Showing posts with label B/X-5. Show all posts
Showing posts with label B/X-5. Show all posts

Sunday, February 25, 2024

B/X-5 Revisited - Redesigning 5e classes for a low power game

Hey there D&D community,

If you've tuned in to the blog over the last 10 years, you might know I've been working on a redesign of D&D 5th Edition classes to make something a little bit more like old school D&D. 

So, as my ZineQuest Kickstarter (only $3!), I've resumed this effort and am working on Warrior, Priest, Mage, and Rogue classes as well as 3 ancestry specific classes -- the Dwarf Earthshaper, Elf Warden and the Halfling Ferret. 

I thought I may find a happy medium between the very simple design of Basic/Expert D&D and today's 5th Edition bells and whistles. I talk a little bit more about the design goal in the video,, but please check out the Kickstarter here



Thursday, August 1, 2019

B/X-5 Design Log: Dwarf

Dwarf miner
In creating B/X-5, a 5th Edition homage to early D&D, I've tried to engender the spirit of the early Basic box sets while not being a "retro-clone". As such, I've tried to model Race-as-Class in such a way that also incorporates D&D 5th Edition class design. My updated idea of the Dwarf as a 5th Edition class combines some elemental magic with a touch of divine warrior, so it's a bit of a divergence from a B/X Dwarf. Significant play test will be required to test the power curve on this class.

You can also check out the work-in-progress B/X-5 rules as well as the my design log for the Elf class.

Dwarf


Ability Scores. +2 to either STR or CON. +1 to one other ability score.
Speed. Your base walking speed is 25 feet.
Dungeoneer. You gain Advantage on Investigation or Perception rolls related to earthworks, stonework, or clockwork mechanisms, especially as related to traps, secret doors, concealed doors, sliding walls, slanting passages, etc.
Low Light Vision. You can see in dim light within 90 feet of you as if it were normal light. In non-magical darkness, you can only see the outlines/silhouettes of creatures or objects within 30’.
Languages. You can speak, read, and write Common and Dwarf.

Class Traits - Earthshaper

Hit Dice. 1d8 per level
Hit Points at 1st Level. 8 + your Constitution modifier
Armor. All armor, shields.
Weapons. Simple weapons, martial weapons.
Spell Casting. Your spell casting bonus is based upon your Wisdom ability bonus.
Saving Throws. Wisdom, Constitution
Skills. Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
Spell Slots per Spell Level
Level
Bonus
Features
1st
2nd
3rd
1st
+2
Combat Specialization, Light Cantrip
̶
̶
̶
2nd
+2
Spellcasting, Warding Flare
2
̶
̶
3rd
+2
Elemental Spells, Stoning Smite
3
̶
̶
4th
+2
Ability Score +2, Specialization Talent
3
̶
̶
5th
+3
Extra Attack
4
2
̶
6th
+3
Elemental Spells, Improved Flare
4
2
̶
7th
+3
Soul of Stone
4
3
̶
8th
+3
Ability Score +2, Specialization Talent
4
3
̶
9th
+4
Elemental Spells
4
3
2
10th
+4
Skin of Stone
4
3
2
11th
+4
Improved Stoning Smite
4
3
3
12th
+4
Ability Score +2, Specialization Talent
4
3
3
** Specialization Talents are like mini-feats, giving a small bump to a PC's melee, ranged, or spell abilities. They are less powerful than 5th Edition Feats, so B/X-5 classes get the full ability score bump in additional to a Talent.


Combat Specialization 
At 1st level, Dwarfs may select one melee combat specialization: Defender, Duelist, Great Weapon Fighter, Protector, or Two Weapon Fighter.

Light Cantrip
Also at first level, you are able to cast the Light cantrip as an action twice without expending a spell slot. This feature recharges after a short rest or long rest. 

Spellcasting Ability
Wisdom is your spellcasting ability for your Dwarf spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Dwarfs spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

You prepare the list of spells that are available for you to cast, choosing from the Dwarf spell list. When you do so, choose a number of Dwarf spells equal to your Wisdom modifier + half your level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

Warding Flare
At 2nd level, you can interpose a spark of light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Elemental Domain Spells
Your connection to the elements of earth and fire grant you certain spells.  that do not need to be prepared. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
3rd
Purify Food and Drink, Searing Smite
6th
Heat Metal, Magic Weapon
9th
Elemental Weapon, Meld Into Stone
12th
Stone Shape

Stoning Smite
Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s normal damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. 

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Soul of Stone
Starting at 7th level, your connection to earth and fire grant you the following features:
• You gain resistance to fire damage.
• While wearing heavy armor, you gain a +1 bonus to AC.

Skin of Stone
At 10th level, you can channel elemental energy to make your skin as hard as stone. As a bonus action, this feature grants the Dwarf has resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute. This feature recharges after a short or long rest.

Improved Stoning Smite
By 11th level, you are so suffused with elemental might that all your melee weapon strikes carry elemental power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 force damage.


Dwarf Spell List (subject to massive change)
1st Level
2nd Level
3rd Level
Alarm
Burning Hands
Compelled Duel
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Heroism
Protection from Evil 
Purify Food and Drink
Searing Smite
Shield of Faith
Thunderous Smite
Wrathful Smite
Aid
Branding Smite
Blindness/Deafness
Continual Flame
Darkness
Lesser Restoration
Locate Object
Magic Weapon
Protection from Poison
Shatter
Silence
Spider Climb
Warding Bond
Zone of Truth
Aura of Vitality
Beacon of Hope
Blinding Smite
Create Food and Water
Crusader’s Mantle
Daylight
Dispel Magic
Elemental Weapon
Magic Circle
Meld into Stone
Protection from Energy
Spirit Guardians
Water Walk

Please let me know if you have any suggestions or feedback in the comments. Thanks!

