Minor changes to Classes in Harrowing Frontier | World Anvil
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Minor changes to Classes

Barbarian

  Barbarian - Rage: Rules as written states "Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action."
  Change to Rage: Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action.
  Why the Change to Rage: Often times there is something the Barbarian wants to hit, but can't because of movement or other barriers. It seems reasonable that a Barbarian might spend their whole turn running towards an enemy combatant with anger fueled anticipation. I've watched some podcasts where Barbarians loose their rage after an enemy goes invisible or teleports to the other side of the room, leaving the barbarian out of position and unable to fulfill the attack requirement. It kind of feels like that would just make the barbarian even angrier.
 

Cleric

  Cleric spells: The 5th level spell Reincarnate is also a Cleric spell.

Bard

  Bard - Bardic Inspiration: Increase the size of your Bardic Inspiration die. The die becomes a d8 at 1th level, a d10 at 5th level, and a d12 at 10th level.  

Fighter

  Fighter - Fighting Style: Rules as Written: You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once. Link to Fighting Styles   Fighter - Change to Fighting Style:  " You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Choose one at 1st level, another at 5th level. Pick a 3rd at level 10 if you take the Champion Archetype."   Fighter - Martial Archetypes - Champion Archetype 10th level: You can use action surge twice before a rest, but only once on the same turn.  

Monk

  Monk - Monastic Tradition: Four Elements: Rules as written states: You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th
  Change to Monastic Tradition: Four Elements: You know the Elemental Attunement discipline and two other elemental discipline of your choice. You learn two additional elemental disciplines of your choice at 6th.
  Change to Monastic Tradition: Way of Shadow and Four Elements: These Monastic Traditions receive 1 extra Ki point.
 

Ranger

  Major Change to Rangers: Rangers in 5th edition are the weakest class in the Player's Handbook at the time of printing. As such I am effectively making the Beast-master Conclave a 3rd level Class-feature. Meaning that Rangers can still pick a Conclave in edition to the Beast-master which is as follows.   At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose either a Beast of the Sky, Beast of the Land, or Beast of the Sea. You can describe these beasts however you like, but we're limiting this to 3 options for simplification purpose. A Beast of the Land could be described and behave as a wolf. Like any creature, the beast can spend Hit Dice during a short rest. See a full list of animal companion options HERE   The beast obeys your commands as best as it can. It takes its turn directly after yours on the initiative. On your turn, you can use your bonus action to verbally command it to Attack, Dash, Disengage, or Help action and it will attempt to follow the command to the best of its ability. If you don’t issue a command, the beast will continue to attempt your previous command, defaulting to the Dodge action if it doesn't know what to do.   If you are trying to sneak around and the beast is nearby it uses your stealth check. If you send the beast off on its own, it will use its own skills check.   If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.   If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
 

All Spellcasters

  All spells that create a "safe space" for a Long Rest like Rope Trick or Tiny Hut, are removed.

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