Author Topic: Universal/Generic 5e Character Class  (Read 908 times)

Offline phaedrusxy

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Universal/Generic 5e Character Class
« on: January 12, 2024, 09:45:37 AM »
I'm working on writing a sourcebook set in an Asian-style world where muscle wizards and monks who can fly and shoot fireballs should totally be a thing. I'm also not happy with how the core multiclassing system works. So I spent an inordinate amount of time to come up with this, which I'm sure can be broken to hell and used to create the 5e Pun-Pun, which is why I'm asking you, Gentle Reader, to help me find all the horrible/bad/overpowered things that can be done with it. Excuse the bad/missing formatting. I'll clean it up as I have time. I tried using ChatGPT to fix the formatting, but it's being a lazy pain in the ass right now.


Why make this class?
The multiclassing rules in standard D&D leave much to be desired. In Chinese mythology and stories, it's common for a "mundane" character (like a monk,  fighter or barbarian in D&D terms) to have powerful magical abilities. This class facilitates such characters and offers balance at higher levels.

How to use this class?
Characters taking this class should be barred from multiclassing with standard D&D classes. This class is designed to emulate and balance them. Full spellcasters might prefer standard classes, but those wanting to mix abilities will find this class suitable.

Class Abilities
All characters using this class start with the following but can purchase more with Build Points.

Hit dice: d6 (improvable by taking Tough)
Saving throws: Choose two for proficiency
Proficiencies: Simple weapons only, no armor or shields
Skills: Choose three for proficiency
Languages: Up to three, including a secret language if applicable
Background: Choose one standard D&D background (a second can be purchased)
Character Traits (See below): As many as you want, but you can only get at most 2 extra build points from taking them.
Ability Score Improvement: When you reach 4th character level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You may purchase a feat instead of increasing ability scores.

Build Points
Build Points are used to purchase Class Abilities and Feats. The costs for most of these are listed with their descriptions (1 if not specified). Some class abilities are tiered, and will require spending more build points to access more advanced features. Some tiered class abilities will additionally be limited by level. You cannot take any of these Class Abilities more than once unless they specify otherwise in their description.

Each character starts with 3 build points, and gains 1 more at each level. A character may gain extra build points by taking a character trait (listed below, but DMs feel free to make up your own). For each trait taken, you gain 1 more build point. No more than 2 bonus build points may be purchased in this way for any character.


Character Traits
Roleplaying Character Traits should be encouraged via awarding Inspiration points. DMs are encouraged to frequently add scenarios to allow players to roleplay their character traits, and to make up their own traits.

Righteousness (Yi): Inspired by the noble actions of heroes in myths. Characters with this virtue always strive to do the right thing, even if it's not the easiest path. If they break this oath, they will take disadvantage on all ability checks until they have had time to contemplate their actions (1 long rest).

Wisdom (Zhi): Characters with this virtue always aim to be cool headed and choose a moderate course rather than an extreme one. A character with this virtue cannot choose the Overly Curious or Dauntless traits.
Loyalty (Zhong): Characters are extremely loyal to their comrades or cause, and may never abandon them. If they break this oath, they will take disadvantage on all ability checks until they have had time to contemplate their actions (1 long rest).

Humility (Qian): Inspired by legendary figures who achieve greatness through modesty and humility, characters who strive for this virtue may never brag about themselves, complain about harsh circumstances, or try to obtain more than their fair share. If they break this oath, they will take disadvantage on all ability checks until they have had time to contemplate their actions (1 long rest).
Honesty (Chéngshí): A character who strives for this virtue may never willingly lie (but they may not offer everything they know, and can refuse to answer). If they break this oath, they will take disadvantage on all ability checks until they have had time to contemplate their actions (1 long rest).

Dauntless: You never back down from a challenge. You may not retreat from a fight, or back down from a direct challenge to you (unless it would lead to certain death or dishonor). If you back down from a challenge, you are disheartened and take disadvantage on all ability and skill checks until you’ve had time to rest and reconsider your actions (1 long rest). 

Stinky: This flaw makes the character naturally smelly, hindering social interactions and giving disadvantage on Persuasion (charism) checks with civilized races.

