D&D 5e Capstone Abilities | Nerd Immersion
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- Опубликовано: 11 сен 2024
- So this was actually requested after one of my Fixing Sorcerer videos. A Capstone ability is what you get at level 20 in a given class. Some of these abilities are fantastic and feel like they're truly worth the investment of going 20 levels in a single class. Others...not so much. So I first go over all the different capstone abilities and what makes them either great or in need of fixing. Then at the end I go over some possible solutions to fix them.
What do you think? Am I crazy to be discussing abilities you get at level 20, a level barely anyone reaches? Or do you agree with me that some of them are just plain weak in comparison. I think the high level abilities need to be fixed, especially if it would effect the way we can re-balance existing classes. If you have any suggested fixes, let me know in the comments below!
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Capstone Ranger: You gain your Wisdom on Damage rolls against Favored enemies, Temporary Enemies, you can use a bonus action to target a creature, this creature becomes a favored enemy and you gain all the benefits of it being so. Only one creature can be under the effect of this ability at a time, however you can select a new target at any time.
Capstone Sorcerer: You Can select one meta Magic ability, This ability no longer requires SP to use on spells of 5th level or lower.
Capstone Monk: Your Fury of Blows no longer requires Key points to use, Using a key point allows you to gain another bonus action this turn that you can only use on Monk features that require a bonus action (such as another Fury of blows)
Capstone Bard: Whenever you cast a spell that targets an Ally, that ally gains the a use of your bardic inspiration that lasts until the start of your next turn. If more than one ally is targeted by the spell, you select the ally that benefits from this feature.
Artists used in the thumbnail?
Druid: becomes god incarnate
Bard: I'm going to sing one more song I guess
Bards are already gods ;)
Vara Satoshi Dunno about that, but they have certainly slept with them.
Warlock: Litteraly has to beg his Patreon on his knees to get additonal Spellslots
I think of all of them, that's the worst. Not Abilitywise, but the Fact you will forever be chained to your Patreon.
You aren't free, you don't become a Patreon yourself, you have to *beg* for more Spellslots.
At 20. Level.
Where you likely go against Low-Tier Gods.
You are a Beggar. This is freaking depressing.
@@SuperAmaton Exactly, a beggar, a slave, a servant, etc. At least they should've made the warlock as capstone finally flavorwise develop his own power based on what's given to him. An ultimate fuck you to their patron, as they are likely becoming powerful entities themselves and maybe future exarchs or direct foes of their patrons
@@SuperAmaton Level 20 is nowhere near even a demi-god let alone an actual god.
I really don’t understand why only Paladins get a subclass feature for their capstone. I personally think that most classes could/should have a subclass capstone. But especially Warlock. “Contract fulfilled”.
In my friend group, we think that a lvl 20 warlock becomes their own patron and can play as one giving out knowledge to their own servants.
sounds cool
That’s what I think would fix the sorcerer
@@batmanofficial6843 Sorcerer? But they already get something at lvl *18.* I'd say that's close enough lol
B Smith I figure it would make more sense if the 18th level abilities and the 20th switches places. As things are now, if you want badass powers from your bloodline, you can just get to level 18. At that point, if you’re really wanting to get sorcery point on a short rest, it makes more sense to dip your last 2 levels in Warlock. You may get less points back during the rest than if you got the last 2 levels of sorcerer, but at least you would get more cantrips, cool patron powers, and even some invocations.
Here is my idea for sorcerer
Signature Metamagic
"Beginning at 20th level your ability to augment magic in certain ways becomes inherently ingrained in your being. You gain an additional known meta magic option. You can choose any known meta magic option that requires no more than 1 sorcery point to become your signature meta magic. This signature meta magic option no longer requires the use of sorcery points for you. In addition whenever you spend sorcery points on another known meta magic option you can also choose to augment the spell with your signature meta magic."
This i feel gives the less used options of meta magic a chance to shine while not letting the sorcerer break action economy too bad. It doesnt let them quicken or heighten or twin spells for free. And would also let you use 2 meta magics on one spell as long as one is the signature meta magic. I know the most optimal route would probably be to take subtle spell as your signature meta magic so that most of your spells arent counterable but hey something has to be the most optimal its just a fact.
I'd do that and maybe let them use one other meta magic for free per day
So Subtle spell all the time
@@GearGearRingLeader you obviously didn't read the comment. I addressed that
@@evangregory14 I didn't finish reading your comment.*
I wouldn't be able to bring up what your suggestion would turn into if I did not read any of your comment. And I honestly just assumed the bottom half was just explaining why it is only working on metamagic which use 1 sorc point.
All Spell casters that getting 9th level spells shouldn’t have good 20th level abilities because they have 9th level spells
Bard capstone . Makes your proficiency modifier 8
Kind of weird... but I kind of like it
so in total you get...
+2 spell DC
+2 healing for most healing spells
+2 spell attack
+2 weapon attack on proficient weapons
+4 on expertise skills
+2 on proficient skills
+1 on jack of all trades (initiative too)
and other additional benefits if they happen to scale with proficiency. One that comes into mind is warforged integrated armor.
seems quite a lot, but aside from save DC21 spells, none of it seems too breaking.
@@yargolocus4853 luckily the warforged integrated armor was changed for the actual release of warforged. the original integrated armor was incredibly op
Maybe increased by 2 instead of just 8
@@billybobjoe5039 your proficency at 17+ is 6.
So increasing it by 2 and making it 8 is the same thing.
Your prof. Is static and not dependant on anything except your characters level.
Not even your level in a class, just flat. Your level.
Capstone for the Ranger: Legendary Huntsman. Choose an additional favored enemy type be it humanoids, demons, monsters, etc. You gain an extra attack action against all favored enemies. In addition, your mastery of outdoorsmanship gives you favored terrain perks in any terrain.
Warlock; Eldritch Mastery; you gain 3 additional spellslots.
Thats it.
Simplicity is power at such high levels. I like it.
I was thinking something different, inspired by wizard's high level abilities and old 3.5 warlock, what if warlocks got, effectively, unlimited level 1 or maybe level 2 spell slots. That way they don't need to use their pact slots to get hex going, and they can have some extra at-will options beyond cantrips, while still not really breaking the power curve that much. It's a bit stronger than what wizard gets, but wizard also gets a ton more versatility in general so I think it's probably fine.
@@sarasattler5269 i think that the invocations kinda do that already, because there is like a dozen different invocation that literally just give you a levelled spell at will.
You also have to argue for a minute to get em so...you cannot use it on a fight just between fights so... pretty much the same as a short rest but without hit die
I'm feeling greedier... since warlock is op multiclassing, a capstone has to be good enough to feel rewarding for sticking w Warlock for 20 levels... so... 3 additional spellslots with slot level 7.
one time I was playing a druid and one of the party members was a cavalier fighter so what else is a man to do but turn into the most bad ass of mounts
I like your style
Yes a nuke spitting dire horse
sooo... mammoth?
I cannot respect a man more than right now. 10/10 style, 50/10 bro move
Rallying Cry: Bard capstone: Once per short or long rest when you use an inspiration die to inspire an ally, you can, instead, use this feature to inspire up to 6 allies within 15 feet of yourself.
Or something.
Other options I had for monk, was if you land the final blow on an enemy (to incapacitate or kill) you can regain 1 ki point. Or let them use a Ki point to spend hit die or something. Or on a turn where they do not spend a ki point, to be able to restore 1 ki point at the end of that turn.
Sorcerer i thought could just restore 'up to' half their sorcery points, i don't see why it's only 4. Seems strange.
Warlocks should be able to recharge their spells as an action Imo. Give them the ONLY combat refresh of 4 spell slots. Seems good. And really fun to role-play out.
I think on the sorcerer end it should be similar to the Palladin features. Based on your magic line x effect happens like if you are a draconic sorcerer you can take the form of a dragon for 2 or 3 rounds. Or something like all your elemental based spells are twice as potent. For divine casting sorc, the power of your god flows through you, resistance to damage and potent spellcasting(or like the cleric feat) your god grants you x? Wild magic: the unbridled force of nature flows through you. For the next minute when you wild surge you can choose the affect on any of sorcery tables. That sounds good.
Tony Nieves sounds pretty cool
If a level 20 party gets stoped by a door they’re gonna need more than a minute
that 20 level 24 strenght barbarian can hold the door as long as he needs to.
i find it weird that rangers can't change prepared spells after a long rest, since they use the same/similar source as druids, and paladins can prepare
Andrew Halderman they didn’t think ranger was bad enough, so they changed it.
Pretty sure paladibs don't prepare, but I could be wrong
orion ar they do prepare their spells from their whole spell list.
Maybe give them that as their capstone?
@@ch3vali3r72 What being able to prepare spells? Like any other good divine/nature class in the game? lol that's #1 that I change.
