Aristocrat - +1 to con int or cha, starting HP 8 + con mod, all armor and shields, all simple and martial wpn. The repeating crossbow is a martial weapon for you. - - suggestions; noble background, leader speciality (diplomat) - - - combat leader, intimidate enemy Hit Weapon Expertise Level Dice Attack Dice Class Features 1 1d8 +2 1d4 Crossbow Superiority, Fighting Style, take any trait as bonus 2 2d8 +2 1d4 3 3d8 +3 1d6 noble bonus (+1 to damage per bolt with a repeating crossbow) 4 4d8 +3 1d6 5 5d8 +4 2d4 Fighting Style
fighter - +1 to str dex or con, starting HP 10 + con mod, all armor and shields, all weapons - - suggestions; soldier background - survivor speciality - - - choose a fighting style, combat superiority THE FIGHTER Hit Weapon Expertise Level Dice Attack Dice Class Features 1 1d10 +3 1d6 Combat Superiority, Fighting Style 2 2d10 +3 1d6 knock down (knock an enemy down for a round) 3 3d10 +3 1d8 Fighting Style 4 4d10 +4 1d8 Never Give Up (once per battle the fighter can reroll a miss) 5 5d10 +4 2d6 Fighting Style
cleric - +1 to wis str or con, starting HP 8 + con mod, armor & shield none (see domain), basic wpn and simple missile, - - suggestion; priest background - healer speciality - - - You gain training in a skill of your choice: Forbidden Lore, Magical Lore, Planar Lore, or Religious Lore. You must choose a skill in which you lack training - - - channel divinity, divine magic, domain, orisons, religion THE CLERIC Weapon Magic Hit Channel Level Attack Attack Spell DC Dice Divinity Class Features 1 +2 +2 10 + Wis. mod. 1d8 1 Channel Divinity (1d8), Orisons 2 +2 +2 10 + Wis. mod. 2d8 1 Domain benefit 3 +2 +2 10 + Wis. mod. 3d8 1 4 +2 +3 11 + Wis. mod. 4d8 2 5 +2 +3 11 + Wis. mod. 5d8 2 Channel Divinity (2d8), Orison CLERIC SPELLS PER DAY Level 1 2 3 4 1 2 — — — 2 3 — — — 3 3 1 — — 4 4 2 — — 5 4 2 1 —
wizard - +1 to int or con, starting HP 4 + con mod, no armor or shield, dagger sling quarterstaff lightcrossbow - - suggestion; sage background, magic-user speciality - - - You gain training in a skill of your choice: Forbidden Lore, Magical Lore, Natural Lore, or Planar Lore. You must choose a skill in which you lack training. - - - arcane magic, arcane knowledge, cantrips, spellbook THE WIZARD Hit Magic Weapon Level Dice Attack Attack Spell DC Class Features 1 1d4 +3 +2 11 + Int. mod. Arcane Magic, Arcane Knowledge, Cantrips, Spellbook 2 2d4 +3 +2 11 + Int. mod. 3 3d4 +3 +2 11 + Int. mod. 4 4d4 +4 +2 12 + Int. mod. Manipulate Magic (change an existing spelleffect and turn it into something else of the same level as the orginal spell or lower. Once per encounter) 5 5d4 +4 +2 12 + Int. mod. 6 6d4 +4 +2 12 + Int. mod. Magic Hat (your wizard's hat can hold 1 level 1 spell. This is a bonus spell.) WIZARD SPELLS PER DAY Level 1 2 3 4 1 3 — — 2 4 — — 3 4 2 — 4 5 3 — — 5 5 3 2 — 6 5 4 3 -
rogue - +1 to str dex or int, starting HP 6 + con mod, light armor, basic wpn, finess wpn, pistol. - - suggestion; catburglar background, climber speciality - - - rogue scheme, skill mastery, picklock bonus THE ROGUE Hit Skill Weapon Level Dice Mastery Attack Class Features 1 1d6 10 +2 Rogue Scheme, Skill Mastery, climb buildings 2 2d6 10 +2 Knack (2/day) 3 3d6 10 +2 scheme benefit 4 4d6 10 +2 acrobat trick 5 5d6 11 +3 scheme benefit 6 6d6 11 +3 escape fast (+10 feet movement for 1d20 rounds)
artificer - +1 to int or wis, starting HP 4 + con mod, no armor or shield, dagger rapier handcrossbow lightcrossbow - - suggestion; mechanical background, repair speciality - - - construct maker, technological knowledge, make traps Hit Mech Weapon Level Dice Attack Attack Class Features 1 1d4 +2 +2 tinkering (making and repair), mechanic Knowledge, lesser construct companion 2 2d4 +3 +2 3 3d4 +3 +2 4 4d4 +4 +2 the lesser construct companion developes into a construct companion 5 5d4 +4 +2 6 6d4 +5 +2 your construct companion gain tinkering 1/day and each 2 level after this level another +1/day tinkering per day Level 1 2 3 4 1 2 — — 2 3 — — 3 3 1 — 4 3 2 — — 5 4 2 1 — 6 4 2 2 -
