Dungeons & Dragons 5e
Core Gameplay Update

This collection starts from the ideas that choices should always impact atter to gameplay and that simple mechanics can create complex and interesting gameplay.

Image Credit: Richard Anderson

 

 

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Exectutive Summary of Major Changes

Core Classes

Each class has been edited to greater and lesser degree so that each has a combination of updated mechanics, added flavour, and unique mechanics. The Barbarian and Artificier have the fewest changes while the Bard and Ranger have been completely rebuilt. The Sorcerer presented here is not my own work and instead that of another homebrewer.

Class 5.5 Core theme Unique Mechanic(s) Major Changes compared to 5.0
Artificer Uses lots of magical devices Infused items Expanded weapon profeciencies to include all crossbows but a reduced number of known spells
Barbarian Reckless melee damage dealer Rage Weild oversized weapons and some minor edits to Unarmored Defense because of damage reduction, and Unarmored Movement
Bard Influences the action economy Inspiration Die A complete rebuild of the bard to give is many new abilities in exchange for the bard losing full spellcasting
Cleric Protects and heals Faith Points, Protection Magic Clerics regain spells in a unique way
Druid Shapeshifting caster who uses the elements against foes Wildshape Druids are allergic to metal and Wildshape now has a hitpoint limit
Fighter Best of the best at using weapons Martial Maneuevers A major rebuild focusing on martial maneuverers and surviving death saving throws
Monk Mobile superhuman Ki & Martial Arts Monks can now use martial arts in conjuction with the Dodge action, Ki regains on critical rolls, Perfect Self is also substantially changed
Paladin Bastion of martial force and will Smite, Lay on Hands, & Auras Lay on hands has more options for its use and the class has been most of its class features tweaked.
Ranger Hunter of beasts, men, and monsters Animal Companion A complete rebuild to change the focus of the Ranger around its new Animal Companion feature
Rogue Stealth and Skills Sneak attack, Expertise & Cunning Action Gets to choose cunning action options and a minor balancing edit to Sneak Attack given the change to finese weapons.
Sorcerer Living magic Metamagic LaserLLama homebew is better than what I was doing
Warlock Trade spirit and body for power Pact, Mystic Arcanum & Eldritch Invocations Gains access to higher level spell slots before all other classes but pays a physical toll for this power. Also changed how Eldritch Blast works and the Warlock pact has increased options
Wizard Erudite arcanist Highest Spell Diversity, Spell Potency Favourite spells are more powerful and may optionally focus on specific schools of magic for an increased number of spell slots per day and potentially more potent spells

The Dark is Scary

Only undead naturally have Darkvision. No other race or type of creature has inherent Darkvision and Darkvision can only be gained through spells, magic items, and other effects which explicity grant Darkvision.

Double Hitpoints at 1st Level

All classes gain double hitpoints at 1st level. This is done to make the 1st level more survivable. The first level of a class taken as part of multiclassing does not grant double hitpoints.

Optional features allowed

Tasha’s caludron of everything introduced optional features for most classes and the majority of those features are included here.

 

 

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Weapon & Armor Choice Matters

Armor now grants damage reduction to physical attacks and each weapon adds different attributes to how combat functions. Critical hits from different weapon types

Spell Damage Type Matters

Spells inflict penalties to effected creatures based on the damage type done.

Ability Scores Are Better Balanced

In 5e Dexterity is too powerful an ability and Intelligence is underutilized. The following changes work to fix that imbalance.

  • Strenth - All physical weapon attacks, including ranged attacks, use strength to calculate their bonus damage.

  • Dexterity - The damage of ranged and finesse weapons no longer benefits from dexterity bonus. Instead finese weapons grant increased critical hit chances.

  • Intelligence - Intelligence now has an increased number of uses as it benefits the use of some toolkits.

Resting

Characters can now take a 5 minute breather after combat and regain one HD worth of hitpoints and potentially other resources as well.

Skill Kits

Characters trained in the use of certain skill kits can craft intersting items in game in addition to the usual benefits of such kits.

 

 

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Maximize Velocity

Svetlin Velinov

Artificer Rework

Engineering a better world

Class Features

As a artificer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per artificer level
  • Hit Points at 1st Level: 16 + twice your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificier level after 1st

Proficiencies


  • Armor: Light armor, Medium armor, Shields
  • Weapons: Simple weapons, all crossbows, firearms
  • Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons

  • (a) five javelins or (b) any simple melee weapon

  • 10 lint fluffs

  • any two simple weapons

  • a light crossbow and 20 bolts

  • (a) studded leather armor or (b) scale mail

  • tinkers’ tools and a dungeoneer’s pack

Weapon Proficiencies

Note that the artificer is proficient with both crossbows and firearms.

 

 

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The Artificier
Level Proficiency Bonus Features Infusions Known Infused Cantrips Known Spells Known — Spell Slots Per Spell Level —
Items 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting - 2 2 2
2nd +2 Infuse Item 4 2 2 2 4
3rd +2 Artificer Specialist, The Right Tool for the Job 4 2 2 3 4
4th +2 Ability Score Improvement 4 2 3 3 4 2
5th +3 Artificer Specialist feature 4 2 3 4 4 2
6th +3 Tool Expertise 6 3 3 4 4 2
7th +3 Flash of Genius 6 3 3 5 4 3 1
8th +3 Ability Score Improvement 6 3 3 5 4 3 1
9th +4 Artificer Specialist Feature 6 3 3 6 4 3 1
10th +4 Magic Item Adept 8 4 4 6 4 3 1
11th +4 Spell Storing Item 8 4 4 7 4 3 3
12th +4 Ability Score Improvement 8 4 4 7 4 3 3 2
13th +5 - 8 4 4 8 4 3 3 3 1
14th +5 Magic Item Savant 10 5 4 8 4 3 3 3 2
15th +5 Artificer Specialist Feature 10 5 4 9 4 3 3 3 2
16th +5 Ability Score Improvement 10 5 4 9 4 3 3 3 3
17th +6 - 10 5 4 10 4 3 3 3 3
18th +6 Magic Item Master 12 6 4 10 4 3 3 3 3
19th +6 Ability Score Improvement 12 6 4 11 4 3 3 3 3
20th +6 Soul of Artifice 12 6 4 11 4 3 3 3 3
Spell changes

Note the addition of spells known to the class table. The artificer now only knows a set number of spells instead of the whole spell list. This brings it in line with other casters such as the ranger and bard. The Artificier also gains their third and fourth cantrip earlier

Magical Tinkering

At 1st level, you’ve learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting

You’ve studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don’t appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves’ tools or some kind of artisan’s tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an “M” component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player’s Handbook for descriptions of these tools.

 

 

PART 1 | SECTION NAME After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Artificer spell list.

The Spells Known column of the Artificer table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Artificer spells you know and replace it with another spell from the Artificer spell list, which also must be of a level for which you have spell slots.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item

At 2nd level, you’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known

When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master’s Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

 

 

PART 1 | SECTION NAME You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

The Right Tool for the Job

At 3rd level, you’ve learned how to produce exactly the tool you need: with thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Ability Score Improvement

When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Tool Expertise

At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

At 7th level, you’ve gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

You can attune to up to four magic items at once. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Spell-Storing Item

At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).

While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Magic Item Savant

At 14th level, your skill with magic items deepens more:

You can attune to up to five magic items at once. You ignore all class, race, spell and level requirements on attuning to or using a magic item.

