Malapterus
2018-06-03, 04:45 PM
I am trying to put together something legitimate but I am not precise on the power balances of 5E.
Namely, I am looking at what I shall call 'class options' - the customizations most classes get three times between level 1 and 20, like Barbarian Paths and Bard Colleges.
An important thing to distinguish between are single-option paths, where your second and third choice are determined by the first (Barbarian Path of the Berserker) vs. multi-option paths where you get a variety of choices at each increase (Barbarian Path of the Totem).
To help me out, please give the following a value between 1 and 10, in your opinion:
First class option (set):
Second class option (set):
Third Option (set):
First class option (multi-option):
Second class option (multi-option):
Third Option (multi-option):
Ability Score Improvement (or Feat):
Extra Attack:
Conditional Extra Attack (I.E. Ranger, Hunter Archetype, Horde Breaker):
Fighting Style:
Extra Bonus Action:
Extra HP (equal to one maxed-out hit die):
Additional spells per day (Casting class does not get 9th level spells):
Additional spells per day (Casting class DOES get 9th level spells):
Armor Class Increase:
Ability Score added to Armor Class (Like Wis for Monks or Con for Barbarians):
Damage Resistance (to one type):
Increased Weapon Damage (Choose Melee or Ranged):
Increased Spell Damage:
Increased Energy Damage (Choose one type of energy):
Ability substitution (I.E. use Wis in place of Dex for a major use of Dex):
Movement Speed Increase:
Regenerative healing (Heal a small amount of damage each turn):
Special Healing (heal a decent amount of damage with restrictions a limited number of times per day):
Additional Spells-per-day:
Additional spells known:
Additional skill proficiency:
Additional Saving Throw proficiency:
Additional use of class feature with per-day limit:
Improved ability to wear armor (I.E. proficient with additional armor & able to use it with class features you cannot normally use it with):
Conditional advantage to attack rolls:
Advantage to a specific saving throw:
Increased DC vs your class features (like Stunning Fist or combat maneuvers):
this is all I can think of right now, but please chime in with anything else!
Namely, I am looking at what I shall call 'class options' - the customizations most classes get three times between level 1 and 20, like Barbarian Paths and Bard Colleges.
An important thing to distinguish between are single-option paths, where your second and third choice are determined by the first (Barbarian Path of the Berserker) vs. multi-option paths where you get a variety of choices at each increase (Barbarian Path of the Totem).
To help me out, please give the following a value between 1 and 10, in your opinion:
First class option (set):
Second class option (set):
Third Option (set):
First class option (multi-option):
Second class option (multi-option):
Third Option (multi-option):
Ability Score Improvement (or Feat):
Extra Attack:
Conditional Extra Attack (I.E. Ranger, Hunter Archetype, Horde Breaker):
Fighting Style:
Extra Bonus Action:
Extra HP (equal to one maxed-out hit die):
Additional spells per day (Casting class does not get 9th level spells):
Additional spells per day (Casting class DOES get 9th level spells):
Armor Class Increase:
Ability Score added to Armor Class (Like Wis for Monks or Con for Barbarians):
Damage Resistance (to one type):
Increased Weapon Damage (Choose Melee or Ranged):
Increased Spell Damage:
Increased Energy Damage (Choose one type of energy):
Ability substitution (I.E. use Wis in place of Dex for a major use of Dex):
Movement Speed Increase:
Regenerative healing (Heal a small amount of damage each turn):
Special Healing (heal a decent amount of damage with restrictions a limited number of times per day):
Additional Spells-per-day:
Additional spells known:
Additional skill proficiency:
Additional Saving Throw proficiency:
Additional use of class feature with per-day limit:
Improved ability to wear armor (I.E. proficient with additional armor & able to use it with class features you cannot normally use it with):
Conditional advantage to attack rolls:
Advantage to a specific saving throw:
Increased DC vs your class features (like Stunning Fist or combat maneuvers):
this is all I can think of right now, but please chime in with anything else!