psion - +1 to dex or int, starting HP 4 + con mod, no armor or shield, dagger, shortsword, smallbow - - suggestion; seer background, telepathy speciality - - - psionic powers, psionic knowledge, psicrystal ('cantrip' for the psion) Hit Psion Weapon Level Dice Attack Attack Mental DC Class Features 1 1d4 +2 +2 11 + Int. mod. psicrystal, powers 2 2d4 +3 +2 11 + Int. mod. 3 3d4 +3 +2 11 + Int. mod. crystal vibration (the psicrystal vibrates, doing a ranged attack (max 20 feet) that stuns 1d4 targets for 1 round 4 4d4 +4 +2 12 + Int. mod. 5 5d4 +4 +2 12 + Int. mod. Crystal Power (the psicrystal can hold one extra level 1 power as a bonus for you to cast) POWERS PER DAY Level 1 2 3 4 1 3 — — 2 4 — — 3 4 2 — 4 4 3 — — 5 4 3 2 —
spellthief - +1 to dex int or wis, Starting HP 6 + con mod, light armor, basic weapon and simple missile weapons - - suggestion; sage background, magic-user speciality - - - I'm thinking of this as a rogue without backstab or thieves chant, instead he is a rogue who bluff/pose as a wizard/sorcerer. He cast spells from scrolls and wands + cantrips he have learned (as for wizards). Hit Magic Weapon Level Dice Attack Attack Spell DC Class Features 1 1d6 +2 +2 10 + Int or Wis mod. Copy Magic (cast arcane or divine spell already cast by allied casters), Cantrips or orison depending on your version of this class. 2 2d6 +3 +2 10 + Int or Wis mod. 3 3d6 +3 +2 10 + Int or Wis mod. +1 lore skill 4 4d6 +4 +3 11 + Int or Wis mod. Steal Magic (steal a spell from enemy arcane or divine caster they have not used yet) 5 5d6 +4 +3 11 + Int or Wis mod. SPELLTHIEF SPELLS PER DAY copied spells - stolen spells Level 1 2 3 4 1 2 3 4 1 1 — — - - - - - 2 2 — — - - - - - 3 2 1 — - - - - - 4 2 2 — — 1 - - - 5 3 2 1 — 2 - - - 6 3 2 2 - 2 1 - -
Sorcerer - +1 to cha or con, starting HP ,no armor or shield, basic weapon, simple missile, daggers, quarterstaff - - suggestion; artisan background, jack of all trades speciality THE SORCERER Max Magic Weapon Will- Spells Spell Level Attack Attack Spell DC power Known Level Class Features 1 +2 +2 10 + Cha. mod. 3 2 1 Cantrips, Sorcery, Sorcerous Origin 2 +2 +2 10 + Cha. mod. 4 3 1 3 +2 +2 11 + Cha. mod. 8 4 1 4 +3 +2 11 + Cha. mod. 10 5 2 Sorcerous power 5 +3 +2 12 + Cha. mod. 16 6 2
witch - +1 to dex or cha, starting HP 4 + con mod, same armor and weapon as wizard - - suggestion; fortune-teller background, jack-of-all-magic speciality (choose any arcane and divine spells that you think fit with your witch) - - - gain training in a skill; survival, intimidate, natural lore, insight, animal handling - - - natural magic, dark knowledge, make potions Hit Magic Weapon Level Dice Attack Attack Spell DC Class Features 1 1d4 +3 +2 10 + Cha. mod. Witch Magic, animal companion 2 2d4 +3 +2 10 + Cha. mod. 3 3d4 +3 +2 11 + Cha. mod. witches dance (a ritual lasting 10 minutes that heal and buff the party, the buff last for 10 minutes after the ritual ends) 4 4d4 +4 +2 11 + Cha. mod. 5 5d4 +4 +2 12 + Cha. mod. evil eye (curse 1d6 number of enemies, the animal companion can deliver the curse for the witch) WITCH SPELLS PER DAY spells known Level 1 2 3 4 1 2 3 4 1 2 — — - 4 - - - 2 3 — — - 5 - - - 3 3 2 — - 5 3 - - 4 3 3 — — 5 4 - - 5 4 3 2 — 6 4 3 - 6 4 3 3 - 6 4 4 -
halfling - halfling, 25 feet, dagger shortsword sling increase weapon die, lucky reroll, move through enemy space
gnome - - gnomish, 25 feet, low light vision, immune to illusion spells, increase weapon die against goblinoids
changeling - common, 30 feet, minor change shape at will, bonus to bluff
warforged - common, 30 feet, immune to poison and backstab, +2 natural armor, heal; cleric heal spells heal half HP rounded down, artificers and wizards can heal warforged by the mend and repair type spells.