Magic Item Master

Starting at 18th level, you can attune up to six magic items at once.

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

You gain a +1 bonus to all saving throws per magic item you are currently attuned to. If you’re reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

 

 

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Barbarian Rework

Endless passion, freedom, to live unbound and grow strong.
So endure. In enduring, grow strong and become free.
Barbarian Chick

Maciej Kuciara

 

 

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Class Features

As a barbarian, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per barbarian level
  • Hit Points at 1st Level: 24 + twice your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial weapon
  • (a) two handaxes (b) any simple melee weapon
  • An explorer’s pack and four javelins

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • Your movement speed is increased by 10 ft.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

The AC granted by your unarmored defense from your constitution modifier is considerd natural armor and grants damage reduction (DR) accordingly. E.g. a barbarian with a +3 constitution modifier gains 3 natural armor from its unarmored defense feature and gains 2 DR for having natural armor equivalent to medium armor.

Armor Damage Reduction
Armor DR
Light or Natural (1-2) 1
Medium or Natural (3-5) 2
Heavy or Natural (6+) 3
Shield 1

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Primal Knowledge

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

 

 

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The Barbarian
Level Proficiency Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path, Primal Knowledge, Oversized 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack 3 +2
6th +3 Path feature 4 +2
7th +3 Feral Instinct, Instinctive Pounce 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path feature, Primal Knowledge 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

Oversized

Starting at 3rd level while you are raging you may use weapons one size category larger than usual without penalty. This means that a barbarian

  • of small size may use heavy weapons

  • of medium size may use a two handed or heavy weapon one handed

  • may wield a versatile weapon one handed and use the versatile damage die.

  • may dual wield weapons larger than light but may only wield a two handeded or heavy weapon if you also have the dual wielder feat.

  • of medium size may use a weapon sized for a large creature two handed so long as that weapon is not two handed or heavy

Using oversized weapons is a small tweak that sets the Barbarian further apart from other melee martial classes.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Feral Instinct

By 7th level, 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.

Instinctive Pounce

At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.

 

 

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Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

 

 

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Bard Rework

Song, dance, stories, intrigue, and secrets are the hallmarks of the Bard.
Steer clear of them to live a life more ordinary.

Gwent Card

CD Project Red

 

 

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Image Credit: Arena Net

Class Features

As a bard you gain the following class features

Hit Points


  • Hit Dice: 1d8 per bard level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longsword, raipers, shortswords
  • Tools: Three musical instruments of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Performance and choose any two

Note the slight change to the Bard’s skills, they now always have performance as a skill.

Why Rework the Bard

In the base 5e rules the Bard’s musical ability is not centre stage. Instead the Bard is a rogueish spellcaster. This rework aims to solve that discontinuity by fundamentally changing the Bard class from a spellcaster focused class into a character that uses class features to change the ebb and flow of the action economy in unique ways.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a raiper (b) longsword, or (c) any simple weapon
  • (a) a diplomat’s pack or (b) an entertainer’s packs
  • (a) a lute or (b) any other musical instrument
  • Leather armor and a dagger

Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots

The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

 

 

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The Bard
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Bardic Inspiration (d6), Expertise 3 4 2
2nd +2 Jack of All Trades, Song of Rest, Magical Inspiration 3 4 2
3rd +2 Bard College, Demoralize 3 5 3
4th +2 Ability Score Improvement, Coordinate 3 5 3
5th +3 Bardic Inspiration (d8) 4 6 4 2
6th +3 Countercharm, Bard College Feature 4 6 4 2
7th +3 Distract 4 7 4 3
8th +3 Ability Score Improvement 4 7 4 3
9th +4 Enthrall 5 8 4 3 2
10th +4 Bardic Inspiration (d10), Magical Secrets 5 10 4 3 2
11th +4 Inspiring 5 11 4 3 3
12th +4 Ability Score Improvement 5 11 4 3 3
13th +5 Master of None 6 12 4 3 3 1
14th +5 Bard College Feature, Magical Secrets 6 14 4 3 3 1
15th +5 Bardic Inspiration (d12) 6 15 4 3 3 2
16th +5 Ability Score Improvement 6 15 4 3 3 2
17th +6 Sonorus 7 16 4 3 3 3 1
18th +6 Inspired, Magical Secrets 7 18 4 3 3 3 1
19th +6 Ability Score Improvement 7 19 4 3 3 3 2
20th +6 Artistic 7 19 4 3 3 3 2

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your charisma modifier
  • Spell attack modifier = your proficiency bonus + your charisma modifier

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

Expertise

At 1st level, your proficiency bonus is now doubled for any performance check.

Expertise

The Bard still gets expertise but it is edited here to only apply to performance.

Bardic Inspiration

You can inspire others through stirring performance. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

 

 

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Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your proficiency bonus + 1/2 your bard level (a minimum of once). You regain expended uses of Bardic Inspiration when you finish a short rest. Additionally, you regain 1 inspiration die if you spend a Hit Die to heal during a breather (breather is a homebrew rest rule described below.

A breather is a 5 minute break where any player using any class may heal 1 hit die and 1 hit die only. Another breather cannot be taken until after initiative is rolled or either a short or long rest is taken. If you do not want to use breathers ignore reference to them.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short or long rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short or long rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 5th level, to 1d10 at 10th level, and to 1d12 at 15th level.

Magical Inspiration

At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Demoralize

At 3rd level as a bonus action you can expend an inspiration die to demoralize a creature you can see within 60ft if the creature fails a saving through against your spell DC. You choose whether the saving through is against intelligence, wisdom or charisma. If the creature fails the saving throw then before the end of the creatures next turn when it makes an attack roll, abilty check, or saving throw, you may choose to subtract the roll of 1 inspiration die from the creature’s roll. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Demoralize allows the bard to select the saving throw they target which is a unique, or at least rare ability. The decision to do this is based on giving the bard versailitity to attack a targets weakness

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Image Credit: Arena Net

 

 

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Coordinate

At 4th level a you may spend an action and two inspiration die to grant a creature within 60 feet an action. The creature must be able to see and hear you to benefit from this feature.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the start of your next turn. When the performance begins you and any friendly creatures within 30 feet of you affected by the frightened or charmed condition may immediately reroll the saving throw with advantage.

You may continue the performance by spending a bonus action on your turn. During the performance you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. While you are performing you are also concentrating as if you had cast a spell that requires concentration.

A creature must be able to hear you to gain this benefit.

The performance ends early if you are for any reason silenced, or if you voluntarily end the performance which requires no action.

Distract

At 7th level as a reaction you may expend three inspiration die to attempt to interrupt a spell being cast within 30ft. The target creature must be able to see and hear you and it must make a concentration check with a DC equal to 8 + your proficiency modifier. If the target fails the concentration check their spell fizzles into nothing.

Enthrall

At 9th level. As an action you may start a performance. Spend two inspiration die and a creature within 60ft of you is charmed for 1 hour if it fails a saving throw against your spell DC. You decide if the saving throw is intelligence, wisdom or charisma.

You may continue the performance and spend an action, and 1 more inspiration die, on your turn to target an additional creature. While you are performing you are also concentrating as if you had cast a spell that requires concentration.

If a creature saves against the spell DC they cannot be enthralled for 24 hours.

Unlike other charm affects once the duration of this affect concludes the target creature does not know it was charmed although it is likely a little confused.