No idea how strong it would be but for sorcerer I'd say on a short rest when you use hit dice you can choose to use them to regain sorcery points instead of health you can only regain up to 20. I just think it'd be cool since the magic is in their blood.
But I don't know how strong that would be as I don't make DnD content.
This would be a great way to go about it, half your charisma (rounded up) per hit die would be reasonable recovery in my opinion.
For the capstone I think a few things could be done:
Reducing the sorcery point cost when creating spell slots, to make spell slots and sorcery points more fluid.
Or
Removing the bonus action required to convert spells or create spells and make it part of the casting of spells.
Both would be awesome but together I feel the flexibility would step on a warlocks toes a bit and if the sorcerer desired they could just cast all their spells at 5th level. So at least one of the limitations would need to remain.
that's actually really cool and i'm gunna steal it :D
it's actually quite balanced as you are giving up heath for power but i would probably still impose a limit on how many can be used this way per long rest to keep it in line :D
As I have been 1) homebrewing more mechanics that link into the hit dice mechanic and 2) trying to decide how to strike the right balance on sorcerer short rest point recovery, I wholeheartedly approve of this idea
The one thing you have to take into account for sorcery points is that they can be turned into spell slots.
Cleric: uses divine intervention and succeeds
Me, as a DM: *gives deck of many things*
giving the deck of many things to the BBEG is a great way to defeat him
I think I finally figured out this ranger business. A member of the Wizards was madly in love with Arwen, but because Aragorn got her the Wizards' member decided to curse the ranger as a class forever after, so that they'd always lose in combat, even if they may have won in love.
Capstone for monk. You transend your mortal body, you are no longer considered a humaniod. Choose celestial, fey or fiend, or monstrosity. Your physical appearance can change to suit your new form. Additionally every time you roll initiative you gain 5 ki points to a maximum of 20.
I'd personally prefer a stat boost one similar to the Barbarian's one to help deal with not being able to use powerful weapons and armour (mainly armour)
Maybe +4 Dexterity and Constitution while also boosting the maximum by 4 as well
The "no longer considered humanoid" works better for the Warlock I feel.
I think that's awesome, but way too specific. Maybe that would be the final ability for a subclass designed around fighting in a manner similar to whatever entity you'll eventually transform into, but not for all monks everywhere. Class capstones need to be generic enough that anyone playing any kind of character within that class (within reasonable expectations) can use them. Forcing someone to leave their mortal body behind out of nowhere isn't really gonna fly. A good Monk capstone should most likely be something revolving around Ki or melee combat in general, as those are the main identifying components of the class.
@@unwithering5313 I think +4 Dex and +4 Wisdom would make sense for the Monk
You guys aren't wrong. I'm throwing spaghetti at the wall.
For the Sorcerer Capstone, I'd also do the Sorcerous Recovery idea you mentioned in the video plus that you gain use of all Metamagic options. Given that what makes the class unique is its magical flexibility, it feels good to encourage and amplify this, I think.
I think allowing all meta-magic options could potentially restrict the amount of additional meta-magic options Wizards could add in the future.
@@perplexingpantheon maybe at the end of a long rest you could swap out 1 (maybe more?) of your metamagic options for any of the others. That way a sorcerer can have that wide casting flexibility, but can only bring so many options into one fight.
For the sorcerer I considered the idea of having the sorcerer naturally regain their points on a short rest, however their capstone ability is that all of their metamagic costs are reduced by 1 point to a minimum of 1 point. It may not be the best idea but I think at the least it does fit thematically.
Reminds me of 3.5. sorcerer was the metamagic machine, and metamagic was far more impactful and diverse. The incantrix PrC capstone literally was this. Would love to see this for 5e. I think subtle and distant would work well being free, or allow multiple metamagic traits on each spell.
Why not just make the 1 sorcery point metamagics free? What does that really break at level 20?
@@GlacialScion Permanent subtle spell would be the main issue, so none of your spells can be counterspelled if they don't require a component that costs money. Also all the other 1 cost metamagics permanently being on like twinned cantrips, double spell distance (and all touch spells always being 30 feet), double duration, and careful magic. There's a huge difference between something having a cost and something always being included in the spell for free. It'd make it so 3/4 of the things you can spend sorcery points on are always active. Even at level 20, that's too much. Sorcery points can be turned back into spell slots, so making almost everything free also means free spells on top of all your spells being OP.
:edit: You still can't use more than one metamagic per spell/cantrip, so *all* those effects wouldn't be active simultaneously like I implied, but you'd still have all those options on any spell and sorcery points would only be used for twin, heighten, quicken, or spell slots.
@@osmium6832
You're level 20. A wizard can cast Wish every single day. A cleric can literally manifest god once a week. I don't see how being able to use one free metamagic each round is really an issue. It feels like you guys concerned about this haven't actually played post 20th level.
@@osmium6832 Sorcerers only have spells and metamagic, so it's ok if they get "infinite subtle spell". Druids get permanent subtle spell on all their spells at all times too- even in wildshape. Most people don't even know that they have it.
I think Warlocks could have something to do with their pacts ( Blade, chain, tome ).
Gustavo Garcia Or maybe a combination of their pacts and patrons. Perhaps a tome GOO warlock could get the necronomicon, or a hexblade blade warlock could summon their patron as their pact blade.
Something attached to crit. I dunno like the teasing of fate itself allowing your patron to reach through and strengthen their blessing temporarily.
Not a capstone, but I have homebrewed an "improved pact boon" progression for each that gives an extra feature at levels 5, 9, and 12
Mostly just things that were originally invocations, to free up pressure to make pact boons meaningful without demanding you waste your fun toy customization slots on making boons matter.
@@sarasattler5269 I mean, hexblade and tome really don't need that. Chain maybe does
It is a freaking Capstone! Ranger should get to add their wisdom modifier to attack and damage rolls against their favored enemies, maybe get to add a 3rd attack as a bonus action too. Sorcerer should be able to gain 5 sorcery points to a maximum of 20 when they roll initiative regardless of how many they had.
I like the idea of the charismatic characters following the Paladins lead and getting something based on their path, it adds more flavor to the game and makes them feel less the same at higher levels. That being said I don’t currently have any better suggestions.
Sorcerer capstone could become like a fusion of wizards 18th-20th capstone abilities.
Choose a 1st, 2nd, and 3rd level spell you know. You can now cast them at their lowest level without expending a spell slot. Move the regaining sorcery points for a short rest to an earlier level and bam, a caster that can actually compete with wizard.
Here's my ideal fixes ley me know what you think.
1 Wizards lv 20 replace signature spell give them "Master of Magic". Their spellbook now have access to every wizard spell in the game. So they can prepare any wizard spell.
2 Sorcerer. "Supreme Meta Magic". They can apply 1 Meta Magic feature per spell cast without spending Sorcerer points. You can only apply this once and cannot spend more to increase effect. (No infinite Time Stops)
3 The Bard. "Supreme Inspiration". You have Unlimited Bardic Inspiration. Seeing how a Bard can only give Bardic Inspiration as a bonus action this is a good capstone. Also another magical secret.
4 The Monk "Gate of Death". Your mastery of ki have pushed you to your limits now your able to push beyond. To initiate this is a bonus action at the start of your turn you spend all your remaining Ki minimum 10 Ki. For the next minute. You glow a blood red aura. As a part of this feature you have advantage to all attacks, you also gain resistance to all damage, Your movements Triple, You can move across any surface, You ignore fall damage from any height, you can initiate all Ki abilities from your tradition without spending Ki this apply to all monk weapons, when you use flurry of blows you can now make 4 attacks instead of 2. Downside when this ends the strain on your body is massive, at the end of the minute you drop to 0 hp, and have 2 failed death saves. You can only use this once per long Rest.
5 The Ranger New Foe Slayer. You get to add your Wisdom Modifier to all attacks and Damage. You get Extra attack "2" against your Favorite Enemy only.
This is my suggestion let me know what you think.
Sooo, make wizard even MORE ridiculously OP at level 20, and give ranger a slight bump to their pathetic abilities. Hmm. Don't think I agree.
@@lfoster6759 I didn't think I made Wizards OP, and i like Rangers as much as there next and i felt that it best tied into their abilities. Plus it better rewards players to take it to lv 20 i guess i could also suggest that they crit on 19 and 20 vs favor Enemies as well.
Ranger level 20: know no bounds: gain the effect of favored enemy against all enemies.
Just found your channel and I am enjoying your content so far. While I agree most games wont see level 20, it is hard to even inspire anyone to do so with these lack luster capstone abilities, so here are a few ideas I've had.
Bard capstone- Showman: You have learned how to give an audience a spectacular and memorable performance. Your bardic inspiration now lasts 1hr and whenever anyone uses you bardic inspiration, they may reroll the inspiration once and take the new roll.
Sorcerer Capstone- Metamancer: Through the experience of bending the weave of mana you've learned the art of twisting it to your whim. Once per long rest you may exchange 1 metamagic you know with a different metamagic and when you roll for initiative you gain 2 sorcery points as long as your current sorcery points do not exceed 18.