loxo - - - loxo, 35 feet, large size, slam attack 1d6, any weapon die increases one step
aasimar - common, 30 feet, darkvision, weapon die increase against evil, diplomacy bonus
tiefling - common, 30 feet, darkvision, weapon die increase against lawful, forbidden lore bonus
nixie - - common, 20 feet, swim speed 30 feet, breath water and air, low light vision, bonus to insight
half- elf, - as elf but no weapon die increase, sleep like human, +1 to one starter ability
half- giant, - 35 feet, large size, kick attack 1d6, frost giant ray (as the spell ray of frost)
half- dragon, - draconic, 20 feet, fly 30 feet,
half- orc, - orcish, 30 feet, darkvision, +1 to str and con, bonuses to setting traps (expect lots of traps around orcs )
mechanical background You always had a talent for clockwork and mechanical items in all forms. You found nothing that facinated you more than taking clockworks apart or constructing mechanical toys. Your parents saw your talent and they sent you to a famous inventor who could teach you more about your hobby/interest. Skills; clockwork lore, construct handling, spot (clockwork, mechanical traps, constructs and so on) Trait- know time; can always, even underground, tell what the time is and what direction North is.
seer background You have the power of the will and the word. You want something to happen and your word releases the energy to make it happen. In your case you are a seer, wich means you can see what is supposed to happen and has the ability to make sure it happens or prevent it from happening. skills; insight, diplomacy, magical lore (this also work on psionic items, lore, symbols, traditions) Trait- know alignment; can usually determine wheter someone is a possible friend or foe.
fortune-teller background You grew up as a witch' daughter and her traditional position in town has become yours. skills; bluff, insight, forbidden lore Trait- Black cat attraction; any random black cat near you is as a familiar is to wizards. However if it drops below 1 hp it die like a normal cat (does not disapear) and can be healed if only wounded.
leader prerequisite; knight or noble background benefit; The rest of the party within 20 feet of you get a +1 to attack roll
repair prerequisite; artificer or wizard benefit; repairs or heals mechanical devices, constructs and warforged. Tools needed.
telepathy prerequisite; psion benefit; Déjà Vu; Your target repeats his last action. Only works on enemies.
natural-magic prerequisite; druid or witch benefit; spells having to do with nature in any form. Drawn from its own spell-list, see below.
natural magic spells; minor spells; create water, know direction, detect animal, animal sound, rat infestation = all rats in the dungeon or a huge area find the targeted spot unresistible and run there. May be used to distract guards and the like.
level 1; endure the elements, entangle, goodberry, animal speech, animal messenger, lesser barkskin, heal animal/plant, dark cloud = summons a dark cloud that cannot be penetrated by normal and low light vision. Will be blown away by wind. hide me = the caster is hidden in a small cloud that the caster can see out from but wich noone can see into. Practically hides the caster. Moves with the caster. tree transport = teleports from one tree to another, nearby tree. Usable in combat.
So does this silence mean noone is interested? Fan-made stuff is the best, right?
It *is* good stuff and it *will* be valuable in the future. I think the problem right now is that we can't really create anything too detailed because, well, every new packet is probably going to change so much that what we have before won't be as relevant.
Once we see a true, final draft, then we can all revel in homemade rules, options, and additions.
Well, I also wish as many classes and races in the Next PHB/DMG so I will probably update the first message when or if they release drastic changes in the hope that the developers will add some, or even just one, of the classes/races.
This seems like a good idea to me too. It would be interesting to have guidance for DMs on what types of new background and specialty to allow. For example, if my son were allowed to do this, then all the characteristics would be superhuman. I think one important rule I'd require is that any specialities and backgrounds should therefore have a balacing element of some sort (I note the playtest materials don't follow this rule, so I'm not expecting it to be generally taken up). For example, the Mechanical background sounds good, but I might require that this person needs to sleep more often, or gets -1 Charisma (on the grounds that they relate better to non-living animate objects than to living things), or can only get proficiency on mechanical weapons (like the composite bow), since they'd probably find normal weapons too boring to really invest sufficient practice time.
For example, the Mechanical background .... or can only get proficiency on mechanical weapons (like the composite bow), since they'd probably find normal weapons too boring to really invest sufficient practice time.
Good idea. And add those I always loved; the repeating crossbow, pistol and musket... in a middle-earth type worl like faerun and eberron.
I have players insistant on playing dragonborn and drow. I have write ups for that and an assassin background (that can be used as a rogue scheme). I'll post later, as my game is starting in under an hour.