Delicious: Monsters find this character irresistibly tasty and may target them preferentially in combat.

Loudmouth: The character is incapable of whispering and tends to blurt out things without thinking, possibly alerting enemies or spoiling plans. They take disadvantage on stealth checks that require them to be quiet for more than 1 round.

Chronic Snorer: During rest periods, the character's loud snoring could attract unwanted attention or creatures, and may interfere with their companions’ ability to benefit from a Long Rest. Roll 1d10 each time the party takes a long rest, and on a 1 any companions who are sleeping within 20 feet do not get the benefit of a long rest. (This does not affect creatures with the deafened condition, including if they plug their ears, but such creatures are automatically surprised if the party is ambushed while they are asleep).

Overly Curious: Much like Sun Wukong's insatiable curiosity in "Journey to the West," this character must investigate anything even slightly unusual, potentially leading to danger or delays.

Gluttony (Zhu Bajie Inspired): A character with an insatiable appetite, leading to potential food-related distractions or resource depletion. Any time food is presented, the character must consume at least twice as much as a typical character (so they need double rations for the day, etc). They will not ignore obvious dangers to pursue this, but may be lured into traps and have disadvantage to perceive such threats any time a tasty treat is visible.

Gullible: This character always wants to believe in the best in people, and finds it hard to believe that others might have malicious intent. They have disadvantage on Insight checks to determine if others are lying.


Class Abilities (purchasable with Build Points)
Feats: D&D 5e feats may be purchased for 1 build point. You can also choose a feat instead of an Ability Score Increase, as per the standard D&D rules.

Archetype: Choose the abilities of one Archetype for any class (sorcerous origin, wizard tradition, (Patron + Pact Boon), monastic tradition, etc). You gain all of the abilities at the appropriate levels for a standard single-classed D&D character with this archetype. You may only choose one Archetype per character. If you do not have some of the abilities that are improved by an Archetype, you gain no benefit for those Archetype abilities until you spend an additional build point to acquire them.

Some archetypes likely would not work well with this system, such as the Arcane Trickster or others that add spellcasting onto a class that otherwise does not get it, and thus should be disallowed. Any specific abilities from disallowed archetypes should be allowed to be purchased using Build Points, if the player desires. However going through all of the available archetypes and assigning costs for their abilities is beyond the scope of this work. Talk to your DM to work out the costs using what’s listed here as an example.

Skilled: Pick three skills or tools. The character becomes proficient in them. This may be taken more than once. Build points spent beyond the first on skills may be used to grant knowledge of up to three new skills, or grant expertise of up to three skills the character is already proficient in (or any combination thereof).

Martial Weapon Proficiency
Benefits: You are proficient with all martial weapons.

Basic Armor Training: You gain proficiency with light and medium armor, and shields.

Reliable Talent: For any skills you have Expertise in, you may never count as having rolled lower than a 10 (unless you have disadvantage).

Indomitable: Choose one ability score for which you are proficient with the associated saving throw. If you fail a saving throw or ability/skill check for that ability score, you may reroll. You may use this once per short rest.

Cunning Action: Your quick thinking and agility allows you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion: You must be proficient in Dexterity saving throws to take this ability. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Sneak Attack: As the rogue ability. Each point spent gives +1d6, with a maximum of no more extra dice than ½ character level rounded up.

Spellcasting: The first time you take this, you gain two cantrips and the ability to cast one 1st level spell. Each further point spent on the Spellcasting class ability will increase the maximum level of spells which can be cast by 1, as well as granting one more spell known, and another cantrip for every two points spent. Every time the character gains a level, they may replace as many spell formulae and cantrips known as they want.

Spellcasting in this system is based on spell points, with spells costing a number of spell points to cast equal to their level (this replaces the sorcery point system under the sorcerer class). However, the character may never cast the maximum level spell available to them more than three times per short rest.

The amount of spell points gained from this ability is equal to the number of times it has been taken squared. All spell points are reset with a long rest. This ability cannot be taken more times than ½ of your character level (rounded up) to a maximum of 9 times.

You may choose any ability score you want to determine your saving throws and spell attacks. Yes, this means you can make that Muscle Wizard you’ve always dreamed of.

