Additionally, I'm tweaking each class with some house rules that reach out to other editions of DnD.
Changes to the class are in yellow.
Halflings
Requirements: Dex 9, CON 9
Prime Requisite: STR and DEX
Hit Dice: 1d6
Maximum Level: 8
Class Abilities
• They cannot wield large or two-handed weapons
but may use any other weapon and wear any
armor
• In bushes or in outdoor cover theyhave a 90%
chance to hide may hide by rolling a 3 or better
on a d20 roll
• They may hideon a 1-2 on a d6 chance by rolling
a 14 or better on a d20 roll
• They gain a +1 to initiative rolls (see below)
when alone or wither other halflings
• They gain a+2 to AC against creatures larger
than human +1 to AC
• They gain a +1 "to hit" with ranged weapons
• Stronghold in a serene setting at 8th level, where
they become sheriff
Requirements: Dex 9, CON 9
Prime Requisite: STR and DEX
Hit Dice: 1d6
Maximum Level: 8
Class Abilities
• They cannot wield large or two-handed weapons
but may use any other weapon and wear any
armor
• In bushes or in outdoor cover they
on a d20 roll
• They may hide
a 14 or better on a d20 roll
• They gain a +1 to initiative rolls (see below)
• They gain a
• They gain a +1 "to hit" with ranged weapons
• Stronghold in a serene setting at 8th level, where
they become sheriff
1 0 +1 13 8 10 9 12
2 2,035 +1 13 8 10 9 12
3 4,065 +2 13 8 10 9 12
4 8,125 +3 10 6 8 7 10
5 16,501 +4 10 6 8 7 10
6 32,501 +5 10 6 8 7 10
7 65,001 +6 7 4 6 5 8
8 130,001 +6 7 4 6 5 8
#Attack Bonus
Each Player and the Dungeon Master roll a d20 for initiative and add the appropriate DEX modifier at the beginning of combat. Highest initiative total goes first, then second highest goes next, etc. If there is a tie, consult the DEX score with the highest winning the tie.
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