add +2 to Defense when holding one melee weapon (one or two-handed) and no shield.

Guardian (replaces Defense)
You add +2 to Defense when holding a one-handed melee weapon and a shield.

Dual Wielder (replaces Two Weapon fighting)
You add +2 to Defense when holding a one-handed melee weapon in each hand.

Berserk (New)
You gain a natural AR 2 (added to any worn armor) when entering Frenzy.

Brawler (New)
You add +2 to Defense when unarmed.

Other Class Features are unchanged.

Equipment
- A dagger or shield and two melee weapons you’re proficient with
- A ranged weapon you’re proficient with and 20 ammunition or 2 throwing axes
- Leather or chainmail armor
- A dungeoneer or explorer pack


Warrior (Fighter subclass)
Prerequisite: Fighter 3, Strength 13, Constitution 13, Honor 11, Unarmored, Berserk
The Warrior subclass replaces the Barbarian Class.

Skills: Medium Armor, one more Weapon skill and one of Survival, Nature, Animal Handling or a Craft Skill of your choice

Feats:
- Savage Attacker and Alert at level 3
- Tough II at level 5
- Cleaver at level 7
- Improved Critical I (Melee) at level 9
- An additional Fighting Style at level 11
- Improved Critical II (Melee) at level 13
- Improved Critical III (Melee) and Relentless Rage (as per Barbarian Class) at level 15

Improved Rage
Beginning at level 3, the Warrior gains the following benefits while in frenzied state:

- Automatic success on the Charisma check to enter Frenzy at level 3
- Resistance against slashing, piercing and bludgeoning damage at level 6
- Immunity to charmed or frightened effects at level 10


Man-at-Arms (Fighter subclass)
Prerequisite: Fighter 3, Strength 11, Dexterity 11, Honor 11, Medium Armor
Skills: Heavy Armor, one more Weapon Skill and one of Athletics, Perception, Insight, Ride or a Craft Skill

Feats:
- Maneuvers at level 3
- one of Mounted Combatant, Shield Master, Polearm Master or Heavy Weapon Master at level 5
- Know your Ennemy at level at level 7 (as per Battle Master subclass)
- An additional Fighting Style at level 9
- Relentless at level 15

Relentless
When out of Action Points at the beginning of a new combat turn, you immediately regain 1 Action Point.


Warfare Maneuvers
Combat Superiority and Superiority Dice disappear to be replaced with Action Points and Honor Ability Modifier. Maneuvers do not make extra damage but offer instead a strategic benefit on the battlefield. They become Bonus Actions costing one Action Point to perfom.
You learn one Maneuver at level 3, plus a new one for each two full Fighter levels you have (two Maneuvers at lever 3, three at level 4, four at level 6 and so on).

