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This is a variant rule set for D&D 5th Edition, inspired by the 3.5 edition’s E6 rules. Put simply, class levels above 6th do not exist; 6th level characters are epic heroes of renown. The rules are very simple: '''6th level is the maximum ''' There are no characters higher than 6th level in the world; this further means that there are no spells of 4th level or higher, no magic items based on those spells, etc. It is possible that more powerful characters may have existed in the legendary past, but their time is long gone. '''Characters can still improve after reaching 6th level''' Although characters cannot gain levels past 6th, they can still improve themselves. For every 10,000 XP a character gains past 6th level, they may choose one of the following Improvements. For games that use milestones rather than experience points, simply award one improvement whenever you would award a milestone. ==Improvements== *'''Feat.''' The character gains a single feat. They must meet the prerequisites normally. Note that a character may not select an ability score increase, but feats that increase one ability score function normally (subject to the cap of 20 in all ability scores). *'''Heroic Talent.''' The character gains a heroic talent from the list below. Each heroic talent can only be taken once, and the character must meet the prerequisites. *'''Class Talent.''' The character gains a class talent for their class, chosen from the list below. The character must meet the prerequisites; each class talent can be taken only once unless otherwise noted. ==Heroic Talents== These are abilities that any epic character can take, regardless of class. Each heroic talent can only be taken once. '''Enduring''' ''Prerequisite:'' 6th level You gain one additional hit die, increasing your maximum hit points as normal. '''Legendary Ability''' ''Prerequisites:'' 6th level, at least one ability score of 20. You gain the ability to exceed the normal mortal maximum for a single ability score. Whichever ability score is 20 increases by +1. If you have multiple ability scores at 20, you must choose one of them to benefit from this talent. Note: You can take this talent twice, increasing the designated ability score to a maximum of 22. ==Class Talents== These abilities allow a character to improve their skill at their chosen profession. ===BARBARIAN=== '''Brutal Critical''' You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. '''Feral Instinct''' Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. '''Path Feature''' You gain the class feature for your barbarian path that you would normally gain at 10th level. '''Superior Rage''' Your rage damage and number of rages per day both increase by +1. ===BARD=== '''Expertise''' Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. '''Extra Spell Known''' Your arcane knowledge increases. Choose two spells of any level (including cantrips) from this class’s spell list and add them to your spells known. Note: You may take this talent twice. '''Magical Secrets''' You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. '''Reliable Inspiration''' Whenever someone expends one of your Inspiration Dice and rolls a 1, they may reroll that die. They must take the result of the reroll even if it is another 1. ===CLERIC=== '''Destroy Undead''' You can now destroy undead of CR 1 or less using your Turn Undead ability. '''Divine Domain Feature''' You gain the feature of your divine domain that you would normally gain at 8th level. '''Epic Spellcasting''' You learn one spell from the Epic Cleric’s List, and can cast it as a ritual. Once you have cast an epic spell in this way, you cannot cast it again until you have completed a long rest. Note: You can take this option multiple times, but you must choose a different spell each time. ===DRUID=== '''Druid Circle Feature''' You gain the class feature for your druid circle that you would normally gain at 10th level. '''Epic Spellcasting''' You learn one spell from the Epic Druid’s List, and can cast it as a ritual. Once you have cast an epic spell in this way, you cannot cast it again until you have completed a long rest. Note: You can take this option multiple times, but you must choose a different spell each time. '''Nature Sense''' Choose any two of the following skills: Handle Animal, Nature, Survival. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. '''Wild Shape Improvement''' You gain the ability to wild shape into beasts of CR 1, as well as beasts with a flying speed. ===FIGHTER=== '''Extra Fighting Style''' You gain a second fighting style. '''Indomitable''' You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. '''Martial Archetype Feature (lesser)''' You gain the class feature for your martial archetype that you would normally gain at 7th level. '''Martial Archetype Feature (greater)''' You gain the class feature for your martial archetype that you would normally gain at 10th level. Note: You must select Martial Archetype Feature (lesser) before you can take this option. ===MONK=== '''Evasion''' Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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. '''Increased Ki''' Your total ki points increase by 2. '''Stillness of Mind''' You can use your action to end one effect on yourself that is causing you to be charmed or frightened. '''Unbounded Movement''' Your unarmored movement bonus increases from +15’ to +20’. In addition, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. ===PALADIN=== '''Aura of Courage''' You and friendly creatures within 10 feet of you can't be frightened while you are conscious. '''Extra Spell Slot''' You gain one extra spell slot of 2nd level. '''Healing Hands''' For purposes of your lay on hands feature, your paladin level is treated as two higher than it actually is (thus allowing you to restore up to 40 hp instead of 30). In addition, you can cast revivify without expending a spell slot with this trait. Once you do so, you cannot cast it again until you have completed a long rest. '''Sacred Oath Feature''' You gain the Sacred Oath feature that you would normally gain at 7th level. ===RANGER=== '''Fleet of Foot''' You can use the Dash action as a bonus action on your turn. '''Extra Spell Slot''' You gain one extra spell slot of 2nd level. '''Land’s Stride''' Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell. '''Nature Sense''' Choose any two of the following skills: Handle Animal, Nature, Survival. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. '''Ranger Conclave Feature''' You gain the ranger conclave feature that you would normally gain at 7th level. ===ROGUE=== '''Evasion''' Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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. '''Improved Sneak Attack''' Your sneak attack damage increases by +1d6. '''Roguish Archetype Feature''' You gain the roguish archetype feature that you would normally gain at 9th level. ===SORCERER=== '''Extra Spells Known''' Your arcane knowledge increases. Choose two spells of any level (including cantrips) from this class’s spell list and add them to your spells known. Note: You may take this talent three times. '''Extra Spell Slot''' You gain one extra spell slot of 3rd level. '''Metamagic''' You gain one additional metamagic option. '''Increased Sorcery Points''' Your total sorcery points increase by 2. ===WARLOCK=== '''Epic Spellcasting''' You learn one spell from the Epic Warlock’s List, and can cast it as a ritual. Once you have cast an epic spell in this way, you cannot cast it again until you have completed a long rest. Note: You can take this option multiple times, but you must choose a different spell each time. '''Extra Spells Known''' Your arcane knowledge increases. Choose two spells of any level (including cantrips) from this class’s spell list and add them to your spells known. Note: You may take this talent twice. '''Extra Invocation''' You gain another eldritch invocation of 6th level or lower. '''Otherworldly Patron Feature''' You gain the Otherworldly Patron feature that you would normally gain at 10th level. ===WIZARD=== '''Arcane Lore''' Choose any two of the following skills: Arcana, History or Religion. Your proficiency bonus is doubled for any ability check you make that uses those skills. '''Arcane Tradition Feature''' You gain the Arcane Tradition feature that you would normally gain at 10th level. '''Epic Spellcasting''' You learn one spell from the Epic Wizard’s List, and can cast it as a ritual. Once you have cast an epic spell in this way, you cannot cast it again until you have completed a long rest. Note: You can take this option multiple times, but you must choose a different spell each time. '''Extra Spell Slot''' You gain one extra spell slot of 3rd level. ==Epic Spellcasting== When you select the Epic Spellcasting class talent, you may choose one spell from your class’s Epic Spell List. You can cast that spell as a ritual; unlike normal rituals, an epic spell ritual requires one full hour to cast or the normal casting time, whichever is longer. Once you have done this, you cannot cast that spell again until you have completed a long rest. You can select the Epic Spellcasting talent multiple times, but you must choose a different spell each time. <u>Epic Cleric Spells</u> *Commune *Death Ward *Geas *Greater Restoration *Hallow *Legend Lore *Planar Binding <u>Epic Druid Spells</u> *Awaken *Commune with Nature *Conjure Elemental *Geas *Greater Restoration *Hallucinatory Terrain <u>Epic Warlock Spells</u> *Contact Other Plane *Dream *Hallucinatory Terrain *Infernal Calling *Summon Greater Demon <u>Epic Wizard Spells</u> *Conjure Elemental *Contact Other Plane *Creation *Geas *Hallucinatory Terrain *Legend Lore *Planar Binding *Seeming
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