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, 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.

You learn two additional spells from any classes at 14th level and again at 18th level.

I kept magical secrets the same as orginally written, it works well for this Bard version which is a half-caster.

Halfling Bard

Grant Griffin

 

 

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Inspiring

Starting at 11th level as an action you may start an inspiring performance and spend 3 inspiration dice. All allied creatures that can hear you and are within 30ft of you may add 1/2 the roll of an inspiration die, minimum of 1, to any one ability check, attack roll, or saving throw it makes they make before the start of your next turn. You may continue the performance by spending an action, 1 inspiration die, and concentrating as if you had cast a spell with concentration.

This feature allows the bard to buff multiple allies but it consumes resources quickly.

Master of None

Starting at 13th level, add +1 to all your ability check rolls.

While a +1 doesn’t seem like much it is powerful in its versaitlity. Because it applies to every ability check, and a bard already adds half their proficiency modifier to all untrained ability checks, the bard now almost has proficiency in every ability and all their trained skills are a little better.

Sonorous

At 17th level the range of all your bard class abilities, but not spellcasting, is doubled and if you use the enthralling, demoralize, distract, or dumbfound abilities you may spend 2 additional inspiration die and the target rolls their saving throw at disadvantage.

Inspired

At 18th level you never roll initative with less than 3 inspiration die such that if you roll initative and your have less than 3 inspiration die you instead gain enough inspiration die to raise your total to 3.

Artistic

At 20th level if a creature you can see uses one of your inspiration die and still fails their roll you may intervene with no action required and convert that failed rolled to a critical success as if a natural 20 had been rolled.

A creature so affected by ability also suffers no effects or penalties even if they would normally occur on a successful roll, half damage on a successful save for example. You can use this ability twice after which you must take a long rest to regain uses of the ability.

 

 

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Cleric Rework

Create the truth your god demands. Find your flock and lead them to enlightenment.
Priest

Forest Imel

 

 

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Class Features

As a cleric you gain the following class features

Hit Points


  • Hit Dice: 1d8 per cleric level
  • Hit Points at 1st Level: 16 + twice your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: All simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots

The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

  • Spell attack modifier = your proficiency bonus + your Wisdom modifier

The Cost of Faith

To recover spell slots you must sacrifice hit dice (HD) to your god as part of a long rest.

  • The number of HD equals the highest level spell slot you wish to cast that day up to the highest level spell slot you have access to.

  • The sacrificed HD do not lower the cleric’s maximum hitpoint total but instead the number of HD useable for healing during a rest is lowered; it is as if they have already been spent.

  • Sacrificing additional HD does not grant the ability to cast higher level spell slots.

For an example of how this rule works a 4th level cleric would have to sacrifice 2 HD to get be able to recover spell slots up to their current maximum spell slot level,2nd level. When the cleric and its party take a long rest that night the cleric only has 3 HD to heal instead of the normal 5 (2 at first level and 3 more for the other 3 levels).

The HD cost can be offset by intelligent creatures with the same faith as you the cleric, or unaligned but not an opposing faith joining you in prayer as part of the long rest when you regain spells for the next day.

  • These intelligent creatures, hereafter called congregants, may each sacrifice 1 HD as part of the prayer and for every HD spent by the congregants the amount of HD the cleric must sacrifice to gain spell slots is reduced by 1.

 

 

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The Cleric
Level Proficiency Bonus Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain, The Cost of Faith 3 2
2nd +2 Channel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional) 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 1
6th +3 Channel Divinity (x2), Divine Domain feature 4 4 3 2
7th +3 5 4 3 3 1
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility (Optional) 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 1
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 1 1
12th +4 Ability Score Improvement, Cantrip Versatility (Optional) 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 3 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 3 1 1
15th +5 5 4 3 3 3 3 1 1 1
16th +5 Ability Score Improvement, Cantrip Versatility (Optional) 5 4 3 3 3 3 1 1 1
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 3 1 1 1 1
18th +6 Channel Divinity (x3) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Cantrip Versatility (Optional) 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1
  • Each congregant is rewarded a boon called Token of Faith which grants +1 modifier to the result of a single ability check, saving throw, or attack roll. The boon adjusts the d20 roll itself so it can adjust a roll of a 19 to a natural 20 or prevent a critical failure.

  • The boon persists until the congregant partakes in any cleric’s prayer again or until it is spent.

  • A congregant cannot hold more than one Token of Faith boon unless it is explicity stated otherwise.

  • Should the cleric either sacrifice mode HD than nessecary to cast their highest level spell and/or gain HD from congregants exceeding what the cleric needs to cast their highest level spell slot the cleric can store the extra HD as Faith Points. The cleric can store faith points up to a maximum total equal to the clerics level + wisdom modifier.

  • Faith points may be spent to increase the effective spell slot of a spell being cast while only spending the original level spell slot. The cleric may not increase the effecitve level of a spell beyond the highest level spell slot the cleric has access to. The cost of in faith points equals the level of spell slot desired. For example a 7th level cleric cleric can spend 3 faith points to cast a 1st level cure wounds spell as a 3rd level spell but only expend the 1st level spell slot.

Divine Domains

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

 

 

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Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Harness Divine Power

At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Cantrip Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the cleric spell list.

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.

Blessed Strikes (Optional)

Replaces the Divine Strike or Potent Spellcasting feature

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

 

 

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Druid Rework

Remember, that we all are kin. Before the first seed sprouted. Before people dreamt and named it. All people, beasts, trees and stone and wind all descend from the one great being that has always been there. We remember.
Dragon Age Iquisition Tarot Cards

Bioware

 

 

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Class Features

As a druid, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per druid level
  • Hit Points at 1st Level: 16 + twice your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies


  • Armor: Light armor, Medium armor, Shields

  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, sickles, slings, spears, greatclub

  • Tools: Herbalism kit

  • Saving Throws: Intelligence, Wisdom

  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Weapon Proficiencies

The druid’s useable weapons have been edited to exclude metal weapons and to add the greatclub.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a wooden shield or (b) quarterstaff
  • (a) a spear or (b) sickle
  • Leather armor, an explorer’s pack, and a druidic focus

Druid equipment cannot be made of metal, their daggers, sickles, armor and other equipment must be made of some non-metallic substance like obsidian or sharpened antler.

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Anathema of Metal

The druid cannot touch forged/cast metal without feeling ill. If the druid touches such metal with their bare skin for more than 1 round they must make a DC 5+druid level constitution saving throw or gain the poisoned condition for as long as they remain in contact with the metal. Cold iron is particularly anathematic to druids, the saving throw for that is 10+Druid level.

Druids can safely carry coins in a purse, but they generally detest handling coins even briefly.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing & Casting Spells

The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

  • Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

 

 

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The Druid
Level Proficiency Bonus Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Anathema of Metal, Spellcasting 2 2 - - - - - - - -
2nd +2 Wild Shape, Druid Circle, Wild Companion 2 3 - - - - - - - -
3rd +2 2 4 2 - - - - - - -
4th +2 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) 3 4 3 - - - - - - -
5th +3 3 4 3 2 - - - - - -
6th +3 Druid Circle feature 3 4 3 3 - - - - - -
7th +3 3 4 3 3 1 - - - - -
8th +3 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) 3 4 3 3 2 - - - - -
9th +4 3 4 3 3 3 1 - - - -
10th +4 Druid Circle feature 4 4 3 3 3 2 - - - -
11th +4 4 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 2 1 - - -
13th +5 4 4 3 3 3 2 1 1 - -
14th +5 Druid Circle feature 4 4 3 3 3 2 1 1 - -
15th +5 4 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 2 1 1 1 -
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

Wildshape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Beast Shapes
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 - Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While wildshaped a druid can only suffer damage equal to their current maxmimum hitpoints. If the wildshaped druid takes damage above this level then they revert to their natural form and cannot use wildshape again until the druid takes a long rest.