Monk Capstone- Master of self: through diligence and understanding of ones self you have mastered your ki granting you the following benefits: You make one additional unarmed strike with your flurry of blows, the first time you use either your patient defense or step of the wind on a turn does not require a bonus action to use, and once per long rest you may choose to take no action on your turn to regain 5 ki points.
Hope these spark some inspiration
Maybe the sorcerer gets something like the Wizard, but with metamagic!
Always have it and can use once (or more) for Free!
Ooooh, I likey
I think someone said anything that would cost one sorcery point can now be used for free. Which im like time to transmute all my spells :)
The problem with the sorcerer is those points are worthless unless you have a spell slot to spend them on so they would need some sort of spell slot mechanic mixed in.
For Bard I was thinking maybe an ability called Battle Hymn: You spend three actions playing a song. For those 3 turns you and your companions gain all benefits of your bardic inspiration and song of rest features. You must concentrate on playing music during these 3 turns. You get this feature back at the beginning of an initiative.
I like it, but 3 turns doesn't fit with 5e mechanics. Perhaps can concentration on the song while using their action like how wwitchbolt and the enchanter's level 2 ability.
I think the capstones for paladins are collectively my favorite. With other classes you feel like wizard first evoker second, rogue first thief second, but for paladins, its conqueror, redeemer, avenger, etc first, paladin second, and the stuff you get for them are super cool. You basically become your oath incarnate. Holy Nimbus, Elder Champion, becoming an angel, all of these are super cool and have crazy amounts of flavor. I love paladins, and I love their subclasses more, so this is just totally my vibe
Love some of these ideas for fixing and embellishing capstone abilities. Some things that stood out to me:
Wizard: Create a spell. It was already mentioned in the comments and it would be a lot more work for the DM and player but it could be simplified by creating different tables for each of the schools of magic. Select one thing from table A, then another from table B and so on. Or just roll. Congratulations, you've created a spell. Role playing that process could be so much fun and could lead to a more campaign specific creations.
Warlock: Similar to the Paladin, this capstone ability would benefit if it related to your patron.
Monk: Unarmored Movement - ignore difficult terrain. Patient Repose - as a bonus action you can channel your energy to regain 4 (or a number equal to your Wisdom modifier?) ki points. Your movement becomes 0 until the end of your next turn. As a side note, I really like the concept of something similar to the Barbarian with an increase to Dexterity and/or Wisdom, but I think with the other two options that becomes ridiculously OP.
Druid: Its been said before in the comments here, nerf it. It would be far more challenging to bring everyone else up to this level than it would to drop it slightly.
I haven't played enough of the other classes to suggest changes that would be reasonable, but Sorcerer, Rogue, Ranger (oh poor Ranger), Bard and Barbarian also need a little TLC.
An idea I had for the Sorcerer capstone would be a "signature metamagic", where you get one more metamagic known, and you pick one of them to now be able to be used in tandem with any other metamagic. If that's not too great, I also toyed with letting you cast spells directly from your Sorcery Points and having maybe three more points.
(I have no idea how balanced this is, but given the other capstones it's probably acceptable.)
Also worth noting with Divine Intervention: since you are not technically casting a spell, it gets around the "if you cast a spell with your bonus action you cannot cast another spell as your action, unless that spell is a cantrip" issue, allowing you to cast a spell with your bonus action as well as get the effect of a spell from your main action.
Monk - When you roll initiative, if you have less than four ki points, you a gain ki points sufficient to bring your total to four.
I think this would make much more sense.
neogalford it’s a start. I think something like +1 or +2 at the start of each of your turns if you have less than 4 or 5 would be better, allowing them to always have some Ki available at that point.
@@hotwheels2621 idk, that kinda seems like _too much_ lol.
I'd do something that's similar but (I think) a bit more balanced: Make _Step of the Wind_ and _Patient Defense_ free.
That way, you'd still always have a good way to use your -ki- abilities, but you can't just spam your biggest stuff all the time. (You could always be harder to hit, but not always hit harder [i.e. stunning].)
I would remove the condition entirely. When you roll initiative You regain four ki points.
I think some cool, if absurd, capstones for the Monk would be:
1. Mastered Instincts - Features you gained before or at level 7 which cost you ki points no longer do so.
2. Untethered Being - gain a base flying, swimming, climbing, and walking speed of 100 feet. You retain acquired speed bonuses and you can't fall or drown if you're conscious.
3. Ki Master - If you are the only member of your party who is left conscious, you may spend 15 ki points to restore your unconscious allies to full HP and stand them up conscious.
The last one makes me think of the monk manipulating ki on other people. That is a cool idea and has so many possibilities it makes me want to have more levels to have them all.
My monk had a base speed of 50 feet and through some really broken homebrew, ended up quadrupling his base speed to 200. He could use all of his actions to dash 9 times on his turn. That second ability could have been broken on him.
These are some cool starting concepts. They're all probably too good (except maybe the middle one) but the first one especially is kinda hilarious because it would mean 4 stunning strikes every single turn at minimum. (It would also make 4 elements monk actually good)
Regarding Warlock:
A short rest is a decision to be made, one hour of time, with wandering monsters and whatnot (if you play with such a thing, or at least the implication that it is unsafe to take an hour in the middle of an unsecured room). A minute can be translated to "whenever you're not in combat". Outside of initiative, one minute is nothing. A spell cast as a ritual takes 10 minutes, which sometimes matter, and sometimes doesn't. You can't just cast a ritual it in the middle of a conversation, for example, but you can take a minute while others are chatting. It shouldn't even matter if you have a time limit, unless you're literally trying to disarm a bomb with a 90 second timer.
Going by old timey rules, it used to take 10 minutes just to walk thru a door to a new room.
Sorcerer level 20: "font of magic" can concentrate on one additional spell at a time to a max of two, concentration checks to maintain concentration increase in difficulty by 5. Increase max sorcery points by 5 and 5 sorcery points are recovered during a short rest (5 short rests to get all back, less than 8 hours normally takes). May swap out 2 meta magic per long rest.
Monk level 20: "perfect self" increase Dexterity and Wisdom by 4 and increase maximum by 4. Martial arts die changes to 2d8 instead of 1d12.
Once per short rest or long rest, when an attack critical hits, can sacrifice damage up to your wisdom modifier. You regain that many ki points.
Bard Ivl 20: "Lasting inspiration amongst friends" Bardic inspiration can affect all allies within 60 feet per use. Bardic inspiration now last for an hour instead of 10 minutes.
Your inspiration "die" is now 2d8.
Ranger Ivl 20:(I do like the idea for each path getting its own lvl 20 capstone but I don't have ideas for what those should be)
"Versatile combatant" As part of a move action, a ranger can make 1 attack that he can legally hit from any position during his move OR cast a ranger spell, during his move, that uses an action or bonus action to activate. The Ranger can cast up to two Ranger spells per round. Can not use this feature if the rangers speed is reduce below half his normal movement. The ranger no longer provides attacks of opportunity for moving in and out of enemy threat range during a move action.
Reduce damage taken by your wisdom modifier. Minimum 1.
Warlock Ivl 20: "Adorned with power" Gain two invocations and 2 Cantrips of your choice. Your cantrips are easier to use or harder to resist, add half your proficieny modifier to DC checks of cantrips you cast or add half your proficiency modifier to attack rolls for cantrips. Cantrips casts by casters no longer affect you unless they have warlock levels equal to or more than 1/2 your Warlock level.
Reduce spell damage taken from spells 5th lvl or lower by an amount equal to your Charisma modifier and increase spell saves rolls against spells 5th level or lower by an amount equal to Charisma modifier. This feature does not work against spells cast using spell slots from warlocks.
Some might be a little overpowered, but eveytime I think of druids capstone giving them unlimited life....Ughh. I also made capstones for classes that regularly dip into other classes because of lackluster power at 20 an extra oomph to encourage someone to go full 20 levels. Let me know what you think.
Jonathan Chapple capstones are meant to be overpowered
Jonathan Chapple I like the monk one especially, it fills the same shoes as the other unarmored class capstone (barbarian) and has some flair of its own.
Bard: when you *begin your turn* in combat and you have no uses of your bardic inspiration remaining, you regain 1 use.