Maneuver Saving Throw DC = 8 + Honor Modifier + Proficiency Bonus

Commander's Stríke: when you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike, When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its Reaction to make one weapon attack, substracting your Honor Modifier to the attack's Critical Threshold.
Dísarmíng Attack: when you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding, Vou add the superiority die to the attack's damage roll, and the target must make a Strength (or Honor) Saving Throw, On a failed save, it drops the object you choose, The object lands at its feet.
Defensive Attack: when you take the Attack action, you can choose to make a routine attack, taking no risk, to test your target’s defenses while saving your efforts for Defense. You spare your Action Point for a Reaction and use the Take 10 rule instead of rolling a die for your attack. If your opponent successfully attacks you in the same turn, you can use your Reaction, spending your spared Action Point, to take a Dodge or Parry action. This maneuver is especially efficient against unskilled attackers.
Feinting Attack: when taking the Attack action, you can choose to make a fake attack (automatically failing) to provoke an opening in your target's defenses. Target must succeed a Wisdom (or Honor) Saving Throw or you have Advantage on your next attack against him.
Distracting Attack: when you hit a creature with a weapon attack, you can attempt to distract the creature, giving your allies an opening. Target must succeed a Wisdom (or Honor) Saving Throw or suffer the Blind Condition for the entire combat turn.
Evasíve Footwork: when you move, you can add your Honor Modifier to Defense until you stop moving.
Goadíng Attack: when you hit a creature with a weapon attack: you can attempt to goad the target into attacking you. Target must make a Wisdom (or Honor) Saving Throw. On a failed save, the target has Disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack: when you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet.
Menacing Attack: when you hit a creature with a weapon attack, you can attempt to frighten the target. Target must make a Wisdom (or Honor) saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry: when you are hit by a weapon attack, you can attempt to block the attack with your weapon or shield. Make a Parry roll (same as attack roll, adding your cover bonus if parrying with a shield), if it is greater than the incoming attack roll then your weapon offers an AR equal to its maximum damage (taking into account Strength and Proficiency modifiers) or shield AR if parrying with a shield. Weapons having the Light property cannot be parried. You can expand Extra Attacks to parry in the same round.
Precision Attack: when you make a weapon attack roll against a creature, you can add your Honor Modifier to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack: when you hit a creature with a weapon attack, you can attempt to drive the target back. If the target is Large or smaller, it must make a Strength (or Honor) Saving Throw. On a failed save, you push the target up to 15 feet away from you.
Rally: on your turn, you can use a Bonus Action to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to your Honor Modifier + your Charisma a modifier (minimum 1).
Riposte: when a creature misses you with a melee attack, you can use your Reaction to make a melee weapon attack against the creature.
Sweeping Attack: when you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. If the one creature within 5 feet of you would hit the second creature, it takes damage equal to your weapon base damage (no other Modifier is applied to damage). The damage is of the same type dealt by the original attack.
Trip Attack: when you hit a creature with a weapon attack, you can attempt to knock the target down. If the target is Large or smaller, it must make a Strength (or Honor) Saving Throw. On a failed save, you knock the target Prone.


Martial Artist (Fighter subclass)
Prerequisite: Fighter 3, Dexterity 13, Strength 11, Honor 11, Brawler, Unarmored, Martial Arts
Monks spend years to sculpt their body for combat. They are perfect athletes.

Bonus Skills: one more Weapon skill and two of Athletics, Acrobatics, Stealth, Religion, Perception, Insight or Intimidation

Feats:
- Open Hand Master and Maneuvers at level 3
- Resilient (Dexterity) at level 5
- Mobile at level 7
- An additional Fighting Style at level 9
- Can learn Warfare Maneuvers intead of Open Hand Maneuvers beginning at level 10
- Mountain Heart at level 15 ( same as Barbarian Relentless Rage)


Open Hand Maneuvers
Those maneuvers can only be used with unarmed attacks. You learn one Maneuver at level 3, plus a new one for each two full Fighter levels you have (two Maneuvers at lever 3, three at level 4, four at level 6 and so on).

Aimed Strike: as per Precision Attack Maneuver
Boasting: you demonstrate physical prowess to provoke your target, effect as per Goading Attack Maneuver
Body Throw: target must be in Grappled condition and suffers Prone Condition on a failed Strength Saving Throw
Body Hold: target must be in Prone condition. The attack does no damage but target suffers Restrained condition on a failed Strength Saving Throw.
Counterstrike: as per Riposte Maneuver
Drunken Style: as per Evasive Footwork
Deflect Arrow: as per Parry Maneuver, but restricted to ranged attacks (requires knowledge of Hand Parry)
Ear Clap: does no damage but causes the Defeaned condition on a failed Constitution Saving Throw
Eye Gouge: as per Distracting Attack Maneuver (requires knowledge of Aimed Strike)
Feint: as per Feinting Attack Maneuver
Flying Jump Kick: same as Jump Kick but target is also Stunned on a failed Constitution (or Honor) Saving Throw (requires knowledge of Jump Kick)
Hand Disarm: target must be in Grappled condition, effect as per Disarming Strike Maneuver (requires konwledge of Hand Parry)
Hand Parry: as per Parry Maneuver, but you suffer normal weapon damage if you fail your Parry roll. Else you can choose to automatically grapple your target
Jump Kick: target suffers Prone condition on a failed Strength (or Honor) Saving Throw (requires
knowledge of Kick)
Kiai: as per Menacing Attack Maneuver
Kick: your kick attacks does 1d6 damage instead of 1d4
Pilediver: target must be in Grappled and Incapacitated (or Stunned) condition. On a failed Strength (or Honor) Saving Throw, target takes 2d6 damage and automatically suffers Prone condition if size is equal or less than attacker's (requires knowledge of Body Throw and Body Hold)
Spin Kick: a Feint combined with a Kick attack in one swift move. As per Feint, but next attack is a free Bonus Action costing no Action Point (requires knowledge of Kick and Feint)
Sweeping Kick: as per Trip Attack Maneuver (requires knowledge of Kick)
Uppercut: when hitting a creature with an unarmed attack , target is Stunned on a failed Constitution (or Honor) Saving Throw (requires knowledge of Aimed Strike)


Rogue
Prerequisite: Intelligence 9, Dexterity 11, not Lawful
Rogues praise finesse over strength because they are aware of their weaknesses. They train to strike first and dream of a bull’s-eye-victory.