Extra Spell Points:
Prerequisite: Spellcasting
Benefits: You gain 2 more spell points the first time you take this, and the amount you gain increases by 2 for every time you take it (2, 4, 6, 8). You may not take this more times than your character level, up to a maximum of 4 times.

Metamagic:
Prerequisite: Spellcasting
Benefits: For each build point you spend, you can learn one Metamagic (as listed in the Sorcerer core class). For the purposes of using these abilities, Spell Points count as Sorcery Points.

Spell Knowledge: A character with the Spellcasting ability may take this ability to learn two new spell formulae of any level they can cast from the Spellcasting ability. This may be taken as often as wanted.

Channel Divinity: The character gains the ability to Turn Undead 1x per short or long rest, of a cleric equal to their character level, as described in the Cleric core class. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. As you gain levels, you will also gain the ability to Destroy Undead of certain CR, as a cleric of your character level.

Divine Domain
Prerequisite: Channel Divinity and Spellcasting
Benefits: You gain the benefits of a cleric domain.

Scholarly Caster: This ability costs two build points. A spellcaster with this ability keeps a book or other item that contains all of the spell knowledge (formulas/formulae) that they have gained throughout their lives by studying ancient tomes, scrolls, divine inspiration and/or sharing information with other scholars or supernatural beings.
A character with this ability who has access to their spellbook may change all prepared (known) spell formulae after a long rest, or one prepared formulae by spending 1 minute per spell level. If their spellbook is lost or destroyed, they may recreate it by spending one full day per point they have spent on the Spellcasting class ability in study.

A character with this ability may also cast any ritual spell even if they do not have that spell prepared/learned currently.

Font of Magic: This ability costs 2 build points. A spellcaster who takes this Class Ability regains a number of spell points equal to the number of times they have taken the Spellcaster class ability each time they take a short rest.

Eldritch Invocations:
Prerequisite: Spellcasting
Benefits: They gain an Eldritch Invocation of their choice from the Warlock class abilities. The Learned Scholar class ability above counts as Pact of the Tome for prerequisites.

Wildshape: Spending 1 point will let you gain the ability to change into a small or tiny creature of the beast type of your choice once per short rest. You must choose the specific form at the time of picking this ability, but can change your choice each time you gain a level. These forms may not have a CR greater than 1/4th or 1/4th of your level, whichever is greater.

Spending a second point on this gives you the ability to Wildshape as a druid of your level. Spending a 3rd point grants you the Wildshape ability of a Circle of the Moon druid of your level (excluding elemental shapes). Spending a 4th point grants you the elemental shapes available to a Circle of the Moon druid of your level.

Armor Proficiency: You are proficient with all armor and shields.

Powerful Music: You gain proficiency with three musical instruments (or performance types, such as singing) and the Bardic Inspiration and Song of Rest abilities equal to a bard of your level.
If you spend a second point on this, you gain the Cutting Words ability of a College of Lore bard.

Fighting Style: You adopt a particular style of fighting as your specialty. Choose one of the options listed in the Fighter class. You can't take a Fighting Style option more than once.

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature you must finish a short or long rest before you can use it again.

Action Surge: You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. This may not be used to cast a second spell in a round, but can be used to activate magic items that may produce the effects of spells.

Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + one ability score modifier (your choice, this cannot be changed once chosen).

Martial Arts
Cost: 1 Build Point
Benefit: Gain the ability to use Dexterity instead of Strength for attack and damage rolls with unarmed strikes and weapons. Unarmed strikes can use a d4 for damage. Gain the ability to make one unarmed strike as a bonus action.

Ki
Cost: 1 Build Point
Benefit: Gain a Ki pool equal to your character level. You can spend these points to fuel various Ki features such as Flurry of Blows, Patient Defense, and Step of the Wind (which you can take for free). Recover Ki points after a short or long rest.
Choose one ability score (traditionally Wisdom) to determine any saving throw DCs or attack bonuses associated with abilities fueled by your Ki.

Step of the Wind (Ki prerequisite)
Cost: 0 Build Point
Benefit: Spend 1 Ki point to take the Disengage or Dash action as a bonus action, and your jump distance is doubled for the turn.