Monk: When your turn begins in combat and you have no ki remaining, you regain a number of ki points equal to your wisdom modifier
Ranger: you gain a bonus to all attack rolls against your favored enemy equal to your Wisdom modifier (while having wisdom to damage added onto the favored enemy feature, I believe that damage vs favored enemies is more balanced for the other 19 levels, a +3 to hit actually works out a LOT more powerful than +3 damage)
Sorcerer: pick two metamagic options you know. the cost to use these metamagic options on spells you cast is reduced by 1 for each. additionally, you can apply any number of metamagic options to a spell as you cast it (a twinned spell gains the benefits of all metamagic spent on both iterations of the spell)
Wizard: your spell mastery extends to a single 3rd level spell. (also, a QoL upgrade, you can choose to "master" an upcast spell, ie, a 3rd level hold person, or a 2nd level magic missile, it's not just the default level it comes at)
Warlock: as an action, you can summon an avatar of your patron to a location within 60 feet. this avatar lasts for a number of rounds equal to your Charisma modifier, and afterwards you gain a level of exhaustion. consult your DM as to what this avatar patron may be able to do.
the bard gets to keep inspiring, but they don't get to do it at will (ie, Cutting Words AND inspiration, or inspiration AND Psychic Blades)
the monk gets to spam their ki, but it's not unlimited, it's just enough to FoB, and stunning strike on all 4, IF they have a Wis of +5.
the ranger gets really good at hitting their favored enemy, although to-hit is rarely an issue at level 20.
Sorcerer gets to start really spamming out metamagic, although it'll still cost *an* amount to do certain combos.
wizard, I was always bothered they only get 1 fireball for free. a master of the arcane, archmage, "Sorcerer Supreme" should be able to fireball as much as they want.
warlock, I love the idea that they get to bring their patron where they are, but it should be taxing, because often the patron is about as powerful as their foe, but it's up to people better at balancing than I to build the stat blocks of the patrons.
Sorc capstone recommendation: You can convert a spell slot to sorc points once per turn as a free action, same for converting points to a slot. Each once per turn.
Andy Spriggs The wording would be “a free bonus action” because of the precedent set by things like the Rogue’s Cunning Action, but good idea
or you could change the price of buying spell slots with sorc points, making it a one to one ratio. this would roughly double the amount of spells they can make though.
Ranger: add wisdom bonus to all attack and damage rolls and all terrains become favorite terrains.
Yes make the linchpin of ranger better so boost the favored enemy and favored terrain so maybe all terrain is favored and pick a few more enemies and get the plus to hit and damage or something but still needs fixing for the beast master
I think beastmaster is easy to fix, 6 instead of 4 hit points per level, can be commanded to attack as either one attack [not attack action], reaction, or as a bonus action Rangers choice. They continue to attack that target until given another command or target is dead. Beast companion can be raised again with a 12 hour ceremony costing the ranger 10gp per ranger level to a cap of 100 gp in herbs and incense etc that is consumed. Everything else stay the same.
Fix the Sorcerer by having the capstone be a floating Spell Known. Once a day, you can cast any spell on the Sorcerer Spell List without consuming a Spell Slot. You may apply Metamagic to this casting. You retain knowledge of the spell until you finish your next long rest, and may cast it if you have an appropriate spell slot to do so. Potentially two 9th level spells. Fear the Sorcerer, Wizard. Fear it.
Nah, that'd be considered OP. An extra 9th lvl slot? It's too much.
@@bsmith6784Tell that to the party with a Bard, a Cleric, a Wizard, and a Druid. OP my pressured DM derrière.
I mean that’s just a free wish per day, much too strong
@@samadams8533 You must have a nice DM. All the DMs that I know. Will make you think twice about making frivolous wishes.
@@josephpurdy8390 I meant only the choose any spell of a certain level aspect of wish
Sorcerer Capstone: Legacy of Power - You are no longer shackled by the rules of the Weave that Wizards have to follow. Whenever you use a Metamagic on a spell, you can use an additional Metamagic option on that same casting, for free. You can use this feature a number of times equal to your Charisma modifier, per long rest. Additionally, if you cast a spell of 1st level or higher as a Bonus Action, you can cast a spell of 5th level or lower as an Action on the same turn.
In similar fashion to the Wizard, perhaps you could have two spells of 3rd level or lower that you're so familiar with that you can mold them inherently. These spells can be modified by metamagic at no cost to the sorcerer.
Disclaimer: I don’t claim that any of these are balanced or well made. This is what I come up with on the spot, as well as the names so don’t judge.
For Bards, you could do something similar to the Wizard, but with a Bardic twist.
Renamed Magical Secrets
At level 20, you can pick 2 spells from any spell list of 3rd level or lower. These spells are known to you at all times and don’t count towards your spells known. You can cast each of these spells once without expending a spell slot. You can't do so again until you finish a short or long rest. You can still cast these spells using spell slots as normal.
For Monks, the transcendent idea could be something along the lines of the Mystic capstone. You could also do a reduction on some ki abilities cost.
Effortless Action
In your time as a monk, you've executed some maneuvers so frequently they become part of your casual repertoire. At level 20, pick 2 abilities available to you that require ki point expenditure. Reduce both of their costs by 1. (Maybe put a limit saying that it can't reduce a cost below 1, up to DM discretion)
For Sorcerer, I might do something with Metamagic since it's a distinctly sorcerer feature.
Spell Mutation
Your being is so suffused with magic that you can’t help but alter the spells your cast. At level 20, chose a metamagic that has a cost of 1 sorcery point. You can apply that metamagic to your spells without expending sorcery points. (I phrase it this way rather than having it as an always on feature because Quickened Spell might end up more as a hindrance if it’s always on.)
Alternatively, you could give sorcerer more control over how they use their “magical currency” but allowing them to use the spell points system and combining them with their sorcery points.
Master Manipulator or Fluid Magic
Magic flows through you with unparalleled ease. At level 20, you no longer have spell slots to sorcery points. You have 153 spell points (133 spell points for 20 level caster +20 sorcery points). You draw from this pool for both spell casting and metamagic needs. Use the table and guidelines in the DMG for further details.
I’m drawing a blank for Rangers, but these are a couple of my suggestions.
I think ranger should have various ones like the paladin. I have a home brew ranger version I worked out with a DM that doesn’t have the favored enemy in favor of expanded exploration and tracking abilities.
Thoughts on Capstones
Monk: keep Perfect Self. In addition you may also use Stwp of the Wind or Flurry of Blows as a reaction, when used as a reaction you do not have to spend Ki points.
Sorcerer: Sorcerer's Resolve- Choose three spells one from each spell lvl 1-3. These spells now coat you zero Sorcery Points to cast and can not be paired with any Meta Magics when cast in this fashion.
Rangers: while in your Favored Terrain you may add 1d4 to any ability roll, Attack roll, or Save Roll and while in combat add 1d8 to your Damage rolls. In addition if you are interacting with you favored Enemy you can add 1d4 to any ability or skill checks with them and if you are in combat add 1d8 to tour Damage Roll. If both apply they do stack.
Bard: lesser Inspiration- As 20th level you have Mastered the art of Inspiring anyone. If have no uses of Bardic Inspiration you may use your lesser inspiration. Lesser Inspiration functions as Bardic Inspiration with the following exceptions. Lesser Inspiration os only 1d6 and does not change, you have unlimited uses and you can't have more than 1/2 your Charisma Modifier (rounded down) active at any time. If you attempt to exceed this it fails.
Warlock: I actually think this is deacent especially in AL. I know that I can use my spells in a fight and right before the final fight (normally a lair at this lvl) so I can be combat effective even without Magic Items. There are also times where you are not getting that rest short or long until session end.
Wizard: I don't really think it is bad but I thought it was like Spell Mastery when I first misread it which I would like that better even if it is only one spell. (I wanted that unlimited Counterspell.)
For Monk, I would allow them to use their level 18 ability for free whenever they roll initiative before combat starts as long as they're not surprised once per short rest.
For Sorcerer, I would make the cost of creating a spell slot from sorcery points equal to the level of the spell slot, and allow them to use Sorcery Points to create a spell slot of up to 7th level.
For Warlock, I would allow them to roll a D10 for each expended Mystic Arcanum when they use their Eldritch Master feature, and if the number is equal to or higher than the level of the Mystic Arcanum, then they get it back. So yeah, 20% chance of getting a 2nd level 9 Mystic Arcanum each day.
For Ranger, I would give them resistance to all damage caused by any of their favored enemies, and they ignore any damage resistances that their favored enemies have.
For Bard, I like Aaron Nelson's suggestion that your proficiency bonus becomes +8.
the sorcerer strikes me as a class that would transform as a 20th level skill. like gaining more features of that which you originate from and gaining something along the lines of regenerating sorcery points (1 per round) and increased spell effects amongst other possibilities for 1 min.
Most of the sorcerer subclasses gain some form of transformation at 14th or 18th level already. I like the idea of regaining sorcery points.
A good Monk capstone could be the ability to (a number of times equal to your wisdom modifier per long rest OR once per short rest) ignore disadvantage on a saving throw.
It fits with enlightenment, allowing you to overcome an obstacle through perfection of mind and body. Notably, at this level, there's a high chance you might have advantage on any saving throw you're making (from allies, magic items, buffs, etc) and this ability can take you from a neutral save to an advantaged one, which is a very unique ability.
