Zur Not setze ich den von mir geschätzten Rules Lawyer und Teilzeit-Munchkin meiner Gruppe hier drauf an.
Teilzeit-Munchkin meldet sich zum Dienst
Hier ist eine Liste von Background Fähigkeiten die ich mir überlegt habe (werde die Liste später noch weiter ergänzen):
Offensiv:Nerve Strike: When you make a weapon attack against a creature, you can attempt to slow the target. The target must make a Wisdom saving throw [DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)]. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can take either an action or a bonus action on its turn, not both. This effect lasts until the end of your next turn. [1/SR]
Armor Breaker: When you hit a creature that is wearing armor or a shield with a weapon attack, you can sunder a part of the targets armor. The creature has -1 AC until it spends an action to don the part of armor that you sundered again. [1/SR]
Spot Weakness: You can use your action to study the weaknesses of a creature. Your next weapon attack against the creature has advantage, is a critical hit if it hits and deals extra damage equal to 5 times your proficiency bonus. [1/SR]
Skillful Marksman: Your natural talent in archery allows you to always hit your targets were it hurts the most. You gain a +1 bonus to damage rolls with ranged weapon attacks. You can deal this extra damage only once per turn. [Permanent]
Arcane Eruption: When you deal damage with a spell of 5th level or lower that targets only one creature, you can cause the spell to erupt and cause half of the damage to everything within 5 feet of the creature as well. [1/SR]
Essence Surge: When you deal damage with a spell, you can add your spellcasting ability modifier to the damage roll of the spell. [1/SR]
Defensiv:Juggernaut: Bludgeoning, piercing, and slashing damage that you take from non magical attacks is reduced by half your proficiency bonus (rounded down). [Permanent]
Warrior's Blood: At the start of each of your turns, you regain hit point equal to half your proficiency bonus (rounded down) if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. [Permanent]
Selfless Hero: When one of your allies within 5 feet of you would be hit by an attack, you can spend your reaction to throw yourself in front of your ally and become the target of the attack instead. You can reduce the damage by an amount equal to twice your proficiency bonus. [1/SR]
Mind Barrier: When you take damage, you can use your reaction to create a magical barrier around yourself that absorbs damage equal to your proficiency bonus + your spellcasting ability modifier. [1/SR]
Sonstige:Combat Readiness: You can add your proficiency bonus to initiative rolls and it only takes you half the amount of time required to don your armor and you can draw or sheathe a weapon and a shield or two weapons at the same time as an object interaction. [Permanent]
Unnatural Calm: You can use a spell slot that is 2 levels higher than the spell that you are casting in order to remove the concentration requirement from the spell. This only works on concentration spells that last 1 minute or less. [1/SR]
Herbalist: When inside a forest or jungle, you can spend 1 hour gathering special herbs with healing and stimulatory qualities. Using these herbs, you can brew herbal tea for up to 4 humanoid creatures that has the following effect on consumption: Cure one poison effect, remove one level of exhaustion and heal 1d6 hit points for every two character levels (rounded up). You can also save the herbs for later use instead but can only carry herbs for one pot of tea. [1/LR]
Clear Mind: You can add half your proficiency bonus (rounded down) to saving throws against being charmed or confused. [Permanent]
Edit: Habe
Selfless Hero noch einmal etwas stärker gemacht, da es etwas situationsbedingt von den Einsatzmöglichkeiten ist.
Number crunching Ergebnisse:Ignore Pain ist im Vergleich zu den bisherigen anderen Fähigkeiten viel zu stark. Ich würde vorschlagen die temporären HP von 3*proficiency auf 2 *proficiency zu senken und nicht mit Level 10 noch weiter ansteigen zu lassen.
Gentle Touch skaliert im Vergleich zu anderen Fähigkeiten wie z.B.
Ignore Pain aktuell nicht mit der Stufe des Chars. Würde daher vorschlagen den Healwert auf 1d4 + proficiency bonus zu ändern und die Ability auch auf [1/SR] zu begrenzen.
Dread Strike ist momentan weitaus stärker als ähnliche Fähigkeiten, da der frightened Effekt eine ganze Runde anhält anstatt nur einen Angriff lang (wie z.B. bei
Dirty Tricks). Daher würde ich vorschlagen, dass das Ziel einen Wisdom save gegen DC 8 + proficiency bonus + Strength oder Dexterity modifier machen kann.
Elemental Fortitude macht momentan fast dasselbe wie der Grad 1 Spell "Absorb Elements". Daher würde ich vorschlagen, den Effekt stattdessen zu ändern auf "You can use your reaction to take less damage from acid, cold, fire, lightning and thunder damage equal to two times your proficiency bonus until the start of your next turn. [1/SR]". So wäre die Fähigkeit etwas von dem Grad1 Spell differenziert. Habe außerdem acid zu den Schadenstypen hinzugefügt damit alle Elemente vertreten sind (so sind nun alle Elemente vertreten die auch bei dem ähnlichen Grad1 Spell vertreten sind).