While wildshaped a druid can only suffer damage equal to your current maxmimum hitpoints. If the wildshaped druid takes damage above that amount then they revert to their natural form and cannot use wildshape again until they takes a long rest.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.

  • When you first transform, your hit points are equal to your current maximum hitpoints. This hitpoint total carries over to other transformations. Functionally this means that you have two hitpoint pools that start at equivalent amounts. One pool is your humanoid hitpoints and the other is your beast form hitpoints.

 

 

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  • When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you’ve already cast.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Wildshape

The druid now only has a limited number of hitpoints in wildshape.

Image Credit: Chris Rahn

 

 

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Offerings

Gerald Brom

Druid Circle

At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wild Companion

At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Cantrip Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the druid spell list.

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times but still may not take damage while in wildshaped form in excess of your hit point maximum.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

 

 

PART 1 | SECTION NAME

Fighter Rework

Solve the riddle of steel and discover what is strong

 

 

PART 1 | SECTION NAME

Class Features

As a fighter, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per fighter level

  • Hit Points at 1st Level: 20 + your Constitution modifier

  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Fighting Style

At first level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Blind Fighting- You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Defense - While you are wearing armor, you gain a +1 bonus to AC. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Interception- When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Protection- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

  • Superior Technique - You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source and increased to match if applicable e.g. d10). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Thrown Weapon Fighting- You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

  • Two-Weapon Fighting- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

  • Unarmed Fighting- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

 

 

PART 1 | SECTION NAME
The Manicurist
Level Proficiency Bonus Features Superiority Dice Maneuvers Known
1st +2 Fighting Style, Second Wind(x1) - -
2nd +2 Action Surge, Maneuvers, Superiority Die (d6) 2 3
3rd +2 Martial Archetype, Fighter’s Spirit 2 3
4th +2 Ability Score Improvement, Martial Versatility (Optional) 3 4
5th +3 Extra Attack (x1), Superiority Die (d8) 3 4
6th +3 Indomitable (x1) 3 4
7th +3 Martial Archetype feature 4 5
8th +3 Ability Score Improvement, Martial Versatility (Optional) 4 5
9th +4 Second Wind(x2) Indomitable (x2) 4 5
10th +4 Martial Archetype feature, Superiority Die (d10) 5 6
11th +4 Extra Attack (x2) 5 6
12th +4 Ability Score Improvement, Martial Versatility (Optional) 5 6
13th +5 Indomitable (x3), Unyielding Fighter’s Spirit 6 7
14th +5 Action Surge (x2) 6 7
15th +5 Martial Archetype feature, Superiority Die (d12) 6 7
16th +5 Ability Score Improvement, Martial Versatility (Optional) 7 8
17th +6 Extra Attack (x3), Second Wind(x3) 7 8
18th +6 Martial Archetype feature 7 8
19th +6 Ability Score Improvement, Martial Versatility (Optional) 8 9
20th +6 When Air Becomes Breath 8 9

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. If you have superiority dice using your second wind also allows you to recover 1 superiority die up to your maximum allowable number of superiority die.

Once you use this feature, you must finish a short or long rest before you can use it again. At 9th level you may use second wind a second time before having to rest. At 17th level you may use second wind a third time before having to rest.

Second wind is a fighter specific ability so it has a good opportunity to be used as a superiority dice recovery mechanic.

Combat Superiority

At 2nd level you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers

You learn three maneuvers of your choice. Many Maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn an additional maneuver at each of 4th, 7th, 10th, 13th, 16th and 19th levels.

When you gain a level, you can choose one Maneuver you know and replace it with another Maneuver of your choice.

Superiority Dice.

You have 2 superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You regain 1 superiority die if you spend HD to heal during a breather. You gain another superiority die at each of 4th level, 7th level, 10th level, 13th level, 16th level and 19th level.

At level 5 your superiority die increases to d8, at level 10 to d10 and at level 15 to d12.

A breather is a houserule I use. It is a 5 minute break where any player using any class may heal 1 hit die and 1 hit die only. Another breather cannot be taken until initiative is rolled or either a short or long rest is taken. If you do not want to use breathers ignore reference to them.

 

 

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Saving Throws.

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Maneuver List

  • Bait & Switch - When you’re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.

  • Brace - When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.

  • Commander’s Strike - When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

  • Disarming Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at the creature’s feet.

  • Distracting Strike- When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

  • Evasive Footwork - When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

  • Feinting Attack - You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

  • Goading Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

  • Grappling Strike - Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

  • Lunging Attack - When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

  • Maneuvering Attack - When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

  • Menacing Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

  • Parry - When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

  • Precision Attack - When you make a weapon attack roll against a creature, you can expend one superiority die to add the number you roll to the attack roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

  • Pushing Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

 

 

PART 1 | SECTION NAME
  • Rally - On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

  • Riposte - When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

  • Snipe - As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.

  • Strafe - If you use the dash action to charge, see section 14 of this document for a description, you can expend a superiority die and add the result to the attacks damage and you do not provoke attacks of opportunity from movement until the start of your next turn.

  • Sweeping Attack - When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

  • Trip Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 14th level, you can use it twice before a rest, but only once on the same turn.

The second action surge use is moved earlier in the level progression as part of replacing an ability score increase

Fighter’s Spirit

Starting at 3rd level you add your proficiency bonus to death saving throws.

At 13th level you unlock “Unyielding Fighter’s Spirit” and you add both your constitution bonus and your proficiency bonus to death saving throws.

The design idea behind this ability is that no other base class is good at death saving throws. Being adept at stabilizing felt like something the fighter would be good at. By 13th level fighters are very unlikely to perish to death saving throws alone.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. The Battlemaster archetype can no longer be selected

Ability Score Improvement

When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

 

 

PART 1 | SECTION NAME

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to fighters.
  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.

Moving the 3rd attack to level 17 brings it in line with damage progression for cantrips.

Indomitable

Beginning at 6th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll. If that new roll is a success you cannot use this feature again until you finish a long rest. If you use this ability and still fail the saving throw you may attempt to use the ability again on a different saving throw that you fail.

You can use this feature twice between long rests starting at 9th level and three times between long rests starting at 13th level.

I moved indomnitable up in the level progression to replace the Ability Score Increases that I removed. I also incorporated feedback from the previous version that indominatable should be legendary resistance. I believe that is too far but this modified wording makes it more versatile and the text here takes inspiration from LlaserLama’s alternate fighter .

When Air Becomes Breath

At 20th level you becomes a nearly unstoppable force on the battlefield. If you are reduced to zero hit points you may still act normally but must still make death saving throws. If you succesfully stabilize you regain hitpoints and superiority dice as if you had used your second wind, this does not consume any uses of second wind.

The alternative name I had for this class feature was “I didn’t hear no bell”

 

 

PART 1 | SECTION NAME

[Image Credit: Diana, the Acrobat
by Robson Michel]

Monk Rework

When one can become a conduit for the universal energy,
then your self has attained its highest form.

