At the moment, I'm choosing Race as a Class. When making a character, you choose a Background from 5E and when it applies, you have Advantage on your Ability roll. Ability Modifiers would be per 5E (at the moment). Weapon damage would be per Class (so weapon choice would be cosmetic). Saving Throws would mimic 5E's Death Check, roll a d20, equal or exceed a 10 and don't add Ability Modifiers. Max level would be 20 (for now). AC from armor and shields would be per 5E. You add the appropriate Ability Modifier to any Ability or Damage roll. Here is how Two-Weapon Fighting works: if you hit on your melee weapon attack roll AND your d20 roll is Odd, you deal an additional 1d6 damage.
CLERIC
Hit Die: d8.
Armor/Shield Permitted: Any.
Weapon Damage: d8 (One-Handed) or d10 (Two-Handed).
Spellcasting: Spells known and spells per day are per the Cleric in DnD 5E. Wisdom has no affect on Saving Throws.
Turn Undead: Any undead that can see or hear you, within 30 feet must make a Saving Throw or be Frightened for 1 minute or until they take damage.
DWARF
Hit Die: d12.
Armor/Shield Permitted: Any.
Weapon Damage: d10 (One-Handed) or 2d6 (Two-Handed).
Bonus Attacks: Starting at 9th level, you make 2 attacks per round.
Darkvision: You can see in complete darkness out to a distance of 60 feet.
Magic Resistance: You have Advantage on Saving Throws against Poison and Spells.
Stonecunning: You have Advantage on Ability rolls while underground to Detect Traps and Secret Doors, or Notice If A Passage Is Sloped.
ELF
Armor/Shield Permitted: Any.
Weapon Damage: d10 (One-Handed) or 2d6 (Two-Handed).
Bonus Attacks: Starting at 9th level, you make 2 attacks per round.
Darkvision: You can see in complete darkness out to a distance of 60 feet.
Magic Resistance: You have Advantage on Saving Throws against Poison and Spells.
Stonecunning: You have Advantage on Ability rolls while underground to Detect Traps and Secret Doors, or Notice If A Passage Is Sloped.
ELF
Hit Die: d6.
Armor/Shield Permitted: Any.
Weapon Damage: d6 (One-Handed) or d8 (Two-Handed).
Armor/Shield Permitted: Any.
Weapon Damage: d6 (One-Handed) or d8 (Two-Handed).
Bonus Attacks: Starting at 11th level, you make 2 attacks per round.
Keen Senses: You have Advantage on Ability rolls when Searching for Secret Doors.
Fae Ancestry: You have Advantage on Saving Throws to resist paralyzation.
Nightvision: You can see at night out to a distance of 60 feet.
Spellcasting: Spells known and spells per day are per the Sorcerer in DnD 5E. Charisma has no affect on Saving Throws.
HALFLING
Hit Die: d6.
Armor/Shield Permitted: Light and Medium armor and All shields.
Weapon Damage: d6 (One-Handed) or 2d4 (Two-Handed).
Agile: You have Advantage on ranged attack rolls.
Quick: You may use a bonus action to Disengage or Dodge.
Small: You have Advantage when Hiding.
FIGHTER
Hit Die: d10.
Armor/Shield Permitted: Any.
Weapon Damage: d10 (One-Handed) or d12 (Two-Handed).
Battle Hardened: You gain a +2 to Saving Throws.
Bonus Attacks: Starting at 7th level, you make 2 attacks per round and at 13th level, you make 3 attacks per round.
Combat Reflexes: You have Advantage on Initiative rolls.
Martial Training: You have Advantage when attacking with weapons.
Weapon Specialization: Choose one particular type of weapon, you roll a critical hit on an 19-20.
MAGIC-USER
Hit Die: d6.
Armor/Shield Permitted: None.
Weapon Damage: d4 (One-Handed) or d6 (Two-Handed).
Spellcasting: Spells known and spells per day are per the Wizard in DnD 5E. Intelligence has no affect on Saving Throws.
Specialist Wizard: Choose a Spell School to specialize in, when you cast a spell from that school that requires a Saving Throw, your target has a -2 to their Save.
THIEF
Hit Die: d8.
Armor/Shield Permitted: Light armor.
Weapon Damage: d6 (One-Handed) or d8 (Two-Handed).
Backstab: When you surprise a target in melee or ranged combat or an ally is within 5 feet, you gain Advantage on your attack roll and an additional 1d6 to the damage roll.
Rogue: You have Advantage on rolls to Climb, Find Traps, Hide in Shadows, Move Quietly, Open Locks, Disarm Traps, Pick Pockets, and Decipher Languages.
Dabbler: You may cast spells from scrolls.
Thieves' Cant: You know the language comprised of hand signals and hidden signs used by Thieves.
Keen Senses: You have Advantage on Ability rolls when Searching for Secret Doors.
Fae Ancestry: You have Advantage on Saving Throws to resist paralyzation.
Nightvision: You can see at night out to a distance of 60 feet.
Spellcasting: Spells known and spells per day are per the Sorcerer in DnD 5E. Charisma has no affect on Saving Throws.
HALFLING
Hit Die: d6.
Armor/Shield Permitted: Light and Medium armor and All shields.
Weapon Damage: d6 (One-Handed) or 2d4 (Two-Handed).
Agile: You have Advantage on ranged attack rolls.
Quick: You may use a bonus action to Disengage or Dodge.
Small: You have Advantage when Hiding.
FIGHTER
Hit Die: d10.
Armor/Shield Permitted: Any.
Weapon Damage: d10 (One-Handed) or d12 (Two-Handed).
Battle Hardened: You gain a +2 to Saving Throws.
Bonus Attacks: Starting at 7th level, you make 2 attacks per round and at 13th level, you make 3 attacks per round.
Combat Reflexes: You have Advantage on Initiative rolls.
Martial Training: You have Advantage when attacking with weapons.
Weapon Specialization: Choose one particular type of weapon, you roll a critical hit on an 19-20.
MAGIC-USER
Hit Die: d6.
Armor/Shield Permitted: None.
Weapon Damage: d4 (One-Handed) or d6 (Two-Handed).
Spellcasting: Spells known and spells per day are per the Wizard in DnD 5E. Intelligence has no affect on Saving Throws.
Specialist Wizard: Choose a Spell School to specialize in, when you cast a spell from that school that requires a Saving Throw, your target has a -2 to their Save.
THIEF
Hit Die: d8.
Armor/Shield Permitted: Light armor.
Weapon Damage: d6 (One-Handed) or d8 (Two-Handed).
Backstab: When you surprise a target in melee or ranged combat or an ally is within 5 feet, you gain Advantage on your attack roll and an additional 1d6 to the damage roll.
Rogue: You have Advantage on rolls to Climb, Find Traps, Hide in Shadows, Move Quietly, Open Locks, Disarm Traps, Pick Pockets, and Decipher Languages.
Dabbler: You may cast spells from scrolls.
Thieves' Cant: You know the language comprised of hand signals and hidden signs used by Thieves.
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