Monday, April 1, 2019

B/X-5 Design Log: Revised Elf

In creating B/X-5, a 5th Edition  homage to early D&D, I've tried to stay close to the spirit of the early Basic box sets. As such, I've tried to model Race-as-Class in such a way that would make sense within the bounds of D&D 5th Edition, giving them a familiar flavor of B/X while making them mechanically similar to a 5th Edition class. You can read more about B/X-5 here. Without further ado, the Elf. (No, this is not an April Fool's joke).


Source: Wizards of the Coast
Elves are human-like fey whose origins are wrapped in myth and legends. Elves have a strong magical tie to Feydheim, a plane of existence where nature and magic exist in a chaotic union. Because of this, they live in close harmony with nature -- their cities and dwellings often interwoven with their natural surroundings rather than carved from them. This Fey ancestry also extends their lives well past most other mortal humanoids.

Elves have a reputation for being haughty, aloof, or reclusive, but that is largely due to a misunderstanding their culture. Due to their extended lifespan, they harbor a perspective much different than most other sentient beings. Most other creatures live and die at a frenetic pace as compared to Elves, and as such, they are ambivalent in becoming emotionally involved with those who pass quickly from the world.

Elves also do not comprehend the tendency toward specialization by other humanoids. Due to their long lives, Elves have time to pursue the martial and arcane arts at leisure. To only use magic, or to only brandish a sword in combat is a concept alien to an Elf. To them, it is akin to going into battle with one hand tied. They wield swords, bows, and magic in equal measure. As such, there is no such thing as an "Elven Fighter" or "Elven Wizard"... They are just Elves, utilizing their martial and arcane arts together.

Elves do not worship individual gods as much as they venerate the pantheon of Elvish deities. The gods of Elves, whether good or evil, all represent aspects of the Elvish existence. Even "good" Elves will pay homage to the "evil" Elven gods, depending upon the needs of the individual or the customs of a particular religious ceremony. Elvish morality and ethics are a bit more complex than what one might witness or understand as an outsider.

Elf 


Genus Traits
Ability Scores. +2 to either Wisdom or Dexterity. +1 to one other ability score.
Speed. Your base walking speed is 30 feet.
Fey Ancestry. You have advantage on saving throws against being charmed or paralyzed, and magic cannot put you to sleep.
Innate Detection. You gain Advantage on Investigation or Perception rolls related to finding secret or concealed doors.
Low Light Vision. You can see in dim light within 60 feet of you as if it were normal light. In non-magical darkness, you can see the outlines or silhouettes of creatures and objects within 20’.
Natural Stealth. You gain advantage on Stealth checks in outdoor or similar natural environments.
Languages. You can speak, read, and write Common and Elvish.

Class Traits
Hit Dice. 1d8 per level
Armor. Light or Medium non-metal armors, or Elven Chain. Wooden shields.
Weapons. Simple weapons, martial weapons.
Spell Casting. Your spell casting bonus is based upon your Wisdom ability bonus.
Cantrip Recovery. During a short rest, recover 0th level slots equal to ½ your level (rounded up).
Combat Specialization. At 1st level, Elves may select one combat specialization: Archer, Duelist, or Two-Weapon Fighter.
Saving Throws. Wisdom, Charisma


Level
Bonus
Features
Cantrips
Known
Spells
Known
0th*
1st
2nd
3rd
1st
+2
Combat Specialization, Cantrips
2
̶
3
̶
̶
̶
2nd
+2
Spellcasting, Cantrip Recovery
2
2
3
2
̶
̶
3rd
+2
Natural Explorer
3
3
3
3
̶
̶
4th
+2
Ability Score +2, Specialization Talent**
3
3
4
3
̶
̶
5th
+3
Primeval Awareness
3
4
4
4
2
̶
6th
+3
Extra Attack
3
4
4
4
2
̶
7th
+3
Natural Explorer
4
5
5
4
3
̶
8th
+3
Ability Score +2, Specialization Talent**
4
5
5
4
3
̶
9th
+4
Land's Stride
4
6
5
4
3
2
10th
+4
Natural Explorer
4
6
6
4
3
2
11th
+4
Hide in Plain Sight
5
7
6
4
3
3
12th
+4
Ability Score +2, Specialization Talent**
5
7
6
4
3
3

** Specialization Talents are like mini-feats, giving a small bump to a PC's melee, ranged, or spell abilities. They are less powerful than 5th Edition Feats, so B/X-5 classes get the full ability score bump in additional to the Talent.


Elf Spell List

Cantrips
1st Level
2nd Level
3rd Level
Arcane Flame Blade
Dancing Lights
Light
Lightning Lash
Mending
Produce Flame
Ray of Frost
Resistance
Shillelagh
Sweeping Blades
Befriend Animal
Charm Person
Cure Wounds
Create or Destroy Water
Detect Magic
Detect Poison/Disease
Ensnaring Strike
Entangle
Faerie Fire
Fog Cloud
Hail of Arrows
Hunter’s Quarry
Jump
Purify Food and Drink
Speak with Animals
Animal Messenger
Barkskin
Darkvision
Enhance Ability
Flame Blade
Gust of Wind
Heat Metal
Lesser Restoration
Locate Animals/Plants
Magic Weapon
Moonbeam
Pass without Trace
Protection from Poison
Spider Climb
Spike Growth
Call Lightning
Conjure Animals
Daylight
Dispel Magic
Nondetection
Plant Growth
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall

For more about B/X-5, such as my variants on Combat Specialization, Healing, and old school resource management, view my B/X-5 work-in-progress document here.


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