I loved the vídeo.For the sorcerer I'd give them 1 extra spell slot from cantrip to level 3(1 extra lvl 0, 1 extra lvl 1, 2 and 3) As well I would maintain the actual capstone. So they would drawn more power from the weave and still could "recharge" that power in short rests
My fix for Sorcerer was
As an action you can channel your inner magic. For the next minute at the beginning of each of your turns you recover a single Sorcerer point (total 10). After you use this feature you cannot use it again until you finish a short or long rest.
I think a nice capstone for the Sorcerer kinda would be something that doubles down on the idea of the Sorcerer being the (raging Berserker) Barbarian of Magic Users.
Maybe once per week you can tap into the pure source or essence of whatever your main elements are (e.g. fire for a red draconic sorcerer or air for a tempest sorcerer, etc) for 1 minute where you kinda go into an elemental rage - however that could look like.
Maybe you could take twice or three times as many turns with elemental spells and and you have more spell and meta magic slots available, so you can throw an almost unlimited amount of Fireballs around.
That would be totally awesome.
Bard: Bardic secrets, you can use *one* of your inspiration dice as if you were a bard of *any* of the other bardic subclasses as well as your own. Refreshes on a short rest.
Nowhere near enough fam, most subclasses don't give any broadly useful alt function for inspirations and only once per rest would suck. How bout once per rest recharging spell slots of a level equal to the roll of a bardic inspiration? That'd be interesting. Singing a tune to refresh your own creative energies and sing more enchanting and buffing magics
Idea for monk fix. When you attack, you can draw the enemy’s ki out of them and recharge some of your own ki. Maybe link it to amount of damage dealt or just give it a flat value. Limit the number of times it can be done.
Easy Monk fix would be you crit on a 19 or 20 and when you crit you regain 1 ki.
Maybe tie the effect to a con saving throw once per turn and if they fail, you gain 1 ki point.
@@agilemind6241 Just make it the opposite of Barb- gain +4 to Dex and Wis
@@jakestavinsky3480 that would be cool, could +4 dex and con work as well?
+4 like Barb is good maybe make it +4 Con and choose +4 to ether Dex or Wis
My DM likes to scale up encounters in Mad Mage to really challenge the group. Adding one or more strong monsters to each encounter or upgrading existing monsters to stronger variants. If he didn't do this, we'd clear every encounter with just a few fireballs and an Eldritch Blast or two. EXP is awarded and increased as appropriate. So we're rapidly approaching 20 in the final areas of the dungeon, and will probably have a couple players hit it before reaching the bottom of Undermountain.
I don't think it's valid to claim people don't reach 20. It happened in Baldurs Gate 2 and seemed believable in that. Just run a similarly long, epic adventure throwing strong high level monsters at the party every week. You'll get there. The real thing is almost everybody wants their adventure to be a tier 1 -2 adventure, but that's a conscious choice.
1. Bard: regain 1 inspiration die when you roll initiative(up to your max), once per short rest use max value for your inspiration dice.
2. Monk: ki recharge. Regain 1 ki point as a bonus action or 2 points as an Action.
3. Ranger: to get away from favored enemy. Extra attack(3 attacks). Paladin is more powerful in divine, ranger is more martial.
4. Sorcerer: sorcery points on short rest by default. Capstone, all metamagic costs 1 point less.
5. Warlock: as you mentioned usage is an Action.
one round is 6 seconds
one action and bonus action per round
so 3 ki per round
so a monk could get all their ki back in less than half a minute.
maybe if it was only during combat but still.
On Oath of Devotion, the Holy Nimbus ability is one of the ONLY places in the entire Players' Handbook that specifies SUNLIGHT, not just bright light. It says ". . .an aura of sunlight." -- I have tried to confirm this with several others, but I could definitely see this being useful against Vampires. (If your DM is applying the proper rules for Sunlight Hypersensitivity etc.)
Ok, so my idea for the sorcerer is this:
At 20th level you gain access to all meta magic and you pick two with a sorcery point cost of 1 or 2 and you can apply those at will.
Obviously I haven't thought too much on it, so it's probably overpowered. Let me know what any of you think.
I believe the node sorcerer already gets something like this
@@austinbutler56 Huh... didn't know that was a thing. Is it in a setting guide?
@@isaactoburen1622 unearthed arcana just Google node sorcerer should pop up first thing
Here's the ones I came up with. Some of them are based off the the least terrible of the terrible capstones. A lot of this factors in whether the class is a full caster or not. Bard's capstone sucks, but they can still cast 9th level spells.
Bard: At 20th level, when you roll initiative and have less than your max uses of Bardic Inspiration left, you regain 1d4 uses, up to your max.
Fighter: Extra Attack 3: At 20th level, you can attack four times instead of three, whenever you take the attack action.
Superior Surge: At 20th level, when you roll initiative and have no uses of Action Surge left, you regain 1 use.
Monk: At 20th level, when you roll for initiative and have less than half your ki points remaining, you regain 10 ki points.
Paladin: Extra Attack 2: At 20th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Greater Smite: At 20th level, when you expend a spell slot to power Divine Smite the spell slot counts as two spell levels higher than its actual level. 1st level=4d8, 2nd=5d8, 3rd=6d8, 4th=7d8, 5th=8d8.
Ranger: I had more here, but I'm waiting to see what kinds of high level stuff comes out of whatever happens with the Class Variants UA. Mainly thinking unlimited Hunter's Mark uses and Fade Away can be used once each round, or once every other round.
Extra Attack 2: Beginning at 20th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Well Traveled: By 20th level you have traveled far and wide. Your Natural Explorer ability applies to all terrain types, including Cities and other planes outside the Prime Material Plane.
Favored Enemy Improvement: At 20th level you gain two more Favored Enemy types and two corresponding languages.
Sorcerer: At 20th level, when you roll initiative and have less than half your sorcery points remaining, you regain 10 sorcery points. You also gain 2 additional Metamagic Options, and the Sorcery Point cost of 2 of your known Metamagic Options is reduced to 0.
Warlock: 10 Eldritch Invocations. At 20th level, when you roll initiative and have no Warlock spell slots remaining, you regain 1d4 Warlock spell slots.
All the other class' capstones are unchanged. Really the best way to fix Monk and Sorcerer is to make it so they gain 2, 3, or 4 Ki/Sorcery points per class level instead of one point each level. Hell, one simple fix is to make them gain points at the same rate Wizards gain free spells known. 6 at level 1 and 2 more each level up until they have 44 at 20.
One alternative capstone I've seen proposed for monks is that flurry of blows no longer costs a ki point, which could be interesting. Another possibility in the same vein as that is instead making patient defence and step of the wind not cost a ki point.
Bard: if you start your turn with no uses of Bardic Inspiration and no creatures have a Bardic Inspiration die from you, you regain one use of Bardic Inspiration.
Monk: if you start your turn with less than four ki points, you regain one ki point. (basically feels like fighter 20 due to unlimited flurry but you have other options)
Ranger: Once on each of your turns, you can add your Wisdom modifier to the attack roll or damage roll of an attack you make against a creature. After the attack, if the creature was one of your favored enemies, you can benefit from this effect an additional time this turn. (intent is to have unlimited uses if you keep attacking a favored enemy)
Sorcerer: regain all sorcery points; and "You can ignore the material components of sorcerer spells you cast, unless the material components have a cost or are consumed by the spell, in which case you can expend one of your hit die to ignore those material components of the spell."
Warlock: you also regain one expended use for each of your eldritch invocations and Otherworldly Patron features if such options have limited use (like the Archfiend's Hurl through Hell feature).
When I thought of these, I tried as much as possible to keep the original design of the capstones, except the sorcerer. I felt the sorcerer needed something additional.
So for Sorc you sort of mimic the wizard I think. But only sort of. At 20 they learn one new meta magic and then pick a signature meta magic that they can use without expending sorcery points.
In the alpha draft of 5e, monk's could instead use their action to regain 1 ki point. So knowing that every round in initiative takes 6 seconds, we can assume for simplicity an action out of initiative takes the same time, you can go from 0-20 in 2 minutes. Given that normally it takes an hour to get them all back, I feel like this is strong enough to be a capstone without being broken. It fits the idea of the monk not being able to be appears down by age or the normal limitations of their body and having mastered ki.
I would give the Warlock the ability to control their spell slots finally. Basically, something like this: "When you expend a spell slot to cast a spell, you may reduce the level of the spell down to a minimum of whatever level the spell you're casting is. If you do so the spell slot is not fully expended but rather reduced by the level of the spell you cast." In addition, I'd make the recovery thing an action like you said. There was one more thing about the spell slot I thought of but I forgot. Maybe also let them switch out invocations on a long rest? That would be something.