Flurry of Blows (Ki prerequisite)
Cost: 1 Build Point
Benefit: After taking the Attack action on your turn, you can spend 1 Ki point to make two unarmed strikes as a bonus action.

Patient Defense (Ki prerequisite)
Cost: 1 Build Point
Benefit: Spend 1 Ki point to take the Dodge action as a bonus action on your turn.

Deflect Missiles
Cost: 1 Build Point
Benefit: Use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack, reducing the damage by 1d10 + your Dexterity modifier + your character level.

Slow Fall
Cost: 1 Build Point
Benefit: Use your reaction to reduce any falling damage you take by an amount equal to five times your character level.

Stunning Strike (Ki prerequisite)
Cost: 1 Build Point
Benefit: Spend 1 Ki point to attempt to stun a creature you hit with a melee weapon attack.

Ki-Empowered Strikes (Ki prerequisite)
Cost: 1 Build Point
Benefit: Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Stillness of Mind
Cost: 1 Build Point
Benefit: Use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body
Cost: 1 Build Point
Benefit: Gain immunity to disease and poison.

Diamond Soul (Ki prerequisite)
Cost: 3 Build Points
Benefit: Gain proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Ki point to reroll it and take the second result.

Quivering Palm (Ki prerequisite)
Cost: 3 Build Points
Benefit: Spend 3 Ki points to set up lethal vibrations in a creature's body. On a subsequent turn, you can use your action to trigger these vibrations, which can render the creature unconscious or even kill it.

Empty Body (Ki prerequisite)
Cost: 2 Build Points
Benefit: Spend 4 Ki points to become invisible for 1 minute, during which time you also have resistance to all damage but force damage.

Perfect Self (Ki prerequisite)
Cost: 3 Build Points
Benefit: When you roll for initiative and have no Ki points remaining, you regain 4 Ki points.

Danger Sense
Prerequisite: Proficient in Dexterity saving throws
Benefits: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Rage: You can Rage as a 1st level barbarian. If you take this a second time, you count as a barbarian of your character level when determining rage damage and number of uses per day.

Extra Rage: You count as a barbarian of your character level when determining rage uses per long rest.

Relentless Rage: Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage: Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might:
Requirement: To take this, you must be proficient in Strength saving throws.
Benefit: if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Extra Attack: You gain a second attack. You cannot take this prior to 5th level. You cannot permanently gain a third attack on an action through any other feats, class abilities, or archetypes (barring spells like Haste, etc, that can temporarily grant extra attacks).

Reckless Attack: Grants the Reckless Attack ability, allowing the character to make attacks with advantage at the cost of granting advantage to attackers against them until their next turn.

Fast Movement: Increases speed by 10 feet while not wearing heavy armor. This may be taken up to 3 times.

Quick Reflexes: You gain advantage on initiative rolls and the ability to act normally on the first turn of combat if surprised.

Brutal Critical: Add one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. You may take this up to three times.

Improved Critical: You score critical hits on either a 19 or 20 on the die roll. This does not stack with other abilities that can expand the range of critical hits, but can be taken with Brutal Critical.

Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. You also heal these extra hit points whenever you spend hit dice on a short rest. This feat may be taken up to 4 times.

Lay on Hands: As listed in the Paladin class.

Divine Smite (requires Spellcaster): When you hit a creature with a melee weapon attack, you can expend one spell point to deal 2d8 radiant damage to the target, in addition to the weapon’s damage. If you choose to expend additional spell points on this attack, each adds another 1d8, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Improved Divine Smite
Prerequisites: Divine Smite and at least level 9
Benefit: Add +1d8 radiant damage to all of your melee weapon attacks, and this stacks with your Divine Smite ability.

Aura of Protection: As listed in the Paladin class, except you may choose to apply the bonus from Wisdom or Intelligence instead.

Courageous: You can’t be frightened while you are conscious. If you take this a second time, it applies to all friendly creatures within 30 feet of you as well.

Cleansing Touch: As listed in the Paladin class, but uses may be linked to Wisdom or Intelligence instead, if desired.