 

 

PART 1 | SECTION NAME

Class Features

As a Monk, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per manicurist level
  • Hit Points at 1st Level: 16 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, shortswords
  • Tools: one musical instrument

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer’s pack (b) an explorer’s pack
  • 10 darts

Unarmored Defense

Beginning at 1st level,while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

  • Whenever you use your action to Dodge, Dash, Attack using either an unarmed strike or monk weapon, or attempt to grapple, shove, or disarm (if your game uses the disarm optional rule) a creature, you can make an unarmed strike as a bonus action.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

These changes give martial arts a great deal of versatility that other martials don’t get. This way they can routinely use the dodge action and still make an attack. Adding the ability to combine shove, grapple etc. to martial arts allows the monk to reduce the effectiveness of enemies as well as retain the ability to do some damage.

[Image Credit: Cancelled Film Project
by Richard Anderson]

 

 

PART 1 | SECTION NAME
The Monk
Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features
1st +2 1d4 Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement, Dedicated Weapon
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles, Ki-Fueled Attack
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall, Quickened Healing
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike, Focused Aim
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Purity of Body
11th +4 1d8 11 +20 ft. Monastic Tradition feature, Mighty Ki
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Dedicated Weapon

Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

All spent ki points are recovered when you take a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain all your ki points.

Additionally, if you spend one or more ki points on your turn and at any point before the end of your next turn you roll natural 20 on an attack roll, saving throw, or ability check that uses strength or dexterity, you may recover 1 ki point.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

 

 

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Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

  • Flurry of Blows. On your turn you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, your jump distance is calculated using your dexterity score and ability modifier, and your jump distance is doubled for the turn.

Minor change to step of the wind to give the monk the ability to start making long jumps earlier

This wording attempts to design a mechanism for the monk to naturally recovery ki but avoid the bag of rats problem. This recovery mechanic may seem of marginal value but consider a 5th level monk. On round 1 that monk declares they are using flurry of blows so they spend a ki point and then attack a foe. For those attacks the monk then rolls 4 d20s. During that round they have an 18.5% chance to roll at least 1 natural 20. Then on round 2 the monk continues attacking but does not use flurry of blows and so attacks 3 times for another 3 d20s. During this round they monk has a 14.3% chance of rolling at least 1 natural 20. Between both sets of attacks the odds of at least 1 of those 7 dice being a natural 20 is 30.2% and the odds of rolling a natural 20 in both rounds, and regaining 1 ki points in both rounds is 2.6%, If the monk has advantage on those attack rolls, for example if the target is prone, then the odds of successfully rolling at least 1 natural 20 jump to 51% and the odds of rolling a natural 20 in both rounds is 8.9%. Because this ability also covers ability checks and saving throws the odds of ki recovery can be even higher

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Ki-Fueled Attack

Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Quickened Healing (Optional)

Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

 

 

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Focused Aim

Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Updated the wording to fix a rule ambiguity whereby the this feature would not function, e.g. crown of madness spell.

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, 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.

Stillness of Mind

At 7th level, at the beginning of your turn you may end one effect on yourself that is causing you to be charmed or frightened. If you end such an effect you cannot use your action this turn but you may still move and use your bonus action.

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you resistance to poison damage and you roll with advantage to save against the poisoned condition.

Immunity to poison is powerful and negates tools the GM has to challenge players. Changing this ability to resistance still gives the player the thematic ability. Reference to disease is removed because it’s unimportant in most games, especially at 10th level.

Mighty Ki

Starting at 11th level some of your ki based actions are improved

  • Flurry of Blows. On your turn, you can spend 1 ki point to make three unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn and your AC is increased by 2 until the start of your next turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, your jump distance is calculated using your dexterity score and ability modifier and your jump distance is tripled for the turn.

I’ve kept the ki cost at 1 ki point as I decided that increasing the ki cost to 2 was too much.

Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Spend 3 ki points and you gain the benefit of the spell Tongues. Moreover, any creature that can understand a language can understand what you say.

Adding a ki point cost and turning the player to reference the tongues spell makes this ability more deliberate than it appears in rules as written.

Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Theolouge

Alex Gray

 

 

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Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

Perfect Self

At 20th level you have achieved the greatest understanding of the universe and its energy flows into you. Your maximum ability scores are all increased by 2 (usually to 22 but other circumstance may allow greater values), and all your ability scores increase by 2.

I like the idea of ‘perfect self’ as a capstone but the original ability only allowing Ki recovery didn’t fit to my taste.

 

 

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Paladin Rework

Decision cuts away false futures. Reach out and touch faith.

Eclipse Herald

Anato Finnstark

 

 

PART 1 | SECTION NAME

Class Features

As a paladin, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per paladin level
  • Hit Points at 1st Level: 20 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) priest’s pack or (b) an explorer’s pack
  • chain mail and a holy symbol

Sacred Oath

At 1st level you swear the oath that binds you as a paladin forever. You must abide by the tenets of your oath or lose the ability to regain spell slots and lay on hands points during a long rest. An oath may be restored with an act of atonement as determined by the DM. Your choice grants you additional features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

This change has two parts. The first part is that by having the paladin choose an oath at 1st level their character is guided by the oath from their first moment playing. This makes a paladin distinct from a fighter. Additionally the oath now binds tighter such that if the DM rules a paladin has violated their oath the paladin will lose their paladinness. In the first version this loss was absolute but now it is slow and other class features are retained.

 

 

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The Paladin
Level Proficiency Bonus Features — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th
1st +2 Sacred Oath, Divine Sense, Lay on Hands - - - - -
2nd +2 Fighting Style, Spellcasting, Divine Smite 2 - - - -
3rd +2 Bolster, Sacred Oath feature 3 - - - -
4th +2 Ability Score Improvement, Martial Versatility 3 - - - -
5th +3 Extra Attack 4 2 - - -
6th +3 Aura of Protection 4 2 - - -
7th +3 Restoring Touch, Sacred Oath feature 4 3 - - -
8th +3 Ability Score Improvement, Martial Versatility 4 3 - - -
9th +4 Divine Strike (d4) 4 3 2 - -
10th +4 Aura of Courage 4 3 2 - -
11th +4 Divine Strike (d6) 4 3 3 - -
12th +4 Ability Score Improvement, Martial Versatility 4 3 3 - -
13th +5 Divine Strike (d8) 4 3 3 1 -
14th +5 Cleansing Touch 4 3 3 1 -
15th +5 Sacred Oath feature, Divine Strike (d10) 4 3 3 2 -
16th +5 Ability Score Improvement, Martial Versatility 4 3 3 2 -
17th +6 Divine Strike (d12) 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement, Martial Versatility 4 3 3 3 2
20th +6 Sacred Oath feature 4 3 3 3 2

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Divine Sense

As an action, you can open your awareness to detect forces antethetical to your oath. Until the end of your next turn, you know whether any creature who is actively working against your oath, or who is undead, is within 60 feet of you. You know the type of any being whose presence you sense, but not its identity . Other information returned by divine sense is up to DM discretion. Within the same radius, you also detect the presence of any place or object that has been consecrated, desecrated or under a permanent magical effect that aligns the space with a plane.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Divine sense is edited to break the paladin from it’s holy warrior, knights templar origin, and turn them into a being of singular purpose. The paladin is now focused on their oath and can sense when creatures oppose them or if the planes intrude on the mortal realm. I chose to leave that divine sense still detects undeads because as I see it a paladin, with lay on hands, is a source of life which puts them in opposition to the undead.

