D&D 5.Grek WiP stuff

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Grek
Prince
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Joined: Sun Jan 11, 2009 10:37 pm

D&D 5.Grek WiP stuff

Post by Grek »

D&D 5.Grek is a homebrew D&D version based on the premise of "D&D Next if Grek was designing it instead of Mearls and crew." Off the top of my head, this means faster advancement, getting rid of wizard AC, getting rid of fighters sucking, workable mutliclassing, integrating stronghold building and minion ownership into the base game, people getting setting-changing abilities all at the same time and folding psionics in with magic.

There are four base classes. Wizard, Cleric, Rogue and Fighter. Each is 5 levels long, topping out at a power level about equal to that of ~6 Wizard in 3.5 edition. At every level, you get:
-An advancement by 1 die for your basic combat power. Wizards get Eldritch Blast, Rogues get Sneak Attack, Fighters get additional damage dice on weapons and Clerics get Zeal, which gives them bonus dice against creatures their religion feels strongly about.
-One background power. This is a magical Method for a wizard, a Tour of duty for a fighter, a Misdemeanor for a rogue and a Dogma for a cleric. Each one gives you some minor bonus like an additional class skill or a flavour power.
-One major power. A School for a wizard, Tactic for a fighter, a Felony for a rogue and a Rite for a cleric. This gives you a basic ability plus one additional ability per background power you have which is dependent on the background.
-Multiclassing works by taking one class and then taking another. Each major power has an ability listed for all of the other classes.
-Once you get to level 5 and enter into a mandatory prestige class, you should have 25 powers.
-Prestige classes give you 1 to 2 powers per level instead of exponential powers per level like the base classes do.

Here's a rough draft of the wizard's Divination school as an example:
Divination
Basic Ability: You gain Arcane Sight out to 5ft per character level. This allows you to see the presence/absence of magic as a free action and identify the School of any magic you see as a move action. By spending an hour analyzing a magic item or spell effect, you can discover what it does and the name of its creator.
Alchemy: You can detect the presence or absence of poisons and potions in any object outside as a standard action.
Scrolls: You can craft Scrolls of Understanding, which can be read and understood by any literate creature regardless of what language it the words written on it are. The scrolls start blank and can hold a thousand words each.
Familiar: Once a week, your familiar can commune with powerful outsiders to ask six yes or no questions and receive answers to the best knowledge of the outsiders asked.
Wands: You can craft a Wand of Location, which will point directly to any creature, location or object within 200ft that you can clearly visualize.
Runes: You can engrave a set of rune bones which, when used, will produce the effects of an Augury with a 80% chance of success.
Staff: You can create a Staff of Truth, which, when held aloft, prevents all within a 30ft radius from intentionally lying.
Rings: You can raft a Ring of X-Ray Vision which allows you to to see through 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt while worn, at the cost of 1hp per round spent wearing it.
Truename: By speaking a mystic incantation followed by a True Name, you can enter a mystic trance wherein you repeat any words spoken or sounds made by the target.
Meditation: By spending an hour to enter into a meditative trance, you can scry upon any location you are familiar with for as long as you like. Once you are done scrying, it will take another hour to awaken from your trance.
Innate: You can see invisible and ethereal creatures objects as if they were normally visible. This can be suppressed at will, but is otherwise always on.
Cleric: You can detect the presence of any creature you get Zeal bonuses for whenever that creature hears you speak or looks upon you, regardless of distance, cover or disguises.
Rogue: You can mislead divinations. Once per misdemeanor per week you can create a false divination result for a creature, object, event or location which will replace the normal result of any otherwise successful divination attempts made that week regarding the target.
Fighter: You can gain a glimpse into the future which gives you +10 to a single attack roll you make or -10 to an attack roll someone else makes to hit you. You gain one such glimpse per tour per day.
The full powers list is as follows:
Wizard:
SchoolsMethods
Divination Alchemy
Necromancy Scrolls
Abjuration Familiar
Illusions Wands
Enchantment Runes
Evokation Staff
Psionics Rings
Curses Truename
Healing Meditation
Druidry Innate

Fighter:
TacticsTour
Charge Cavalry
Disarm Infantry
Feint Navy
Grapple Scout
Sunder Sapper
Trip Chivalry
Precise Gladiator
Blitz Sergeant
Rage Mercenary
Butcher Exotic

Rogue
FeloniesMisdemeanors
Larceny Possession
Arson Kidnapping
Extortion Perjury
Espionage Obstruction
Assault Burglary
Battery Malfeasance
Robbery Blackmail
Fraud Conspiracy
Kidnapping Solicitation
Homicide Impersonation

Cleric
RitesDogma
Sacrifice Ancestors
Sacrament Scripture
Blessing Demons
Prayer Angels
Exorcism Strictures
Invokation Persecution
Ablution Monolatry
Ferver Authority
Atonement Nature
Schismatic Conversion

