u/Expensive-Bus5326

▲ 63 r/onednd

Martial-caster divide is not that bad if you let your players buy and sell magic items without hassle.

I play at the table where we use exclusively 2024 rules. Since these annoying rules about buying magic items taking several weeks and additional costs are technically no longer a thing and were replaced by just a couple of simple guidelines and costs, our DMs just let us buy and sell magic items without trouble. So, any large enough settlement just has a vast enough market of magic items that you can just buy or sell them for the listed cost

Uncommon items are 400 gold, rare items - 4k and very rare 40k. Legendary ones are the only ones not for sale.

So, to the point. Apparently, at our table martial-caster divide kind of does not exist. With enspelled items you can get Divine favor, Shield, healing word, hex and other useful spells like that many times per day for a very reasonable price of 400 gold. For 4k gold you can get big ones like haste (especially good for rogues), spirit guardians, counterspell, fireball and so on. Wall of force is considered one of the best spells you can get, right? Sure, for 4k there is Cube of Force! 10 charges, up to 2 walls of force per day (5 charges each). No spellcasting ability required.

Sure, you can always say it is but a fraction of full caster power. And you would be right. But it definitely does level the field. Because no matter how cool spellcaster is they don't get second concentration. Most of the time they don't also get strong defensive abilities. Do you know how good Monks actually are at keeping concentration? They often negate damage from Dex saves entirely and most of the time they negate one attack per round, reducing damage to 0 and avoiding concentration save. Same with fighters - with their armor proficiencies, shield spell, con save proficiency and additional feats they can keep concentration for whole fight without trouble.

Vicious weapons make it so having extra attacks, weapon masteries and appropriate feats like polearm master, fighting styles etc actually matters a lot. Basically, any class without extra attack and weapon masteries stops being comparable in single target damage to martials. Half-casters and extra attack subclasses stop being comparable to Fighters in single target damage. In other words, power levels of classes get much more reasonable.

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u/Expensive-Bus5326 — 1 day ago

New fighter subclass!

One day I woke up and thought it would be nice to have a Fighter with druidic and natural themes. It's actually kind of strange nobody have ever came up with a simple idea like that, or at least I've never heard of it. Anyway check this out, it's a pretty rough sketch of a subclass I came up with

3 lvl subclass feature: Druidic warrior

  • You get 3rd-caster spell progression (like Eldritch knight and arcane trickster) with the same number of prepared spells and cantrips, but instead of getting access to Wizard spells you get access to Druid spells. You also gain proficiencies in Nature and Survival skills.

3 lvl subclass feature: Hunter's mark

As a bonus action you can mark one creature in 90 ft as your prey. For the next hour, you gain the following benefits:

  • Whenever you hit the target creature with an attack, it deals additional damage equal to your Wisdom modifier (minimum of 1)
  • You gain Advantage on any Intelligence or Wisdom check to find the target creature or recall / gain information about it.

7 lvl subclass feature: Roving

  • Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
  • Whenever you roll initiative, you get a bonus to the roll equal to your Wisdom modifier. Any ally in 30 ft of you gets the same bonus.

10 lvl subclass feature: Tireless

Primal forces now help fuel you on your journeys, granting you the following benefits.

  • Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
  • Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

15 lvl subclass feature: Nature's Veil

  • You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
  • You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

18 lvl subclass feature: Precise Hunter

  • You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.

Any feedback is welcome!

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u/Expensive-Bus5326 — 10 days ago
▲ 25 r/onednd

The design intention is to give the Rogues not the overwhelming might, but versatility to give up on damage to cause various effects, similar to spellcasting.

You have number of effects available equal to twice your Proficiency bonus. Whenever you finish short or long rest, you can change your list of available effects.

I included the effects which already are there, for convenience.

Name and cost Saving throw Effect
Deafen (1d6) CON Failure: Target has Deafened condition for 1 minute.
Poison (1d6) CON On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's kit on your person.
Trip (1d6) DEX If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Withdraw (1d6) - Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Restrain (2d6) DEX Failure: If the Target is Large or smaller, it has Restrained condition until the end of your next turn.
Charm (2d6) WIS Failure: Target has Charmed condition until the end of your next turn.
Scare (2d6) WIS Failure: Target has Frightened condition until the end of your next turn.
Daze (Cost: 2d6) CON Failure: on targets next turn, it can do only one of the following: move or take an action or a Bonus Action.
Hypnosis (3d6) WIS Failure: Target has Charmed condition for 1 minute, or until it takes damage, or until a creature takes an Action to shake it. While charmed this way, target is also Incapacitated and its Speed is 0. You can apply this effect only if you are within 30 feet of the target and it can see you.
Paralyse person (3d6) CON Failure: If the target is a humanoid, it has Paralized condition until the end of your next turn.
Obscure (3d6). DEX Failure: Target has the Blinded condition until the end of its next turn.
Fear (4d6) WIS Failure: Target has Frightened condition for 1 minute. At the start of its turn the condition ends if the target can't see you. If the target can see you, it takes Dash action and tries to move away from you by fastest available means.
Bind (4d6) STR Failure: Target has Restrained condition for 1 minute. It can repeat the save at the end of their turn, ending the condition on success.
Cripple (5d6) DEX Failure: Target has Prone condition for 1 minute. While prone, it cannot stand up, use flying speed, and cannot make opportunity attacks. The target can repeat the save as an Action, ending the effect on a success.
Shut (5d6) CON Failure: Target has deafened condition for 1 minute. While deafened this way, whenever target tries to cast a spell, it must make a CON save. On fail, spell dissipates with no effect.
Knock Out (6d6) CON Failure: Target has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Stun (6d6) CON Failure: Target has Stunned condition until the end of your next turn.
Dazzle (7d6) CHA Failure: Target has Charmed condition. Condition lasts until the target can no longer see you or until you fail a D20 Test.
Attrit (7d6) CON Failure: target gains one level of Exhaustion.
Paralyze creature (8d6) CON Failure: Target has Paralized condition until the end of your next turn.
Distract (8d6) INT Failure: One time until the start of your next turn, when the target succeeds on a saving throw, you can make it fail instead.
Petrifying poison (9d6) CON Failure: Target has Poisoned condition. While Poisoned this way, it also has Petrified condition. Target repeats the save at the end of their turn. If it fails again, the Petrified condition lasts until it is ended with Greater Restoration or similar effect. To use this effect, you must have a Poisoner's kit on your person.
Trick shot (9d6) - Immediately after the attack, you make an attack against different creature in weapons range or reach. If that attack hits, you can use Sneak attack as a part of that attack. You can use Trick shot option only once per turn.
Inconceivable feint (10d6) - This attack misses the target instead of hitting. Immediately after that, you make another attack with Disadvantage against the same target. On hit, this attack deals 10d10 additional damage and you can apply any Cunning strike effect with the cost of up to 3d6 for free.
Kill (10d6) No save If the target has less than 50 hit points, it dies. Otherwise, it takes 10d6 damage of the same type as the attack.
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u/Expensive-Bus5326 — 23 days ago