Subject to change – your input is valuable in balancing this!
It’s getting long so I plan on reformatting later
- Magic is far less permanent in this world. Most magic items need to be recharged
- Arcane Magic is being slightly redone. The spells will be re-categorized and specializations will be normally required. Sorcerer and Wizard spells lists are being combined. Warlock and Bards will use their own spell lists, but will technically not be considered arcane casters.
- Spell weaving is the combination of two other spells. Such as combing call wind, and create water will result in a fog which will have the bonus effect of obscuring vision. Spells can only be combined if they are favored elements.
- Many of the Gods have fallen. (And I’m doing a custom pantheon) Many of the gods will have ceased to exist, and some will be thrown into the
- Healing is slightly nerfed – Long rest healing will be limited based on number of hit die available. Hit die will be regained at a slightly slower rate. Not sure on actual numbers – just trying to increase the realistic-ness of being able to heal to full if dropped to zero every day consecutively.
- Wounds will be implemented. On receiving a critical hit, or losing more than your constitution score you will receive a wound that will reduce your max health, and if severe enough, will penalize other abilities. They will take time to heal, or can be healed if strong enough magic is used (ex. cure light wounds for minor cuts/bruises – cure moderate wounds for broken bones)
- Another thing is that the acquisition of new abilities is not immediate. Rather than leveling, and suddenly gaining proficiency out of nowhere – players will learn things over time. For a time they will have penalties to doing that action, until they finally get the hang of it. I will use this method to award bonus feats/etc – so look ahead and see what you might want in the future.
- Druids wildshape – I plan on altering it a little. I think it needs a reusable material component, and to have studied the animal for a full day. I think the max number of shapes would be equal to druid level. I might also alter the number of wildshapes without rest, but would recharge wildshape with every short rest. I want to playtest the druids separate wildshape form having a separate health pool – but might rebalance it a little.
- Bards technically won’t be arcane casters, and will be considered a tad more like marshalls. What that actually changes is probably nothing. I’ll have to read through their spells more carefully, but probably not. I imagine bards more like telling/singing/etc so vividly and with a tad of magic, things are actually changed.
- Divine Casters (Paladins but particularly clerics) will really be servants of their deity. Due to the decrease in population, Gods have less power, but less clerics/paladins to distribute them to. So spell strength is unlikely to change, but the god is going to be watching his followers much more carefully. So living up to a gods standards is much more important. Also, uping your gods reputation is much more important. I think I’ll have clerics/paladins either make a vow or perform a feat at each new spell level. (it wouldn’t be too much of a pain, like make a vow to create a small statue in each town you pass through. Or for a high level spell slot, to get a killing blow on a demon. Or something)