Class Features
Primary Ability: Dexterity
Class Ability: Cunning
Saving Throws: Dexterity, Intelligence

Hit Points: (9 + Strength Modifier + level) x Size Factor
Mana Points: 0
Action Points: 9 + Constitution Modifier + level

Alignment: not Lawful

Armor Skills: Unarmored, Light Armor
Weapon Skills: Basic Melee, Basic Ranged, two Weapon skills of your choice
Craft Skills: Burglary
Language Skills: Thieves’ cant
Mundane Skills: two of Athletics, Acrobatics, History, Deception, Insight, Initimidation, Perception, Performance, Persuasion, Trade and Sleight of Hand

Feats: Skilled II, Expertise, Fit I

Improved Critical (Melee or Ranged)
Rogues earn one level of Improved Critical every two levels.

Vicious Blows
Beginning at level 1, Rogues substract their Proficiency Bonus from their Critical Hit Threshold when attacking with a piercing weapon (melee or ranged). This bonus is based on Rogue class levels only, considering multiclassing options.

Sneak Attack
Having Advantage on an attack roll decreases the Weapon Critical Hit Threshold by 5 instead of dealing extra damage. Extra Damage is covered by the Improved Critical Feat. One level of Improved Critical (Melee or Ranged) is gained for each two levels in Rogue class.
Making a Sneak Attack costs one Action Point, whether or not it results in a critical hit.

Uncanny Dodge
Starting at level 5, when an attacker you can see successfully hits you with an attack, you can use your Reaction to halve damage if your Defense roll fails.

All other Class Features and subclasses remain unchanged.
Equipement
- A dagger and another weapon you’re proficient with (with 20 ammunition if ranged)
- Thieve’s tools
- One of explorer, burglar or dungeoneer pack


Scout subclass
Prerequisite: Rogue 3, Dexterity 13, Intelligence 11, Cunning 11, Bows
Scouts know very well the truth about bull’s eye and prefer the way of the hawk, to earn a profit from range: a quick retreat in case of failure.

Skills: Medium Armor, one more Weapon skill and one of Stealth, Survival, Animal Handling, Ride or a Craft Skill of your choice

Feats:
- Natural Explorer (as per Ranger class) and Called Shot at level 3
- Extra Attack (Ranged) at level 5
- Sharpshooter at level 7
- Bow Expert at level 9
- Extra Attack (Ranged) at level 11
- Skulker or Sentinel at level 15

Fast Load
You can use your Cunning action to fast reload a ranged weapon and make a ranged attack, provided your ranged weapon does not have the Loading property.
Called Shots
Called Shots work like Maneuvers (Man-at-arms subclass above). They are Bonus Actions with Advantage and a cost of one Action Point.
You learn one Called Shot at level 3, plus a new one for each two full Rogue levels you have (two Called Shots at lever 3, three at level 4, four at level 6 and so on).

Precision Shot: as per Precision Attack Maneuver ( Man-at-arms subclass above)
Commander’s Shot: as per Commander’s Strike Maneuver
Goading Shot: as per Goading Strike Maneuver
Disarming Shot: as per Disarming Strike Maneuver (requires knowledge of Precision Shot)
Distracting Shot: as per Distracting Strike Maneuver (requires knowledge of Precision Shot)
Menacing Shot: as per Menacing Attack Maneuver
Maneuvering Shot: as per Maneuvering Attack Maneuver
Incapacitating Shot: causes Incapacitated Condition on a failed Constitution Saving Throw (requires knowledge of Precision Shot)
Crippling Shot: target speed is reduced by 10 feet until a successful Constitution Saving Throw (one try per turn). Can be cumulated until target speed reaches zero (requires knowledge of Precision Shot)
Stunning Shot: causes Stunned Condition on a failed Constitution Saving Throw (requires knowledge of Incapacitating Shot)
Blinding Shot: as per Distracting Attack Maneuver (requires knowledge of Stunning Shot and Crippling Shot)
Restraining Shot: causes Restrained Condition on a failed Dexterity Saving Throw (requires knowledge of Crippling Shot)
Filer à l’Anglaise: as per Evasive Footwork Maneuver (requires knowledge of Distracting Shot)
Elf Shot: a spell you know with a range of touch is bound to your arrow and affects your target on a successful ranged attack. You must cast the bound spell before making your ranged attack (requires Spellcasting skill)


Multiclassing

Multiclassing follows the general rules from Player’s Handbook (p.163). A character benefits from all his Primary Class features but has restrictions on his Secondary Classes. Multiclassing spellcaster classes is forbidden, with the exception of the Eldritch class: an Eldritch can multiclass with Arcanist or Mystic classes, in which case Mana Points from Essence stack with Power or Faith.

Choosing a secondary character class should be strongly encouraged, but multiclassing in more than 2 character classes should be forbidden, except on exceptional occasion (GM’s final word).

Abilities
A character must meet the chosen secondary class prerequisites to be allowed to multiclass. The secondary Class Ability Score begins at 8.

Skill Proficiencies
The following Proficiencies are gained when choosing a Secondary Class:

Secondary Class Skill Proficiencies
Fighter Light Armor, Medium Armor, Shields
Rogue Unarmored, Light Armor, Burglary or one Craft or Mundane skill
Scholar Spellcasting, Alchemy, one Knowledge or Language skill
Eldritch Witchcraft, Unarmored, Light Armor

Feats & Features
When choosing a Secondary Class you get all Features from your new class except below:

The following Feats are gained when choosing a Secondary Class:

Secondary Class Feats
Fighter Weapon Master, Tough
Rogue Expertise, Skilled
Scholar Expertise
Eldritch Eldritch Adept

Halforc
2016-07-07, 12:01 PM
On size and encumbrance:

Size
Size Modifier substracts from Defense, adds to Weapon Damage, while Size Factor modifies Hits Points (See Hit Points and Weapon Damage below).

Size Size Modifier Size Factor Reach
Tiny -2 x1/3 -2 Initiative
Small -1 x1/2 -1 Initiative
Medium 0 x1 5 feet
Large +1 x2 10 feet
Huge +2 x3 15 feet

Encumbrance
Encumbrance decreases Base Speed and Initiative.

Threshold in pounds Encumbrance Level Speed Modifier
Light (2 x Strength x Size Factor) 1 4/5 Speed
Medium (5 x Strength x Size Factor) 2 3/5 Speed
Heavy (10 x Strength x Size Factor) 3 2/5 Speed
Very Heavy (20 x Strength x Size Factor) 4 1/5 Speed
Overloaded (50 x Strength x Size Factor) 5 Speed 0

Halforc
2016-07-07, 12:03 PM
About Hit Points, Mana Points and Action Points:


Hit Points
Hit Points are based on the Strength Ability. Base Hit Points depends on Character Class and Strength Ability. Each additional level adds a fixed amount of Hit Points. Base Hit Points are multiplied by Size Factor (rounded up):

You can convert standard rules Hit Points using the table below:

Bonus Hit Points per level:
Hit Die Bonus HPs
d4 +(1 x Size Factor) Hit Points every 3 levels
d6 +(1 x Size Factor) Hit Points every 2 levels
d8 +(1 x Size Factor) Hit Points per level
d10 +(2 x Size Factor) Hit Points per level (Tough I)
d12 +(3 x Size Factor) Hit Points per level (Tough II)

Healing
Healing rules work in the same manner as per Slow Natural Healing plus Gritty Realism (Dungeon Master's Guide p.267). Short rest is 8 hours and long rest is 7 days for the purpose of natural healing (not magically assisted).

Short rest (8 hours): make a DC 15 Constitution check, you recover 1 + Constitution Modifier HPs on a success, 1 HP on a failure.
Long rest (7 days): make a DC 10 Constitution check, you recover all lost HPs on a success, half your max HPs on a failure.


Mana Points
Mana Points are based on the Power Ability. Mana Pool comes from the spellcaster Class Ability. Each spellcaster class level adds a fixed amount of Mana Points.