I have a few ideas for sorcerer capstone abilities:
1. allow sorcerers to use hit dice and sorcery points interchangeably. (potentially using hit dice to fuel metamagic options or using sorcery points to heal on a short rest)
3. regain sorcery points if you score a critical hit with a spell
For ranger, I would suggest that you not only always have it on, giving your wisdom modifier to the attack and damage rolls against your favored enemy, but you also get to have more favored enemies, like two or three more.
I agree with you on the warlock. Once per long rest, let them regain those spell slots as an action. They don't have many uses of their magic to being with, so just give it to them.
For sorcerer, I would suggest that since it's 20th level, you gain back 10 sorcery points, and have it be on a short rest and only once per long rest, or twice per long rest they can use one of their sorcerer abilities that would normally cost sorcery points without spending sorcery points.
For the bard, I would either have them regain one inspiration die on initiative or I would make their bardic inspiration just give a +10 to the roll.
For the monk, I would suggest that they get to use their ki point abilities for free twice per long rest or just regain 4 ki points at initiative up to their maximum.
Level 20 Monk capstone (Reserved Regeneration): At any point the Monk can use a bonus action to hyper-meditatate & regain 1 ki point which can be spent on subsequent turns. No limit to the number of times this process can be used except that the Monk cannot store more than 20 ki points.
I like it,
Maybe a bit too powerful out of combat but still nice
Suggestion for warlock:
Eldritch Ascension- As a bonus action the warlock regains all expended spell slots and for the next minute the warlock’s spell slots are considered 7th level. The warlock also gains 1 immunity and 1 resistance that matches their pact for this minute. Slashing, piercing, and bludgeoning damage is lumped together and requires a +3 magic weapon to overcome. This comes back after finishing a long rest.
Suggestion for sorcerer:
Font Overflowing- Your charisma and constitution scores increase by 2. Your max for those scores is now 22.
Upon finishing a short rest you regain sorcery points equal to your charisma and constitution modifier.
When sorcery points are used for metamagic or sub-class feature, the amount used is halved round down. If the cost was 1 it is now free.
For Monk, I would just apply the barb treatment for dex and wisdom.
Monks get so many abilities already that I doubt this passive change would hurt the class. In fact, balancing wisdom and dex is a huge concern for monks due to their features.
A really funny idea for Bard would be Master of All: You become proficient in all skills (replaces Jack of All Trades). Obviously way too strong, but it'd be hilarious.
Fixing capstone abilities: *doesn’t fix capstone abilities*
My disappointment is immeasurable and my day is ruined
Something I wouldn't mind is playing off Pathfinder's version of monk's stunning fist where (in pathfinder at higher levels) you can choose between several other options, instead of stunning the enemy. Particularly standout ones are paralyzing, or permanently blinding or deafening the enemy. I would love to see that implemented with the existing capstone ability, but not stupid.
Because really, what do people play monk for? Striking, and martial utility. Having multiple options stops them being a walking stunning strike at higher levels.
sorcerer level 20: Inward power
As an action on your turn; you can Regan 10 Sorcery points. once this ability is used, it cannot be used again until you finish a long rest.
Monk level 20: One with the cosmos
Once you gain this level your wisdom maximum is increased to 24. In addition you gain +4 to your wisdom ability score. You also have always have advantage on passive (perception) and passive (insight).
Ranger level 20: Expert tracker
You can make one creature you can see, remember, or know A favored enemy.
You can change it at any time but once you finish a short rest.
Once you gain this feature;
You can add your wisdom modifier to weapon attacks and damage rolls against favored enemies.
Sorcerer? Pick 1 metamagic you know. You do not need to spend sorcery points to use that metamagic. It still spends a resource, it is extremely useful no matter what metamagic you choose.
Anyway. Here's the thing. The game changes atfer 15th level. In order to challenge a party you need to drain their resources and limit their rests. So the recharge capstones are clutch in those situations.
For The Bard I like a similar fix to the one you have for the Warlock. Once per day a Bard can use an action and regain all uses of his Bardic Inspiration
For the Sorcerer Capstone ability I need to add a little something, so I would say that every time they get an ability score improvement in the Sorcerer Class they can regain 1 additional Sorcery Point on a short rest. This means that by level 19 they get 5 Sorcery Points on a short rest. Now for the Capstone ability, they can regain an additional 5 Sorcery Points on a short rest and you can choose two additional meta magics of your choice. You then choose two meta magics already in your arsenal to become your signature Meta Magics, You can apply these Meta Magics to a spell that you have already applied Meta Magic to. I would do something similar for the Monk but they're already extremely powerful by the time you reach level 20.
I honestly had an interesting idea for certain capstones, specifically for Bard and Warlock. For the latter of the two, I'd probably alter Eldritch Master to make it feel more worth it. All the other bad capstones are still up in the air for me. But I do have at least Bard and Warlock figured out enough to kind of feel more like capstones that are worth investing towards. They would be as thus:
*Master of None*
At 20th level, you've mastered your dabbling to all walks of life. Your Jack of All Trades ability now applies to all attack rolls with weapons and saving throws that you aren't proficient with. You can also cast spells from scrolls that aren't considered bard spells for you and treat them as if they were. Your spell attack bonus and spell save DC applies to those spells but each apply half your proficiency bonus instead.
Additionally, you also regain an amount of Bardic Inspiration uses equal to half your Charisma modifier, rounded up, when you roll initiative.
*Eldritch Master*
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron. Once per day when you finish a short rest, in addition to the spell slots you would normally regain, you gain an additional number of spell slots equal to your maximum or half your Charisma modifier (whichever is higher). These additional spell slots last until they are expended or you take a long rest. You still only regain your normal maximum of spell slots when take additional short rests after using this feature.
Additionally, your Charisma score increases by 2, to a maximum of 22.
Just two things I came up with on the fly and probably have their own sets of problems. But it's something I'd love to use if I went full Warlock or Bard up to level 20. Just thoughts that crossed my mind.
EDIT: Okay got an idea for a better Sorcerer capstone. Here goes.
*Sorcerous Willpower*
At 20th level, your control over suffusing the multiverse has been elevated to a grander level. All Metamagic options you know cost 1 Sorcery point less (to a minimum of 1 point) and you gain 1 more, for a total of 5. Additionally, when you cast a spell of 1st level or higher you may apply any number of your known Metamagic options up to half your Charisma modifier, rounded up, instead of just one as long as they qualify. You must spend the requisite number of Sorcery points for each Metamagic option as normal when casting a spell this way.
You may use this feature up to a number of times equal to your Charisma modifier with no adverse effects. If you use this feature beyond those uses before you finish a long rest, you take 1d10 force damage for each level of the spell immediately after you cast it, as the multiverse relapses from being altered too often to be allowed to reset. Each time you use this feature again before finishing a long rest after the first adverse effect, the force damage per spell level increases by 1d10. This damage ignores resistance and immunity.
Furthermore, all of your Sorcery Points are now regained whenever you finish a short rest.
Maybe for Sorcerer's mimic the Paladin and give each origin its own capstone instead of a one size fits all capstone.
Here's what I would do for the Sorcerer capstone.
*Innate Power*
You can cast one spell up to 2nd level as a cantrip, and gain a new meta magic that only works with that spell. The spell and meta magic are decided by your subclass. You learn the spell if you don't already have it and it doesn't count against spells you know.
*Draconic Bloodline:* Dragons Breath. When you cast the spell, you can spend 3 sorcery points to increase the size of the cone to 60 feet and add an extra d6 of damage that ignores the saving throw.
*Wild Magic:* Chaos Bolt. When rolling damage, you can spend 2 sorcery points to change one of the d8 to equal the other. If you miss after spending the sorcery point the bolt explodes for half damage to the target and can't leap to another target.
*Divine Soul:* Spiritual Weapon. When you cast the spell, you can spend 3 sorcery points to double the weapons movement speed, and gain the ability to cast spells as though you were in its space.
*Shadow Magic:* Shadow Blade. When you cast the spell you can spend 3 sorcery points to make a second sword in your free hand. If you do, causing the sword to reappear in your hand becomes a free action.
*Storm Sorcery:* Thunderwave. You can spend 2 sorcery points to push the target an additional 10 feet and do extra d4 lightning damage. These effects ignore the saving throw.
I personally feel the warlock going to an action Would be way to powerful as I understand it would be a one time thing but mid combat you could use it on your turn and gain all 4 slots back which can majorly change how the battle was going it also means if you go into a main big bad battle with all 4 slots still you basically have 8 spells at 5th level that you can use
Wizard's Arcane Recovery can be used to get 2 5th level slots back as an action, so its not totally out of line for a capstone ability.
Maybe the full minute recover all slots, but you may expedite the process and use it as an action but recover only half/2
The Wizard's level 20 spell is essentially 2 free third level spell slots. The Sorcerer's level 20 ability takes a full short rest and doesn't even restore enough Sorcery Points to create a third level spell slot. Having it restore 10 points is a lot though (and it would be your Sorcerous Recovery idea) since that's two full 3rd level spell slots worth except it's far more versatile than the wizard's 20th level ability. But, if you feel like keeping Sorcerous Recovery is a good idea, then perhaps the level 20 ability be something to spend more sorcery points on.
Let's say, it strengthens each metamagic in exchange for costing more sorcery points. For example, with Empowered Spell, you could choose which of the rolls you want to use but it costs two more points, or with Heightened Spell it'll cost one more point but give disadvantage on the second save as well, or with Quickened Spell you can ignore that you can only cast one non-cantrip spell per turn and cast an extra spell as your main action, but it costs a number of extra sorcery points equal to the spell slot of the highest level spell that you cast that turn (so if you cast a 9th level and a 2nd level you can't just pick the lower cost one).
I've already done three, let's do the other five. Careful Spell, for an extra point, lets you make all who you picked as the ones to guarantee their saving throw also not take half of the damage if the spell says that they take half as much damage on a successful save. Distant spell just doubles the distance again for an extra point. Also being lazy for Extended Spell, for an extra two points it can be doubled again(Basically like you used Extended Spell three times) to a maximum of 24 hours. For Subtle Spell... I don't know, if it says "the creature knows it's been charmed by you once the effect ends" or "Every creature in an area hears the sound" or something along those lines, those effects won't occur for an extra two points? Not much else you can do to make it more subtle. For Twinned Spell, just twin it again, for the same cost as the normal twinning added on to the original cost.
Finally getting to this video.
I'm actually legit shocked at how bad some of these capstones are. 3.5 didn't have the best ones either, but they were better than this.
Suggested fixes:
Bard - Regain one bardic inspiration at the start of combat (regardless of how many you have, unless full), Full Countercharm (have it work even if you're already effected, just like 3.5), and give them back the Lore Master ability. Back then you just took 10 on any knowledge check and once per day you could choose for it to be a natural 20. So something similar to the rogue's capstone except more limited to Arcana, History, Nature, Religion. And make the natural 20 ability once per short rest (originally limited to once per 6 bard levels).
Monk - Perfect Self was definitely better in 3.5, but you're right that there's not really an "outsider" option for 5e. Maybe advantage on all effects that affect humanoids (charm person, hold person, etc). One suggestion I saw elsewhere was to give them a third strike when they use flurry of blows (it's a Pathfinder capstone ability). Have this in addition to the regain 4 ki points option, but change that up so that if you have less than 4, you now have 4.
Ranger - Give them a fourth favored enemy (they had five in 3.5), and have the Wisdom bonus be to attack and damage. In addition, give them a third attack. Finally, once per long rest, they get the equivalent of a slaying arrow (Con save or die) against one of their favored enemies.
Sorcerer - For them, I like the idea of their origin giving them a final ability, again like the paladin. As well, make creating spell slots cost 2 sorcerer points less (minimum 1). A 5th level slot now costs 5 points instead of 7.
I mean, if a druid gets to wild shape an unlimited number of times and still be able to cast without ever being counterspells, these classes need something even remotely as cool.
Bards: Ingraining Opus - Your entire life as a purveyor of magic and fine arts is condensed into this singularly powerful performance. Once per long rest, you may play a song that clings to the minds of foes and causes courage to swell in allies. This song can be played for up to a minute and uses concentration as if you were casting a spell. Two of the below affects can be used simultaneously:
- Enemies within sight or hearing take 1D8 Psychic damage at the beginning of your turn
- Allies are immune to mental or magical conditions within a 30 foot radius
- Allies within 30 foot radius gain 1D6 temporary hit points at the beginning of your turn
- Enemies are incapable of maintaining concentration on spells that require it. When an ally is attacked within 30 feet of you, the first attack is taken at disadvantage.
- It's party time. All creatures within sight or hearing have advantage
- Chill out. All creatures within sight or hearing are resistant to all magical and non-magical damage. All saving throws are considered failed.
Monk: Ascended Walkabout - You have transcended the need to interact with the material world, yet are still bound to it. You no longer need to breathe. You are capable of walking through solid objects and are able to air walk. Difficult terrain does not reduce your movement speed. This does not affect or use any burrowing, swimming, or flying speed you may have.
Ranger: Marked Prey - You have fully infused the magic of nature into your tracking and combat. As part of a weapon attack you may cast Hunter's Mark at 1st level on your opponent without consuming a spell slot. If this is applied to a Favored Enemy, you may make a third weapon attack as part of your attack action. While using this feature, you mayuse a bonus action to sacrifice a 5th level spell slot and remove the concentration requirement for the full 24 hour duration. When used in this way, you may sacrifice another 5th level spell slot to extend the non-concentration duration another 24 hours. Nothing short of a Wish spell can remove this altered mark. While this affect is active, this feature cannot be used on another creature.
Sorcerer: Spell Void - You are the darling of the Weave. Once per long rest as a bonus action, you may become a node in the weave, tearing a hole into it in a 30 foot sphere around you as if you had cast the Antimagic Field spell. You are capable of casting magic while this void. Any magic that is aimed at you instead is absorbed, giving you a spell slot of equivalent value. If you have all spell slots of that level, the spell is converted into sorcery points as if you were using your Font of Magic feature. This can be maintained for up to one minute. If it is held for the full duration, you gain a level of exhaustion at its conclusion.
I know it's an old video, but whatever :D
I thought about something for a Sorcerer. Don't know if it's broken or not, just feels thematic for caster that draws it's power from himself.
Archont Form:
At lvl 20 you can turn into your archont form for a minute.
1. You add your charisma bonus to dmg of any cantrip or spell you cast.
2. You can use metamagic without burning your sorcery points.
3. You can concentrate on 2 spells instead of 1.
You regain this feature on a long rest.
Great video. You really do an awesome job of pointing out the differences between the capstone for each class.
Given that Bards are supposed to be master performers- having a “set list” for any particular day- as well as information brokers, I propose their Magical Secrets list goes from known to prepared. A Valor Bard for instance could one day go heavy on melee spells such as the SCAG cantrips and Paladin smites, while also going more contemplative the next day with Druid and Wizard rituals.
I love this
As a bard player, I am aroused
That’s brilliant
Here is an idea for Sorc (I have no idea on OPness):
20th Level -- Arcane Weaver:
Whenever you complete a long rest, you may swap out a Metamagic option you have chosen with another option from the Metamagic list.
Also, (Maybe) once a day you can use 1 Metamagic option once without the sorcerer point cost.
For the Bard I would say that in addition to the already given feature you should also get a buff to counter charm that makes it a bonus action and can force a save to negate any active charm.
For the Monk I would say to reword that so they regain 4 up to their max at the start of combat in addition to that I would also give them a plus 4 to dex and wis in a manor similar to the Barbarian. This helps make up for the lack of a shield in the Max AC race and would keep them in the fight longer like with the barbarian's unlimited rage.
For the Ranger I would say that the always on would be good and additional Favored enemy.
For Sorcerer I would say that in addition to the an extra 1 or 2 Meta Magics plus the ability to, charisma mod times per rest (min 1) you can add an additional Meta Magic onto a spell at no additional cost and that this could be used to add onto a spell that was otherwise unmodified.
I agree with making the Warlock capstone an action instead a of minute.
I actually think the fighter's capstone is a little lack luster as an Eldritch Blast Warlock has already had 4 attacks for 3 levels. I would say to get the 4th attack at 17th and to give another ABI and make Indomitable a short rest. Yes I know that seems like a lot of ABI and if you are playing without feats it is but by moving the fourth attack it was left with nothing and the short rest Indomitable didn't seem like enough. The other thought was to give an additional use of Second Wind.
Second Wind would be a good candidate for a boost, especially since it is lackluster at higher levels.
Lets be honest here Ranger needs a complete overhaul as the only reason someone would play ranger is as a gloom stalker and even then your probably going to multiclass as it gives you a significant power boost
I've recently relented on giving the Ranger a minute of my day, and just really like the Gloomstalker through level 3, then finishing the rest of the character build as either an Arcane Archer or Battlemaster Fighter, at least that way I can still get the improved Action Surge at level 17.
I have an original rules AL Beastmaster Ranger Halfling that rides his Pteranadon companion with a shield and Lance and you'd be surprised how effective it is! Pteranadons have Flyby so they avoid opportunity attacks and a 60ft fly speed. Yes, I had to take the Mounted Combatant feat to make it more survivable (which is the main problem with the OG Beastmaster companions: low health), but at lvl 11 my beast will attack twice and I'll attack once for an average 36 DPT with Hunter's Mark up. That's slightly more than a standard sword and board fighter with 20 strength AND I have a 60ft fly speed while avoiding opportunity attacks. Also, if your companion is your mount and you are fully controlling it, you don't need to use your own action to have it Dash, Disengage, or Dodge.