Skilled Hunter: Gain the Favored Enemy, Land’s Stride, and Natural Explorer abilities, as they are listed in the Ranger class. This ability may be taken more than once. Choose new Favored Enemies and Terrain each time this ability is chosen.
Additionally, if you have taken this ability at least twice, you gain the benefits of the Hide in Plain Sight ability listed in the Ranger Class.
If you have taken this at least three times, you gain the benefits of the Vanish ability listed in the Ranger Class.
If you have taken this at least four times, you gain the benefits of a Freedom of Movement spell at all times.

Blind Fighting: You have trained extensively to fight without your sight, and to rely on other senses. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it, nor does it get advantage on attack rolls against you. You are also automatically aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't deafened.

Sense the Supernatural: You have a sixth sense when it comes to creatures that are divine or unnatural. As an action, you may open your senses for 1 minute. During this time, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. You may also detect cursed or sacred locations within this range. This feature doesn’t reveal the location or number of creatures or locations, unless they are within 60 feet, but it does give the direction(s) they are in.
If such creatures are within sixty feet, you know the exact location as well as type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You may use this once per short rest. If you wish to use it more often than this and have the ability to cast spells, you may expend a spell slot for additional uses and these last 1 minute per level of the spell slot expended.
« Last Edit: January 13, 2024, 09:05:19 PM by phaedrusxy »
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Offline phaedrusxy

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Re: Universal/Generic 5e Character Class
« Reply #1 on: January 12, 2024, 09:46:26 AM »
Example characters built using the Universal Character Class. I've tweaked the costs of things a lot since making some of these. So there may be errors.

Core Sorcerer (24 pts)
To gain the full abilities of a 20th level sorcerer, you'd need to take Spellcasting 9 times to reach 9th level spells. However, that would still only leave you with three spells known. So you'd need to take Spell Knowledge 6 times to get the same number of spells known as a base sorcerer. You'd then spend 1 more on an archetype. Since spell points equal sorcery points under the old system, you'd then need to spend 4 points to get the same number of sorcery points and 4 more points to get four metamagic abilities.

This would be fairly close to a sorcerer with the exception of its spell slots which are radically different because this is using a Spell Point system. However, if you calculate the sum of the spell slot levels (i.e. spell points) of a standard 20th level sorcerer, it comes out to 89 plus 20 from sorcery points, for a total of 109. The universal sorcerer character described above would have 101 spell points, which is slightly less, however they would have more flexibility in how they cast them, the ability to cast more high level spells, and they could choose spells known from any class list. So overall I’d say at level 20 this is slightly more powerful.

To reproduce the core sorcerer at level 5, we spend 3 points on Spellcasting, 1 point on an archetype, 1 on metamagic, and 3 on Extra Spell Points. This gives us a total of 21 spell points which exactly equals the core sorcerer’s 21.
We spend our last point on Spell Knowledge, bringing us up to a total of 5 spells known compared to the core sorcerer’s six. So we have one less spell known, but more flexibility. I’d call them equal at level 5.

Core Barbarian (20 pts)
Take Tough 3 times to approximate d12 hit dice (3 pts), Rage x2 (2 pts), and Extra, Relentless, and Persistent Rage (3 pts) gives us all the rage related abilities. Pick an archetype (1 pt), and take Basic Armor Proficiency (1) and Martial Weapon Proficiency (1), as well as unarmored defense (3 pts). Add Reckless Attack and Extra Attack (2 pts). Danger Sense cannot be exactly reproduced, but if you chose Dexterity as a save to be proficient in (either starting out, or through a feat), you could then take Indomitable for that for (1 point) and get advantage on all Dex saves (not only those for which you can see the threat). I renamed Feral Instinct to Quick Reflexes, and so we take that (1 pt). We then add Brutal Critical x3 (3 pt) and Indomitable Might (1 pt). We can’t get the capstone of Primal Champion, but then again this system was really made to replace multiclassing not single classed characters.

Core Rogue (21 pts)
Sneak attack 10x (10 pts), Tough (1), Basic Armor Proficiency  (1), Cunning Action (1), Archetype (1), Expertise and Skilled (2 pts), Uncanny Dodge and Evasion (2 pts), Reliable Talent (1 pt), Blight Fighting (replaces Bindsense)(1 pt), Slippery Mind can be emulated via Indomitable (1 pt). The proficiencies don’t exactly match (gain med armor & shields, lose a couple weapons), and we miss out on Elusive and Stroke of Luck, but it’s pretty close.

