5e sorcery points short rest12/3/2023 At the end of the short rest, you can distribute these as needed, and they retain their potency until your next long rest. You can only brew one batch of potions, no combinations. You can prepare enough of these potions for a number of creatures equal to 3 + your proficiency bonus in one batch. We are going to let the artificer whip up potions during a short rest, and I’m going to model them after one of my favorite feats, Chef.īrew Potion: At third level, whenever you take a short rest, you can brew a batch of special potions using an Alchemist’s or Brewer’s Supplies. This won’t fix it, but that’s not our goal. The artificer is generally agreed to not be great. Paladin 5/Warlock 5/Sorcerer 5/Wizard 5.Mandating 5 level dips eliminates the “I just want one feature and go right back to my real class” problem. If you have less than 5 levels in any class, your next level must be in that class. You can only multiclass if you’ve taken at least 5 levels of all your other classes. Rule 2: If you are worried about OP 15th level characters, you may consider mandating 5 level dips. I’m not worried about a level 10+ character being OP. Most 5e games take place between 3-8 and folks won’t usually want to delay “being good” until the end of the campaign. This moves the needle for very powerful multiclass builds to come online from level 4 or 5 back to 7 or 8. Your first class has to be taken for 5 levels straight. I would simply implement a 5 level mandate. Rule 1: The first rule is straightforward and easy. Below are two optional rules to help restrict that depending on what you want with your games. Having iconic stuff recharge after a short rest and bringing them online by levels 2-4 means that folks can dip and get everything quickly. These rules make dips and multiclassing very tempting. You can take multiple short rests if you want to spend more. Spending Hit Dice: You can spend one hit die to heal per short rest.Shorter Short Rests: Short rests only require 5 minutes.Divine rituals are renamed Prayers, but otherwise the same. Rituals: The casting time on a ritual is 5 minutes, and they can only be performed during a short rest.Extra Healing: Whenever a character is subjected to magical healing, they can choose to spend a hit die and regain hit points in addition to the magical healing.Goodberry: This spell is no longer available to any class.Bonus Action Potions: Potions are a bonus action.They are also in line with the “If I were doing 5.5e to focus on short rests” mentality the rest were written with. If you play with the whole lot of these, I guarantee your group will be taking short rests all the time. These are general rules that will help your game if you do decide to play with the class changes. I specifically will assume the long rest features still operate as normal, along with any other features I don’t mention. Regardless, I figured I’d at least flesh these out some more. There was some friendly encouragement to write them all up, and a sense of me calling myself out as I thought about how 4 min of effort for a half thought out idea is a lot easier than actual classes. I threw out an offhand framework for how I’d go about it (in 4 minutes of effort, including typing), to show I don’t think it would be all that challenging. It very much seems like the pending revision will eliminate the mechanic, and the question if it’s too challenging to write each class with a short rest mechanic or not came up. In my opinion, short rests are one of the best mechanics in 5e, and it’s a shame the recent trend is to disregard them. During a discussion on the direction of 5e, and what we think will happen long term with a 6e or 5.5 or whatever, the topic of short rests came up.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |