Zman's 5e Tweaks:E10 Variant V1.0
Love low to mid levels? Feel like the game loses the right feel once level five spells hit the table and the world changes and not for the better? Find it difficult to make a rational world that works at high levels. Well, have no fear, my Epic 10 Variant is here.
The game moves quickly to level four, then slows down, but still allows for regular granular character advancement, and gives a different take on Multiclassing that doesn't cost you your primary class and opens up many potential build and flavorful options.
This variant was created with my Zman's 5e Tweaks in mind.
|Level||Experience||Proficient Bonus||Bonus Feat/ASI||Effective Level|
*Your Effective Level is used for calculating encounter difficulties.
That is a lot of feat and Ability Score Improvements, anything else I can do with them? Ability Score Improvements can be used to increase ability scores as normal or can be used to purchase feats as normal. Aditionally, Feats can now be used to Multiclass and they are the currency used to purchase those additional classes. Ability Score Improvements are still earned as normal from your Primary Class.
Multiclassing is different in the E10 Variant. The standard method of Multiclassing no longer applies, your initial class is your Primary class. Multiclassing is achieved through the purchasing them using Feats. A Secondary Class, and/or Tertiary Class can be purchased in this mannor. Secondary and Tertiary Classes are not required, but must follow still the normal Multiclassing Class prerequisites for Multiclassing. They also grant some of the classes starting proficiences listed in the Multiclassing Proficiencies table.
Your Primary Class is your starting class. Each time you level up you increase the level of your Primary Class. You no longer get to choose a different class as you level up. Your Primary Class determines your starting equipment, your starting proficiencies, your proficiency bonus, your proficient saves, and your hit points gained at eatch level.
At any point a character can choose to spend a Feat to gain a level in a second class to gain the Class Features of that class. You do not gain the classes starting equipment, starting proficiencies, any bonus to your proficiency bonus, additional proficient saves, or hit points for gaining a level in a Secondary class. The first level of a Secondary Class costs two Feats, one to enter and gain the benefits of that class and the second feat must be paid with the next available feat is earned. Additional levels in a secondary class cost only a single feat.
At any point a character that already possesses a Secondary Class can choose to spend a Feat to gain a level in a third class to gain the Class Features of that class. You do not gain the classes starting equipment, starting proficiencies, any bonus to your proficiency bonus, additional proficient saves, or hit points for gaining a level in a Tertiary class. The first level of a Tertiary Class costs two Feats, one to enter and gain the benefits of that class and the second feat must be paid when the next available feat is earned. Additional levels in a tertiary class cost only a single feat.
Secondary/Tertiary Ability Score Improvements
If you earn an Ability Score Improvement from a Secondary or Tertiary Class it does not function the same way as one earned from a Primary Class. Instead, it grants a +1 to a single Ability score and canot be used to select a feat.
By default, in this E10 Variant all spells level 5 and above become rare and difficult to cast rituals and cannot be cast using spellslots. Level 5 spell slots still exist but no longer can be used to cast level five spells, but can instead be used to cast lower level spells at a higher spell level. Optionally, DMs can allow access to 5th level spells as normal if they so choose.
Multiclassing and Spellslots
If any of your Primary, Secondary, or Tertiary classes grant Spell Slots you use the class that grants the most spell slots to determine how many spell slots your character has available.
Spells Known and Prepared
Determine spells known and prepared as if each spellcasting class was a single classed character.