Core Cleric (24 pts)
Spellcasting 9
Armor 1
Archetype 1
Scholarly Caster 2
Domain 1
Channel Divinity 1
Spell Knowledge 8 (+16 spells known)
Tough 1

This does not get Divine Intervention or the Improved version, but those seem like DM fiat abilities, anyway. It gains proficiency in heavy armor. A cleric 20, assuming Wisdom 20, would be able to prepare 25 spells. This reproduction can also prepare 25. Our Universal Cleric only has 81 spell points, compared to 89 for the core cleric, but they can cast many more high level spells.

Core Wizard (23 pts)
Spellcasting 9
Archetype 1
Scholarly Caster 2
Spell Knowledge 8 (+16 spells known)
Extra Spell Points (3x, for a total of 12 spell points to approximate Arcane Recovery which gives 10)

A wizard 20, assuming Int 20, would be able to prepare 25 spells. This character can also prepare 25 spells, but it loses Spell Mastery and Signature Spells. Our Universal Wizard only has 81 spell points, compared to 99 for the core wizard (including Arcane Recovery), but ours can cast many more high level spells.

Core Druid (24 pts)
Spellcasting 9
Archetype 1
Scholarly Caster 2
Spell Knowledge 8 (+16 spells known)
Wild Shape (3 pts)
Tough 1

A druid 20, assuming Wisdom 20, would be able to prepare 25 spells. This can also prepare 25. Loses Timeless Body, Beast Spells and Archdruid. 81 vs 89 spell points.

Core Paladin (31 pts)
Basic Armor, Heavy Armor (feat) + Martial Weapons 3
Tough 2x
Fighting Style 1
Spellcasting 5
Sense the Supernatural (Divine Sense) 1
Lay on Hands 1
Divine Smite (and Improved) 2
Divine Health 1
Archetype 1
Extra Attack 1
Aura of Protection 1
Courageous (Aura of Courage) 2
Cleansing Touch 1
Extra Spell Points 4x
Extra Spells Known 5x

Core Ranger (25 pts)
Basic Armor & Martial Weapons 2
Tough 2x
Fighting Style 1
Spellcasting 5
Sense the Supernatural (Primal Awareness) 1
Archetype 1
Extra Attack 1
Skilled Hunter 4x (gives Favored Enemy, Natural Explorer, Hide in Plain Sight, Vanish, and Freedom of Movement - which is an improvement over Land’s Stride)
Blind Fighting (Feral Senses) 1
Extra Spell Points 4x
Extra Spells Known 3x

We would need 1 more point than available to recreate a 20th level core ranger!

Core Fighter is actually one that is completely impossible to reproduce because they are the only one that gets more than one extra attack, and I think adding this to a character built with this system would likely be overpowering. They also get extra uses of Action Surge and Indomitable at higher levels, which is not possible with this universal character class.

Likewise, Warlock has such weird mechanics compared to the other classes that it is also impossible to reproduce exactly with this system, and if we tried to accommodate perfectly recreating it, we’d wind up breaking the system in some other way. The Font of Power feat emulates the Warlock’s spell slot mechanism, but it would be very weird to use Build Points to buy access to a single spell known at a given level (Mystic Arcanum) when you could instead spend a point on improving your full spellcasting. In some ways it’s like a class that was 10 levels long, and then they decided to change it into a totally different class from levels 11-20.





Now let’s try to break this system… I bet it won’t be that hard. 😀

Smite Cleric (6th level)
Tough 1x
Spellcasting 3
Divine Smite 1
Channel Divinity 1
Domain 1 (choose War for the attack as a bonus action plus armor and weapon proficiencies and +10 to hit as a reaction)
Extra Attack 1
Font of Magic 1

1: Spellcasting, Divine Smite, Channel Divinity, Domain, Tough
2: Font of Magic
3: Spellcasting
4: Sneak Attack (+1d6)
5: Spellcasting
6: Extra Attack

