With each of these upgrades, the Philosopher also learns more Cantrips, leading to the character knowing more than fifteen of them. First, the Philosopher continually learns each other magic class's spell lists until the only spells not available are those belonging to the Ranger and the Paladin every other spell in the game is available. While these sound like notable downsides, this 5e homebrew class compensates by having entirely unique benefits. Related: D&D Subclasses That Add Magic To Melee Classes In early levels, Philosophers shouldn't be expected to pump out as much damage as some other overpowered D&D character builds. Additionally, Philosophers are only half-casters the highest spells they will ever learn are 5th level. So at level 7, if the Philosopher has 18 Charisma and 19 Intelligence, but their Wisdom is only 15, her spell save DC will only be 14, and their spell attack modifier will only be +5. While other arcane wielders determine their spell save DC and spell attack modifiers by how high their singular ability score is, the Philosopher looks at all three abilities and determines its power based on the lowest among them. Until i realize theres something I forgot.For a new spellcasting experience unlike any other, fans should check out the Philosopher by Reddit user Cometdance. I'm 100% okay with bending or even breaking rules in the handbooks to ensure a hearty enticing and dramatic story for the PC's. I've run around 30 sessions in this setting and my PCs are having fun, or so they say. Has this been done before? I'm sure theres nothing out there that will completely fill my need, but I'm curious if someone else has taken a similar idea and made it happen successfully?Ī little background on me as a DM: I'm pretty new, only been DMing for 10 or so months. I'm tossing around ideas at this point and needed some input from someone other than me, and the only friends I have that play DnD are the other 3 in my group. Im not sure if I should have each class use some kind of point system, Like Ki/Grit for the Drifter, Spell slots for the Scholar, and something like Maneuvers/Superiority dice for the Berserker, or unify it into one system and let them pick from a list of skills based on their class. I want the new abilities to feel like they are being tied to magic, which is proving a little more difficult than I thought. However, every time I think I have something I'm happy with, another wrench gets thrown in the gears because it doesn't work they way I'm envisioning it. Meanwhile, trying to keep it interesting and open up combat options a bit. Now I've been playing around with The Drifter class option by trying to read through each (rogue, ranger and monk) class' skill trees in the PHB, and compile some abilities that compliment each other, or add some kind of bonus ability that my PC's don't currently have. Three Classes are as Follows: Path of the Drifter - Inspired by Rangers, Rogues, and Monks (High Damage/ Medium survivability/Low Support) Path of the Scholar - Inspired by Wizards, Bards, and Clerics (Medium Damage/ Medium/High Support/ Low Survivability) Path of the Berserker - Inspired by Barbarians, Paladins, and Fighters (Med Support/High Survivability/ Med/Low Damage) The tricky part here is that I do want to involve magic in some way in all three of the classes, but only want one of them to be a true "Spellcaster" Group a few classes together that aim to achieve the same(ish) goals and have similar utility, and merge them down into three classes on a 5 level system. Now, I know that 5e's Multiclassing system is more geared towards still capping at level 20, but I wanted to push past that, because I have the mentality : If something in the world doesn't work for you, make it work. However, in the world I've been GMing in, the typical D&D 5e classes don't really work well, as a result of both the worldbuilding I've done, and the fact that starting off as a level 1 Paladin at this point in the high(ish)-level campaign would kind of be more of a hinderance than cool. I'm looking for a way to expand the current leveling system by adding in multiclassing as an option past the 10th level. Fifth age compiles the 20 level system in 5e down to 10 levels, and my PC's are at level 7, so basically level 14, with some minor exceptions. Need help designing classes or finding existing ones that I could tweak to make work.īasically my Campaign is built off a combination of DnD 5e and an awesome supplement called Fifth Age r/fifthage. Trying to compile the existing classes into 3 main classes, Drifter, Scholar, and Berserker. TLDR: Running Sci-Fantasy Campaign where Magic is rare and the PC's can acquire it by means of multiclassing, if they want. Firstly, Rico, Kree, or Troy, if you are reading, don't!
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