Channeling
Mana recovery is much faster than natural healing. For Mana recovery purpose, a short rest is 1 hour and a long rest is 8 hours.

Arcane Foci recover Mana by tapping into the surroundings, just like Hit Points regenerate by resting and feeding. However, an arcane Focus does not recharge by itself, it needs the intervention of an arcanist to harvest Mana in its womb. Meaning that Mana Points can only recover while at rest.

Short rest (1 hour): make a DC 15 Power check, you recover 2 MPs on a success, 1MP on a failure.
Long rest (8 hours): make a DC 10 Power check, you recover all your MPs on a success, half your Mps on a failure.

Area Mana Level
Area Mana level affects Arcane Focus recovery as following:

No Mana: Mana Points can’t be recovered.
Low Mana: you don't recover Mana Points during a short rest. You recover half your MPs after a long rest if you succeed at your Class Ability check, none if you fail.
Normal Mana: standard rule.
High Mana: you recover twice as much MPs during a short rest. Automatic success on the Class Ability check after a long rest.
Very High Mana: automatic success on all Class Ability checks. You recover half your MPs during a short rest and all your MPs after a long rest.


Action Points
Action Points are based on the Constitution Ability. Action Points reflect a character’s endurance and inspiration. They allow a character to take an Action, a Reaction or a Bonus Action during a combat turn by spending one Action Point.

Relaxing
If your Action Points fall to zero and you are forced to take an Action, you gain one level of Exhaustion (Player’s Handbook p.291) and immediately regain half your Action Points. And so on until Exhaustion level 6 (death).

Short rest (1 hour): make a DC 15 Constitution(Athletics) check, you recover all your APs on a success, half your APs on a failure.
Long rest (8 hours): you recover all of your APs. Make a DC 10 Constitution(Athletics) check, on a success you lose one level of Exhaustion.

Halforc
2016-07-07, 12:05 PM
On combat rules:

Initiative
Size and encumbrance affect weapon reach. This is figured by applying the Size Modifier and Encumbrance level to Initiative:

Base Initiative = 10 + Dexterity Modifier + Size Modifier + Encumbrance Level
Initiative roll = Dexterity check + Size Modifier + Encumbrance Level

Passive Defense
Passive Defense replaces Armor Class to determine the outcome of an attack roll. Defense is based on the Dexterity Modifier. Proficiency in Armor Skills allow a character to add his Proficiency Bonus to Defense. When you’re not actively defending (taking a Dodge or Parry) your Base Defense stands for the DC of any attack targeted at you.

Base Defense = 10 + Dexterity Modifier – Size Modifier + Encumbrance Level

Actions
Some Actions have a cost 1 Action Point to perform: Attack, Dodge, Dash, Disengage, Hide and any Action requiring a Dexterity or Strength check.

Take a breath
Do nothing this turn (no Attack or Defense roll allowed) and make a DC 15 Constitution (Athletics) check to regain one Action Point.
You get benefits from Passive Defense without having to spend an Action Point, or you can use your Reaction (spending 1 Action Point) to take an Evade Action (if you have at least 1 Action Point left), in which case you automatically fail your Ability check to regain 1 Action Point.
Taking multiple Take a Breath actions lowers the Athletics DC by 5 for each additional turn. You cannot gain more than one Action Point when taking multiple consecutive Take a Breath actions and you cannot try again until you spend at least 1 Action Point.

Attack
Melee and ranged attack rolls are based on Dexterity, not Strength, and weapon finesse disappears.

Attack roll = d20 + Dexterity Modifier - Encumbrance Level

Parry
When you are hit by a melee attack, if you are proficient with a weapon you’re holding and you did not spend your Action Point this turn, you can use your Reaction, spending your spare Action Point, and attempt to block the incoming attack. If your Parry roll (same as Attack roll, + cover bonus if you parry with a shield) beats or equals the ennemy Attack roll, you block an amount of damage equal to your weapon AR, which equals weapon maximum damage (taking into account Strength and Proficiency Modifiers), or shield AR if you parry with a shield. When taking a Parry action, you can use Extra Attack to make additional parry rolls.

Cast a Spell
Casting a spell costs no Action Point, it costs Mana Points instead.