Lay on Hands

You are a font of divine energy, your touch can heal wounds and banish ailments. You have a pool of healing power, you can restore a total number of hit points equal to your paladin level x 5.

As an action you can touch a creature, including yourself, and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

 

 

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As a bonus action, you may expend spell slots to power your lay on hands ability. For every level of spell slot expended your lay on hands pool is increased by 5 hit points. For example a 2nd level spell slot expended into the pool would grant 10 additional hit points.

If you spend a Hit Die as part of a breather or short rest you may recover hitpoints to your lay on hands pool equal to your charisma modifier.

Lay on hands has no effect on undead and constructs.

Lay on hands is expanded here to allow it to be used in more ways. A breather is a houserule I use. It is a 5 minute break where any player using any class may heal 1 hit die and 1 hit die only. Another breather cannot be taken until initiative is rolled or either a short or long rest is taken. The DM is free to use their discretion to not grant a breather. If you do not want to use breathers ignore reference to them.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier

  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

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  • Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

 

 

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  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee or thrown weapon attack, you can expend one 1st level spell slot to 2d8 deal radiant damage to the target, in addition to the weapon’s damage. At higher levels you may expend higher level spell such that at 5th level you may expend a 2nd level spell slot, at 9th level you may expend a 3rd level spell slot, at 13th level you may expend a 4th level spell slot, and at 17th level you may expend a 5th level spell slot. For each level of spell slot expended above 1st level you deal an additional 1d8 radiant damage to a maximum of 6d8.

This edit keeps the multiclass power of paladins in check, a 2nd level paladin that multi-classes into a full caster has access to smites much earlier than a core class paladin which doesn’t feel correct.

Instead of expending a spell slot you may use smite using your lay on hands pool. Expending 5 points from the pool increases the weapon attack as if you had expended a 1st level spell. For every additional 5 points expended treat the additional damage as if you had expended a spell slot of one greater level, up to a maximum of 6d8 for 25 points. You cannot exceed your normal limit on expending spell slots such that for example a paladin not yet capable of casting 3rd level spells can only spend 10 lay on hands points as part of a smite.

The damage of smite increases by 1d8 if the target is an undead or a fiend, to a maximum of 7d8.

This edit allows the paladin to use lay on hands for offense as well as hitpoint recovery and is added here to give the paladin more options. I also removed the prohibition that ranged weapon attacks couldn’t be used for smite and allowed 5th level spells to be converted. This opens up more options for the players.

Bolster

Starting at 3rd level you may choose to grant a creature temporary hitpoints instead of healing. As an action, for every 5 point of your lay on hands pool you spend you grant a creature, including yourself, 1d6 temporary hitpoints which last 10 minutes.

This ability allows the strategic deployment of temporary hitpoints. The paladin can grant a large amount of temporary hitpoints to a target, including themselves, at the cost of healing later in play.

You may also notice that Divine Health has been removed. That is because the Paladin does not use it in rules as written, they can cure themselves of any disease with lay on hands so being immune to disease is unnesscary.

Channel Divinity

Starting at 3rd level your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

**As part of your channel divinity you may expend points equal to three times your paladin level from your Lay on Hands healing pool to use your Channel Divinty again. **

This way a paladin has the option to use their lay on hands pool in a different way. I am not sure about the cost to benefit ratio for this edit to channel divinity, should it be more costly or less costly? rewording allow greater utility of lay on hands. Also note that Harness Divine Power is no longer a selectable option.

 

 

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Exrta Attack

When you take the attack action you may attack twice.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Red Knight

Ami Thompson

Restoring Touch

At 7th level you can cast Lesser Restoration by expending 10 points from your lay on hands pool. If you cast lesser restoration in this way you may also remove 1 level of exhaustion.

This ability is in line with other Paladin abilities where the player can remove ailments and adding the extra ability to remove exhaustion diferentiates the paladin.

Divine Strike

Starting at 9th level, your attacks carry the great weight of purpose. You deal an additional 1d4 radiant damage to all your melee or thrown weapon attacks. This die increases to d6 at 11th level, d8 at 13th level, d10 at 15th level, and d12 at 17th level.

This edit makes ranged attacks eligible, I changed the name because the original wasn’t related to smiting, and the damage progresses over many levels instead of being a one time class feature that doesn’t grow with the character. I like the idea of class features that develop over the course of the 20 level progression.

 

 

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Aura of Courage

Starting at 10th level while you are conscious you and friendly creatures within 10 feet of gain advantage on saving throws against the frightened condition.

At 18th level, the range of this aura increases to 30 feet.

Cleansing Touch

Beginning at 14th level you can cast Greater Restoration by expending 25 points from your lay on hands pool. Casting the spell in this way does not not require the expensive material component and it cures up to two levels of exhaustion.

This change ties cleansing touch to the core mechanic of lay on hands and to an existing spell. It also allows the paladin to cast greater restoration at 14th level instead of 17th.

 

 

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Ranger Rework

Hunt. Feel the hunt, live the hunt. Sense your prey and flush them out.
The hunt is the test to find out if you are still alive, and still worthy of life.
Mononoke

Ignateus Tan

 

 

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Image Credit: Troll Hunt by Eren Arik

Ranger 5.5 Rework

Why Rework the Ranger

What would it be like if the Ranger was less a nature fighter and more a beast handler and monster hunters? This variant ranger’s core mechanic is an animal companion that grows in considerable strength and variety as the ranger levels up.

Class Features

As Ranger, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Ranger level
  • Hit Points at 1st Level: 16 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armour, medium armour, shields
  • Weapons: Simple weapons, martial weapons
  • Saving Throws: Strength, Dexerity
  • Skills: Animal Handling and Survival, choose one from Acrobatics, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
  • Tools: Choose one from Herbalist’s Kit, Cartographers Tools, Leatherworkers Tools, Woodcarver’s Tools

Added Survival to the automatically known skills as that is core to the Ranger theme.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail (b) leather armour
  • (a) two simple weapons (b) any martial weapon
  • A longbow and a quiver of 20 arrows
  • (a) a dungeoneer’s pack (b) an explorer’s pack
  • (a) herbalist’s kit or (b) cartographer Tools or (c) Leatherworker Tools or (d) woodcarver’s tools

Animal Companion

At 1st level you gain an animal companion which can be any beast type creature with a CR of 1/4 or less. A ranger can only have 1 animal companion at a time and the companion cannot be a swarm. The animal companion always understands one language you speak. The companion is friendly to you and your companions, and it obeys your commands but may leave if mistreated. Always work with your GM to ensure the animal companion’s stat block is correct.

  • Your animal companion uses your profieceny bonus for attacks, saving throws, and ability checks.

  • Add your proficiency bonus to the companions AC.

  • Your companion has hitpoints equal to 10+ ((3 + your Wisdom modifier) x your Ranger level). If this amount is greater than the base amount of a beast with a CR higher than 1/4 then you may select that creature as the animal companion.

For example an 11th level Ranger with 16 wisdom would have an animal companion with 76 HP. Because that amount is more than the 72 HP an elephant regularily has you may select an elephant as your animal companion.