@@ATinyWaffle I do not see it saying anywhere that while, mounted you get out of wasting an action or bonus action. To have your ranger companion dash, disengage or, help. I watched the Jeremy Crawford video explain mounted combat. However, all other mounts besides your animal companion may be directed to dash, dodge and, disengage without an action. I noticed how Jeremy kept the subject of ranger companions Rules As Written about mounts. Away from them being able to forgo the limits described in the PHB.
Sorcerer has a very easy improvement: Make _Flexible Casting_ more efficient. Maybe even allow converting into 6th tier slots, too.
Monk: Always have ≥ 4 ki pts when rolling initiative. Also, _Step of the Wind_ & _Patient Defense_ no longer cost ki pts.
Bard: _Always_ regain 1 B.I. when rolling initiative. Also, once per rest, *re-roll a B.I..*
Ranger: ... Yeah, Rangers just need too much help lol. Maybe change it from Wis mod to Prof mod and allow the boost to apply to each *kind* of use every turn, but on separate attacks? (so boost 1 attack roll, & 1 other attack's damage roll each turn)
Sorcerer Capstone:
just add: Regain 1 expended sorcery point per hour.
done. That's realistically between +2-10 per day you can actually use depending on the campaign.
examples of application:
No limits passive regeneration is always active in addition to everything else, so your short rest is now 5 if your rest for exactly 1 hour.
Walking 2 hours? 2 sorcery points restored. Talking to an NPC for 1 hour another sorcery point.
I think that's perfectly in flavor for sorcerer, as your magic is meant to be effectively a bodily function of whatever you are.
It also perfectly encourages just to use 1 to not lose it. So in best case it's additional bunch of level 1 or 2 spells. More versatile then wizard but restricted in quantity. 1 hour is a lot bigger of a recharge time then 1 action. And some wizard options could even be cast as reaction.
My idea for Sorcerer: One of my favourite sorcerer abilities, yet the one I am also most disappointed in is Meta magic. I like it, but there are 4 options that are basically so much better than the other 4 that you basically never take anything else. So I would like the capstone to be that at 20th level you gain 1 (or two) new metamagic options that are specific to your subclass. It gives you more variety and means that the draconic sorcerer will have options that the wild magic or divine soul sorcerer doesn't. What these metamagic options would be would need a lot of play testing, obviously, but I think variant rules for capstones could be a good UA to see and have people test
While watching this video and having played a Sorcerer myself for a while now, I feel that the best cornerstone ability for a Sorcerer would be one that reduces the cost of metamagic and/or lets multiple be used at a time. For example, your metamagic abilities cost 1 sorcery point less to use. This would let those with a cost of 1 point would be free to use.
an off the cuff idea for Sorcerer. At 20th's level, Flow of Magic. Once per long rest, when they roll initiative they may choose to activate Flow of Magic. If they choose to activate Flow of Magic they then regain 1 Spell slot in each level of Spell Slot from 1st to 6th level, but if they are full on Slots in any level, they instead gain 2 Sorcery Points for each full spell slot. If they are at or hit max for Sorcery Points and go over, they then gain Temporary Hit Points equal to the run off Sorcery Points.
My suggestions...
Bard: When a creature you can see within 60 feet adds one of your inspiration dice to an attack roll and misses, you can use your reaction to turn the miss into a hit. Alternatively, if a creature you can see within 60 feet fails an ability check or saving throw while using one of your inspiration dice, you can use your reaction to treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest. I would call it Song of Victory.
Monk: If you start your turn with 0 ki points, then you regain 2 ki points. It would essentially give you a minimum number of ki points always at your disposal.
Ranger: The ranger just needs help. Any serious changes to the class would have to start at 1st level and echo up through the class to 20th.
Sorcerer (I have 2 ideas): Twice per short rest, you can apply one metamagic to a spell cast at 5th level or lower without needing to expend sorcery points, or when you apply metamagic to a cantrip, you do not need to spend sorcery points. Either way, I would give the sorcerous restoration feature at a lower level.
Warlock: I am torn between shortening the amount of time to use the current feature to one action or just giving them another 5th spell slot.
I feel like sorcerer capstone should allow them to mix metamagics. Currently there's only one metamagic you can use with another metamagic. So sorcerer capstone could read you can now use any two known metamagics on the same spell.
For Bard, how about this?: When you start your turn and you do not have any remaining Bardic Inspiration, you regain 1 use. And then you could limit it to something like Cha mod times per short rest or something. It would encourage bards to possibly pre-inspire the whole party before a really important encounter and still get up to 5 more uses throughout combat that they could use for Cutting Words, Blade Flourishes, more Combat Inspiration, and so on.
Way too powerful, you might as well just say that they have unlimited inspirations. Alternatives could be:
you are proficient in all skills (similar to Monk's proficiency in all saves)
or
when you use your Song of Rest you also regain a total spell slots of equal to the number rolled.
or
you can cast any spell off of any spell list that you have seen before if you succeed on a spellcasting ability check DC = 10+spell level, you expend a spell slot as normal.
@@agilemind6241 If you read my comment, you'll see I limited it to Cha mod times per short rest... It will give them a maximum of 10 uses per short rest and come on, it's 20th level. Everyone is OP then.
capstone idea for sorcerer
upgrade the metamagics, its what makes the sorcerer unique (this has been done in some homebrew)
Fist of Harmony: Restore a ki point on a critical strike. It's a rule some friends and I implement to make the monk a little more fluid in terms of ki use. We also make it so that if the Bard's inspiration contributes to a killing blow, they restore one use of bardic inspiration. Again, just things that make things better for us. We considered something for the sorcerer, but we couldn't come up with anything since the sorc can burn spell slots for points.
I feel like all capstone abilities should be acquired by level 10, but they'd be a minor version of the full level 20 version. Like with Divine Intervention. Or something like this.
Bard - Master Performance - All subjects within 120 feet of you, that can hear you, can be affected by your spells. If you cant Vicious Mockery to attack a foe it will target every foe in the area that can hear it for a period of time.
or
Bardic Music - you learn certain spells you can preform and sustain that can either help allies or hinder foes.
Sorcerer - Master Arcane - for 1 minute you become a living embodiment of arcane power, all your spells become empowered and you can use metamagic without spending Sorcery Points.
Warlock - Avatar of the Patron - you undergo a transformation taking on physical features of your patron for a minute and while in that form you gain unlimited spell slots.
Personally, a quick and dirty answer for any 'recourse management' capstones would be to roughly treat it like hit dice recovery. So an example would be for Bards: instead of just 1 inspiration on initiative; you get half (rounded down) your expended inspiration; but would limit the number of times it could happen, maybe equal to their CHA modifier or something. It always struck me weird that they didn't do it this way, and that hit dice were the only mechanic in 5e that didn't get a full reset after a certain period of time.
I have a couple of ideas... I know I'm coming to the party late... but still...
Bard: Either have unlimited use of Bardic Inspiration (I mean, Barbarians can rage an unlimited number of times) or gain 1 use of Bardic Inspiration if you start your TURN with 0. Additionally, give Bards the signature spell ability, but do so with their charm abilities (Charm Person/Monster, Suggestion, etc.).
Sorcerer: Maybe, like Warlocks, Sorcerers can do a single action, once per long rest ability to recover all sorcery points with an action, pulling latent magic from the surrounding area if they have no more sorcery points. Additionally, they can recover half their sorcery points on a short rest.
Ranger: A Ranger has studied their favourite targets so much, they know every move and weak point of their prey. They add their wisdom modifier to damage rolls and have advantage on the attack roll.
Monk: If a Monk does not use a Ki point on their turn, they recover 1 Ki point per turn. Additionally, once per long rest, they can spend an action to pull Ki in from their surroundings, recovering all Ki points.
Let's see
Barbarian: I agree, is a good one
Bard: Danger inspires you... When you roll Initiative, you regain all expended uses of Bardic Inspiration. When the battle ends, you loose any unused Bardic Inspiration you regained at the start of that battle.
Cleric: Great, but you can only use your capstone ability once a week. Maybe you can add that the Divine Intervention can be used again after 3 days? I wanna say after you end a long rest but that may be too much.
Druid: I'm close to nerf it...
Fighter: Borring but useful, I'd leave it as it is.
Monk: Whenever you deal a critical hit or reduced a hostile creature to 0 HP, you regain 4 ki points. (I feel this is slightly better, but kinda of boring too.)
Paladin: Greatly flavorful. Loved it
Ranger: Fix A: Fix A: Get rid of "once per turn" and "to your Favored Enemy" parts. Fix B: Get rid of "to your Favored Enemy" part and you can add your Wis Mod to both attack rolls and damage rolls once per turn.
Rogue: Good one, I'd leave it.
Sorcerer: I'd move that capstone ability to level 10 and add the Signature Metamagic thing someone else said in the comments.
Warlock: I'd change it to "one action" too.
Wizard: It's kinda meh compared to Signature Spell. I would add the option to create your own spells but that would be so much more work for many DMs out there. I mean, I'm willing to but I don't think other would want that.