Armor
Armor Type caps a character’s Dexterity Modifier (lowering Attack, Defense, Dexterity checks and Saving Throws) and has a Strength prerequisite that must be met in order to not suffer a -10 feet penalty on Base speed.

Armor Type Min STR Max DEX Modifier Notes
Unarmored none unlimited
Light 9 +4
Medium 11 +2
Heavy 13 0
Adjusted -2 +1 Armor Cost x5

Minimum Strength is modified by Armor Size Modifier.

Armor does not modify Defense, instead Armor Rating (AR) determines the amount of negated weapon damage. Armor Rating is based in the original Armor Class (AC) and corresponds to an Armor Die as below:

AR = AC -10

Wearing a helmet increases AR by 1 (leather or hide) or 2 (metal) and decreases the Weapon Critical Threshold of incoming attacks by 1 (or 2 if full helm). Making Perception checks while wearing a full helm is made at Disadvantage. Armor weight is modified by its Size Factor.


Amor Type Armor Rating (AR) Notes
Padded Light 1
Leather Light 1
Studded Leather Light 2
Hide Medium 2
Chain Shirt Medium 3
Scale Mail Medium 4
Breastplate Medium 4
Half Plate Medium 5 STR 13, Weapon Crit. -1
Ring Mail Heavy 4
Chain Mail Heavy 6
Splint Heavy 7
Full Plate Heavy 8 STR 15, Weapon Crit. -2
Leather Helm Light +1 Weapon Crit. -1
Metal Helm Medium +2 Weapon Crit. -1
Metal Full Helm Heavy +2 Weapon Crit. -2, Disadv. on Perception checks


Weapon Damage
Weapon damage bonus is always Strength based, Finesse weapons don’t get a bonus to damage from high Dexterity. Characters attacking with a weapon they’re not proficient with don’t get a bonus to damage.

Weapon Damage Bonus = Strength Modifier + Size Modifier

Example 1: a level 1 Medium Size Fighter with a Strength score of 16 adds 4 (+3 for Str, +1 for Proficiency) to any weapon damage.
Example 2: a level 5 Small Size Rogue with a Strength score of 14 adds 1 (+2 for Str, -1 for Size) to his dagger attack damage.

Weapon Critical Hit
Fighters and Rogues get a boon to inflict critical weapon damage related to their Class Ability (Cunning or Honor). They substract their Class Ability Modifier to 20, and a critical hit occurs if the unmodified attack roll is greater than or equal to the result.

Piercing weapons are specifically designed to provoke critical hits, they increase the probability of a critical hit by 1 (Critical Hit Threshold is lowered by 1).

Weapon Critical Hit Threshold = 20 – Class Ability Modifier
Weapon Critical Damage = Max Weapon Damage + 1 special effect

Example 1: a level 1 Rogue with a Cunning of 16 scores a critical hit on a 15 (-3 for Cunning, -2 for Proficiency) or a 14 if using a piercing weapon.
Example 2: a level 5 Fighter with a Honor score of 14 scores a critical hit on a 18 (-2 for Honor, zero for Proficiency) or a 17 if using a piercing weapon.

Critical Hits always do maximum weapon damage and cause one of the effect below at attacker’s choice.

Special Effects
- Bypass: target armor is ignored for damage purpose (AR=0)
- Bleeding: target loses 1 HP per turn until healed with magic or given first aid (Medecine skill)
- Incapacitated: target is in Incapacitated condition for one combat turn (no Saving Throw)
- Extra damage: you can reroll weapon damage once and add it to the total (damage)
- Target armor is damaged, its AR is halved

Note: a critical hit always occurs on a 20 die roll. Low Dexterity does not modify this rule.


Spell Damage
Base spell damage is modified as below to adapt to the reduced amount of character Hit Points. You can increase damage output by 25% if a sucessfull Saving Throw halves inflicted damage. Healing spells use the same table:

Spell Level One target Multiple targets
Cantrip (0) 1d6 1d4
1 2d6 1d6
2 3d6 2d6
3 4d6 3d6
4 5d6 4d6
5 6d6 5d6
6 7d6 6d6
7 8d6 7d6
8 9d6 8d6
9 10d6 9d6

Example: the Fireball 3rd level spell now does 3d6 area fire damage, halved on a successfull Dexterity Saving Throw.