 

 

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The Ranger
Level Proficiency Bonus Features Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th
1st +2 Animal Companion, Natural Explorer
2nd +2 Fighting Style, Spellcasting, Spellcasting Focus 2 2
3rd +2 Ranger Conclave Feature, Primeval Awareness 3 3
4th +2 Ability Score Improvement, Animal Companion Class Level (1), Martial Versatility 3 3
5th +3 Extra Attack 4 4 2
6th +3 Deft Explorer: Canny, Share Spells 4 4 2
7th +3 Ranger Conclave Feature 5 4 3
8th +3 Ability Score Improvement, Animal Companion Class Level (2), Martial Versatility 5 4 3
9th +4 - 6 4 3 2
10th +4 Deft Explorer: Roving 6 4 3 2
11th +4 Ranger Conclave Feature 7 4 3 3
12th +4 Ability Score Improvement, Animal Companion Class Level (3), Martial Versatility 7 4 3 3
13th +5 Deft Explorer: Tireless 8 4 3 3 1
14th +5 Improved Share Spells 8 4 3 3 1
15th +5 Conclave Feature 9 4 3 3 2
16th +5 Ability Score Improvement, Animal Companion Class Level (4), Martial Versatility 9 4 3 3 2
17th +6 Multiattack 10 4 3 3 3 1
18th +6 Feral Sense 10 4 3 3 3 1
19th +6 Ability Score Improvement, Martial Versatility (Optional) 11 4 3 3 3 2
20th +6 Hunter 11 4 3 3 3 2
  • If your companion is reduced to zero hitpoints it rolls death saving throws as normal

  • Whenever you take the Dash, Disengage, Help, Hide, or Search action your animal companion may immediately use its reaction to perform that action as well.

  • In combat, your animal companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your animal companion can take any action of its choice, not just Dodge.

  • Your animal companion cannot use multiattack unless otherwise stated.

  • If your animal companion perishes you must make a make a constitution saving throw against your spell DC. If you fail you you take 2 damage per your ranger level and you gain 1 exhaustion level. If you succeed you only take 1 damage per ranger level and do not gain an exhaustion level. This damage cannot be negated in anyway.

  • You may replace your animal companion by casting a magic ritual that takes 8 hours of work and imposes 1 exhaustion level on yourself. If your animal companion is ever slain you may magically resummon it after a long rest.

Natural Explorer

When you are bonded to an animal companion you are particularly familiar with their home type of natural environment and are adept at traveling and surviving in such regions. Choose one type of terrain where your animal companion is from: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your this terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

Natural explorer is much edited here, it now leans on the animal companion.

 

 

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Spellcasting

At 2nd level you have learned to use the magical essence of nature to cast spells. See Chapter 10 of the player’s handbook for the general rules of of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

The Ranger shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a lot of the spell’s level or higher. You regain all expended slots when you finish a long rest.

For example if you know the 1st-level spell animal friendship and have a 1st-level and 2nd-level spell slot available, you can cast animal friendship using either spell slot.

Spells Known of 1st Level or Higher

You know two 1st-level spells of your choice from the Ranger spell list.

You learn an additional ranger spell of your choice at each odd numbered level thereafter. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger Spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger Spells, since your magic draws on your Attunement to nature. You use your Wisdom whenever a spell
refers to your spellcasting ability.In addition, you use your Wisdom modifier when Setting the saving throw DC for a ranger spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier


Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

At 2nd level, you use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Fighting Styles

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

Gnome Drakewarden Ranger

Josh Ketchen

 

 

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  • Blind Fighting You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Defense While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Druidic Warrior You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.

  • Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

  • Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and trainer of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

  • The Beastmaster conclave can no longer be selected.
  • If you select the Swarmkeeper conclave your animal companion may be a swarm.
  • If you select the Drakewarden conclave your drake cannot be re-summoned by expending a spell slot.

Primeval Awareness

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.

Primal Awareness Spells
Ranger Level Spell
3rd Speak with Animals
5th Beast Sense
9th Speak with Plants
13th Locate Creature
17th Commune with Nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can’t increase an ability score above 20 using this feature.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Animal Companion Class Levels

At 4th level the animal companion gains 1 level in one of the following player classes, Barbarian, Fighter, Monk, Ranger or Rogue. Other player classes may be selected with DM approval. The class is chosen at the time of either aquiring this class feature or aquiring the animal companion. The choice of class may be changed when a new animal companion is selected, such that if a wolf companion is granted a Barbarian level by this feature a Parrot may instead have a level in Bard. If the ranger selecters Ranger as the animal companion’s class the animal companion does not gain an animal companion of its own.

  • The animal companion gains all the class features of their new class including saving throws and trained skills from that class’ list of saving throw and skill proficiencies.

  • Your companions gains hitpoints equal to the roll of one class hit die. These hitpoints are additional to the value determined in the animal companion class feature and do not count toward any new animal companion types.

  • Your companion does not gain the ability to wield weapons unless they have thumbs or equivalent appendages but it can wear suitably constructed armor if its class gives armor proficiency.

  • Your companion’s AC will be the greater of its
    natural armor plus your proficiency bonus, its
    AC wearing suitably constructed armor it is
    proficient in, or its AC as determined by
    class features such as the Barbarian’s
    Unarmored Defense.

 

 

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  • Your animal companion gains additional levels in your chosen player class at 8th, 12, and 16th levels such
    that at 16th level your animal companion has
    4 levels in a player class with all benefits therein. Those additional levels grant class specific hit die.

Extra Attack

At 5th level when the ranger takes the attack action it may attack twice.

Share Spells

At 6th level you can choose to have a spell effect with range of self affect your animal companion instead, or vice versa. Your companion must be within 60 ft.

Deft Explorer

At 6th level you are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 10th level and 13th levels in this class.

Canny (6th Level)

Choose either animal handling or survival. Your proficiency bonus is doubled for any ability check you make using the chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

Roving (10th Level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to 1/2 your walking speed.

Tireless (13th Level)

As an action, you can give yourself and your animal companion a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, yours and your animal companion’s exhaustion level, if any, is decreased by 1 if you spend HD to heal yourself.

Improved Share Spells

At 14th level a spell cast on you or your animal companion can effect both of you if you choose so.

Multiattack

Your animal companion may use the Multiattck feature. If it does not have the multiattack feature it may attack once with each type of natural weapon it has, or twice if it only has one natural weapon. If your Animal Companion already has the ability to use multi-attack enabled by some other effect it may make one additional attack with a natural weapon of your choice.

Feral Senses

At 18th level, you an your animal companion gain blindsight 60ft

Feral sense as written is overly complicated. It is much easier to reference blindsight.

Hunter

At 20th level, you and your companion become an unparalleled hunter. On your turn if you hit and damage a creature your animal companion gains a bonus on its next attack roll and damage roll against that target equal to your wisdom modifier.

If your animal companion succesfully hits and damages a target then your next attack against that target gains a bonus to the attack roll and damage roll equal to your wisdom modifier.

Dino Knight

Victor Milan

 

 

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Rogue Rework

Darkness and anonymity are cool blankets, safe and enveloping.
Lock Picking

Erin Arik

 

 

PART 1 | SECTION NAME

Class Features

As a Rogue, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per rogue level
  • Hit Points at 1st Level: 16 + twice your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies


  • Armor: Light
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Athletics, Sleight of Hand, Insight, Stealth, Medicine, Investigation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor, two daggers, and thieves’ tools

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll or you flank the target. The attack must use a finesse or a ranged weapon.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Sneak Attack Edit

Sneak attack now requires advantage or flank, and removing the ability to deal sneak attack if an ally is also threatening the same target, is done because finese weapons have a different property.