And the pre-prestige class character power sheet looks like this:
DivinationNecromancyChargeRageSacrifice
RunesAugury 1/day5 temp hp/levelCharge hits with Eldritch Blast, +5 ft radiusIgnore Runes while ragingSacrifice enemy for +2 to hit with Eldritch Blast
FamiliarCommune 1/weekFamiliar possesses corpseCharge hits with Eldritch Blast, +5 ft radiusIgnore Familiars while ragingSacrifice enemy for +2 to hit with Eldritch Blast
Cavalry Future Glimpse 1/day-25% damage from critsRide past enemy while chargingScare animals while ragingSacrifice enemy to increase weapon die once size
ChivalryFuture Glimpse 1/day -25% damage from critsForce enemy to charge at youForce enemy to fight you in meleeSacrifice enemy to increase weapon die once size
DemonsSense DemonsFast healing 1 near Demons+2 to hit while charging+1 to all saves while raging.Sacrifice enemy for +6 Strength and Darkvision

Chamomile wrote:Grek is a national treasure.
Korgan0
Duke
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Post by Korgan0 »

So if at first level I take the Sacrifice Rite and the Ancestors Dogma I have two powers. At second level I take the Blessing Dogma. Do I then have four powers, or three? To put it another way, do major powers from previous levels give you stuff from background powers you get later on? Also, is every single major power going to be cross-referenced to every single background power, because that appears to be the case.
Grek
Prince
Posts: 3110
Joined: Sun Jan 11, 2009 10:37 pm

Post by Grek »

You get 1 rite and 1 dogma per cleric level. So if you take Sacrifice as your rite and Ancestors as your dogma, you get:

Major:
-You can sacrifice people to your God(s) Doing so prevents them from being raised from the dead easily and gives you a bonus dependent on your Dogmas.
Background:
-Know(history) as a class skill.
AbilitiesSacrifice
AncestorsSacrifice enemy to contact your ancestors

Level 2 you get another rite and another dogma. Let's say you take Blessing(which is a rite, not a dogma) and Angels (which is a dogma) and your abilities look like this:

Major:
-You can sacrifice people to your God(s) Doing so prevents them from being raised from the dead easily and gives you a bonus dependent on your Dogmas.
-You can Bless someone as a standard action. This lets them expend their blessing to reroll a single saving throw.
Background:
-Know(history) as a class skill.
-Ability to speak Celestial.
AbilitiesSacrificeBlessing
AncestorsSacrifice enemy to contact your ancestors.Blessed gains Evasion
AngelsSacrifice enemy to break a curse.Blessed glows & dazzles evil outsiders.

E: Each major power gets a unique ability for every background power within the class and a generic (but stacking) one for every other class.
Last edited by Grek on Wed Dec 19, 2012 8:41 am, edited 2 times in total.
Chamomile wrote:Grek is a national treasure.
Omegonthesane
Prince
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Joined: Sat Sep 26, 2009 3:55 pm

Re: D&D 5.Grek WiP stuff

Post by Omegonthesane »

Grek wrote:-Prestige classes give you 1 to 2 powers per level instead of exponential powers per level like the base classes do.
objection, the progression of number of actual usable powers for a person sticking to one class is O(n^2) not O(<whatever>^n).
Last edited by Omegonthesane on Wed Dec 19, 2012 2:16 pm, edited 3 times in total.
Grek
Prince
Posts: 3110
Joined: Sun Jan 11, 2009 10:37 pm

Post by Grek »

So, power schedules. Each class gets one. Here's my thoughts thus far:

The Fighter gets to be a deck based class. Each Tactic you take gives you cards you can put in your deck and increases the size of your hand by one. Each Tactic has a requirement that you have to meet that turn to play cards from it. Charge cards require that you charge someone. Butcher cards require that you drop someone. That sort of thing. You draw cards at the end of your turn to replace whatever you play, but you can't discard to draw more. You can rest to shuffle your deck though.

The Wizard gets to be a mana-based charge-up class. As a move action, they spend up to their Wizard level in HP to get an equal number of MP, which stays around until they spend it or move. The wizard's basic attack is an eldritch blast which does 1d6 damage per MP. But mostly they're going to want to spend that mana on actual spells. Passive spells costs mana (and therefore HP) to put up at the start of the day, but putting them up in advance saves you the time requirement to charge up that power.

Rogue, oddly enough, is feeling like it should be a preparation "caster". They get crime powers for every felony/misdemeanor combo they have and get a number of crime slots per rogue level (I'm thinking 3) into which they can prepare their various crimes. Takes 5 minutes to prepare however many crime slots, and resting refreshes used slots. Maybe you can only prepare crimes into the correct slot, ie. if you're a level 2 rogue with Assault and Fraud, you can only prepare for up to 3 Assault-based crimes and 3 Fraud-based crimes and trying to get in 6 Assaults doesn't work.

Clerics are an Incarnum kind of thing where they a point of Divine Favour for each of their Rites which can be spent to activate one of the Dogma powers for that Rite. They also get Zeal, which is kinda like having a favoured enemy, except instead of getting to-hit and tracking bonuses, they get an extra point of Divine Favour into whatever they want for the rest of the day if they kill that favoured enemy. And instead of your favoured enemy being "goblins" or "oozes" or other obscure stuff you might never see, it's things like "potential human sacrifices" or "people of a different religion" that are really easy to meet the requirements for.
Chamomile wrote:Grek is a national treasure.
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