I tried to fit all of this in at level 5, but you have to delay the 3rd Spellcasting point until level 5, and therefore can’t take Extra Attack until level 6. We'd have effectively d8 hit dice, heavy armor and martial weapons for free from the War domain, extra attack, SMITE, and +1d6 Sneak Attack,. A number of times equal to our Wis mod (per LR) we get a 3rd attack as a bonus action from the War domain. As a reaction, we can also add +10 to hit using Channel Divinity. This is on top of full spellcasting. We only know 3 spells (not counting the War domain), but who cares? We’re going to be using those spell points to SMITE SMITE SMITE, and we get 3 free spell points for each SHORT REST!  We don’t need a super high Wisdom, but it will be determining both spell DCs (if we decide to cast anything on anyone else) and our number of bonus action attacks. So we shouldn’t completely ignore it, either.
I don’t think this is broken, but it’s quite powerful. With that +10 to hit as a reaction, we could also consider taking the Great Weapon Master feat instead of Sneak Attack (or swap out our Ability Score Improvement.at 4th). It would likely average a bit higher on damage, and definitely be a more dynamic way to play.

The Glass Cannon (5th level)
Spellcasting x3
Font of Magic
Extra Spell Points x4
Archetype (Evocation wizard)

This character only knows 5 spells (and 4 cantrips), but has 29 spell points (vs core sorcerer’s 21), and can regain 3 with a short rest. He can only cast 3 Fireballs per day, but he won’t hit any friends, and he still has enough firepower to throw out 10 Scorching Rays after that.
To be honest, this kind of sucks.

The Bladesinger (6th level)
Spellcasting x3
Archetype (Bladesinger) 1
Tough 1
Metamagic (Quicken) 1
Extra Spell Points x4

The extra attack from Bladesinger is interesting, in that it lets us substitute a cantrip for an attack. With Quicken Spell, we can further Quicken a Booming Blade every round, basically giving us 3 attacks per round for 2 spell points. Per Jeremy Crawford, we can do this with a Shadow Blade. So that’s 3 attacks doing 2d8+dex for damage each round. We also add our Int mod to AC on top of Light armor (from Bladesinger). So our AC is 12 + Int + Dex (could easily have +3 in each, for 18), and although we only know 3 spells (and 3 cantrips), our third one could be Shield for another +5 AC when needed. We have 29 spell points. So we can run this combo for many rounds of combat.

Although we only have 2 uses of Bladesong, the only thing we lose is the Int bonus to AC. The main thing we want from this archetype is the extra attack with Booming Blade. The light armor and weapon proficiencies are also nice.

A variation on the above is to take Empower instead of Quicken, since the 2d8 is spell damage. This would be much cheaper (since you only need to spend it when you first cast the spell), and free up Spell Points for something else.


Building Sun Wukong

If he was given all the powers and strength from his various portrayals, Sun Wukong would obviously be too powerful to be allowed as a player character. However, you could build something covering a wide variety of what he does using this Universal Character Class. Here’s my shot at it.


Sun Wukong, Muscle Wizard Monk (20th level)(24 pts)
Unarmored Defense (strength) 1
Spellcasting (strength) x9
Archetype (Way of the Open Hand?) 1
Tough 1
Martial Arts 1
Ki (strength) 1
Flurry of Blows 1
Diamond Soul 3
Ki-Empowered Strikes 1
Perfect Self 3
Font of Power 2
Extra Attack 1
Step of the Wind (free with Ki Class Ability)

Spellcasting: he has 81 spell points, 9 refresh with Short Rests, Strength is casting stat
Spells known:
True Polymorph (72 transformations)
Fly
Invisibility
Major Image (there is no balanced way to allow a character to make a bunch of actual copies of themself like he does with his magical hairs he got from Guanyin, but with this they could make an illusion of them)
Teleport
True Seeing
Time Stop
2 more spells known (he does a bunch of other things, so pick one that is most important to your vision of him)

His main ability score is strength, and this system allows you to really focus on that as your main stat, using it for unarmored defense, spellcasting, and even Ki abilities. He can change himself or someone else into another creature, fly, turn invisible, Teleport, cast Time Stop, and create powerful illusions to at least create the appearance of many of the other abilities the character does.
« Last Edit: January 15, 2024, 10:54:07 PM by phaedrusxy »
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.