Spell Critical Hit
Spellcaster classes (Arcanists, Mystics and Eldritchs) get a boon to inflict critical spell damage related to their Class Ability (Power, Faith or Essence). Spell Critical Hit Threshold is decreased by Class Ability Modifier. Special effect depends on spell damage type.

Critical Spell Hit Threshold = 20 – Class Ability Modifier
Critical Spell Damage = Max Spell Damage + 1 special effect

Special Effects
- Bypass: target armor is ignored for damage purpose (AR=0)
- Persistent: target loses 1 HP per turn until success on a Constitution Saving Throw
- Incapacitated: target is in Incapacitated condition for one combat turn (no Saving Throw)
- Extra damage: you can reroll spell damage once and add it to total damage
- Target armor is damaged, its AR is halved

Halforc
2016-07-07, 12:12 PM
About Proficiencies:

Proficiencies use the variant rule "Skills with Different Abilities" (Player’s Handbook p.175). Skills are not related to a specific Ability.

Armor Proficiencies are now Armor Skills
Weapon Proficiencies are now Weapon Skills
Tool proficiencies are now Craft Skills
Languages known are now Language Skills
Vehicle proficiencies are now Vehicle Skills (Ride, Drive, Pilot)
Spellcasting Abilities are now Magical Skills
Knowledge Skills: Arcana, History, Nature, Medecine, Religion
Mundane Skills: Athletics, Acrobatics, Survival, Perception, Animal Handling, Persuasion, Insight, Performance, Intimidation, Stealth, Deception, Sleight of Hand

Knowledge Skills
Using a Knowledge skill without having proficiency is done at Disadvantage.

Trade: you have knowledge of the marketplace and when and where to buy or sell goods at the best price
Engineering: you have knowledge of how to erect buildings, bridges, towns and entire cities
Warfare: you have knowledge of how to conduct troops to victory on the battlefield and win a war
Administration: you have knowledge of laws and how to rule and manage domains and entire realms

Magical Skills
Using a Magical Skill is not possible if requirement is not met. If requirement is met, a Magical skill can be used without proficiency at Disadvantage.

Spellcasting: requires the Second Sight Feat, allows casting of cantrips
Sorcery: requires proficiency in Spellcasting, allows casting of level 1+ spells from the Sorcery spell list
Theurgy: requires proficiency in Spellcasting, allows casting of level 1+ spells from the Theurgy spell list
Witchcraft: requires Fey Ancestry, allows casting of cantrips and level 1+ spells from the Witchcraft spell list

Weapon Skills
Basic training
Basic Melee: Simple Melee Weapons
Basic Ranged: Simple Ranged Weapons
Unarmed: does 1d1 damage
Improvised: does 1d2 damage

Advanced Melee Weapons
Martial Arts: unarmed attacks does 1 damage
Swords: all swords, including 2-handed
Axes: all axes, including 2-handed
Maces: all maces and hammers, including 2-handed
Flails: all flail types
Polearms: spears and polearms
Lance: mounted lance
Shields: buckler don’t give cover but a +1 Defense when parrying and have AR 5 (10 if metal), medium shields offer half cover (+2 Defense) and have AR 10 (15 if metal), tower shields 3/4 cover (+5 Defense) and have AR 15 (20 if metal). Shield attacks make unarmed damage or 1d4 if spiked

Advanced Ranged Weapons
Bows: all bows
Crossbows: all crossbow types
Artillery: Ballist, Trebuchet and bigger

Armor Skills
Having Armor Skill allows a character to add his Proficiency Bonus to Defense and ignore one Encumbrance Level.

Unarmored: cloth only (AR zero)
Light Armor: leather, padded, studded, hide
Medium Armor: mail, ring, scale
Heavy Armor: plate, half plate, splint

Wearing a helmet decreases Weapon Critical Hit Threshold of incoming attacks by 1 (half helmet) or 2 (full helmet) of incoming attacks. Full helmets give Disadvantage on Perception checks. Helmet AR is the same as worn armor.

Halforc
2016-07-07, 12:14 PM
I will stop here for today :smallbiggrin:

The Zoat
2016-07-07, 01:37 PM
I don't get it. If your races have stat penalties and your classes have stat requirements, why have hard restrictions on race and class?

Halforc
2016-07-07, 02:08 PM
You are right. Racial class restrictions are meaningless. Editing my previous posts to cancel them. Thanks for the feedback.