Finese Weapons Do not grant the weilder bonus damage. Instead finese weapons grant the weilder the ability to score a critical hit on rolls of 20 to 20 minus 1/2 dexterity modifier. E.g. with 18 dexterity the weilder can score a critical hit on an 18, 19, or 20. This property stacks with other effects that expand the range of successful critical hit rolls on a d20.

Dwarf Rogue

Paizo Publishing

 

 

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The Rogue
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype, Steady Aim
4th +2 2d6 Ability Score Improvement, Cunning Action
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement, Cunning Action
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement, Cunning Action
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Thieve’s Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat to use one of your cunning actions.

At 2nd level choose 2 cunning actions. Gain 1 more cunning action at levels 4, 12, and 16

  • Bonus action to Hide
  • Bonus action to Dash
  • Bonus action to Disengage
  • Bonus action to Help
  • Bonus action to Search
  • Bonus action to Escape a Grapple
  • Bonus action to Use a non-magical item
  • Bonus action to perform an athletics check
  • Bonus action to Perform a Sleight of Hand Action
  • Bonus action to Drink a Potion
  • Bonus action to Apply a Poison (optional)
  • The poisoner feat gives the ability to apply a poison as a bonus action as well as other benefits. If you select the poison application cunning action and later select the poisoner feat then it would be fair to allow the replacement of a that cunning action with a new one.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Steady Aim

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

 

 

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Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

You may use this feature twice afterwhich to use this feature again you must complete a short or long rest.

 

 

PART 1 | SECTION NAME

Sorcerer Rework

Click here to go to LaserLlama’s Alternate Sorcerer
Portal of Sanctuary

Randy Vargas

 

 

PART 1 | SECTION NAME

Warlock Rework

Power flows to those willing to claim it, those who are not afraid of the costs paid. So cast the ritual you were not supposed to utter, read the tome they tried to hide away, entreat with entities beyond your realms of thought, and open yourself to the power the rest are too scared to grasp.
The Beating Heart of the Desert

Alex Konstad

 

 

PART 1 | SECTION NAME

Warlock Rework

Class Features

As a warlock, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per warlock level
  • Hit Points at 1st Level: 16 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Indimitation, Investigation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a com ponent pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • (a) Leather armor, any simple weapon, and two daggers

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th,and 14th level.

Work with your GM to determine the nature of the bargain struck and what is requried by you to keep you end of the deal. Questions the player should answer are

Guiding Question Example
What is the patron’s motive for granting the pact Turn others to evil
Who was the character before the the pact Wizard school washout
How was the pact formed Devil summoned using cursed grimoire
What are the terms of the pact Must consistently push people toward evil.

A key feature of your pact magic is that if you do not fulfill the terms of your pact you will not be able to use Mystic Arcanum or cast spells from your patron’s spell list (unless you have access to them through another class’s spell list) until you again act in accordance with your pact.

Hopeful Eidolon

Min Yum

 

 

PART 1 | SECTION NAME
The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations
1st +2 Otherworldly Patron, Pact Magic, Mystic Arcanum (1st & 2nd level) 2 2 1 1st
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon, Mystic Arcanum (3rd level) 2 4 2 2nd 2
4th +2 Ability Score Improvement, Eldritch Versatility 3 5 2 2nd 2
5th +3 Mystic Arcanum (4th level) 3 6 3 3rd 3
6th +3 Otherworldly Patron Feature 3 7 3 3rd 3
7th +3 Mystic Arcanum (5th level) 3 8 3 4th 4
8th +3 Ability Score Improvement, Eldritch Versatility 3 9 3 4th 4
9th +4 Mystic Arcanum (6th level) 3 10 4 5th 5
10th +4 Otherworldly Patron Feature 4 10 4 5th 5
11th +4 Mystic Arcanum (7th level), Greater Pact Boon 4 11 4 5th 5
12th +4 Ability Score Improvement, Eldritch Versatility 4 11 4 5th 6
13th +5 Mystic Arcanum (8th level) 4 12 4 5th 6
14th +5 Otherworldly Patron Feature 4 12 4 5th 6
15th +5 Mystic Arcanum (9th level) 4 13 4 5th 7
16th +5 Ability Score Improvement, Eldritch Versatility 4 13 4 5th 7
17th +6 Eldritch Perfection 4 14 4 5th 7
18th +6 Refined Mystic Arcanum 4 14 4 5th 8
19th +6 Ability Score Improvement, Eldritch Versatility 4 15 4 5th 8
20th +6 Pact Fulfilled 4 15 4 5th 8

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. A warlock’s spellcasting ability is determined by their pact

Patron Spellcasting Ability Source
Archfey Charisma Player’s Handbook
Celestial Charisma Xanathar’s Guide to Everything
Fathomless Wisdom Tasha’s Cauldron of Everything
Fiend Wisdom Player’s Handbook
Genie Intelligence Tasha’s Cauldron of Everything
Great Old One Intelligence Player’s Handbook
Hexblade* Charisma Xanathar’s Guide to Everything
Undead Intelligence Van Richten’s Guide to Ravenloft
Undying Charisma Sword Coast Adventurer’s Guide

*The hex warrior class feature only grants weapon and armor proficiencies. It no longer grants the ability to attack with a weapon using your spell casting modifier. For such an ability please see the revised pact of the blade.

Spellcasting ability

Your spell casting ability is dependent on your patron.

Spell save DC= 8 + your proficiency bonus + you casting modifier

Spell attack modifier = your proficiency bonus + your casting modifier

Cantrips

You automatically know the eldritch blast cantrip, see description of that cantrip below, and you also know two cantrips of your choice of from the warlock spell list.

These cantrips may be of the regular variety or they may be the ‘eldritch verion’ detailed in the optional rule below.

New Rule: Warlock Cantrips

Any cantrip you know can either be cast as normal or as an eldritch variant. The eldritch variant will have the following differences compared to the base cantrip

  • to each damage die add the primary spellcasting modifier,
  • the damage type may be modified (subject to GM approval),
  • the effect of the original cantrip is expanded (subject to GM approval), and
  • each cast of the cantrip costs 1 HP depending on the level of the caster, minimum 1.

 

 

PART 1 | SECTION NAME

For example ‘eldritch frostbite’ cast by a 7th level pact of the Great Old One warlock with 16 intelligence would do 2d6+6 damage and if the target fails the saving throw then they are permitted to roll a save at the end of their turn to end the disadvantage on weapon attack rolls but the disadvantage persists until they successfully save. Other optional cantrips are detailed at the end of this document.

Eldritch Blast (Reworked)

Cantrip evocation


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: S, V
  • Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 + casting modifer force damage.


The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


Each time eldritch blast is cast, hit or miss, the caster loses 1 hitpoint per potential damage die rolled. For example an 11th level warlock would lose 3 hitpoints for the three damage die they could have rolled had the beams connected with their target. This damange cannot be negated in anyway.

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells known of 1st level and higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The spells known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher.A spell you choose must be of a level no higher than what’s show n in the table’s Slot Level column for your level. W hen you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally you learn the spells in your patron’s expanded spell list. These spells do not count against your known spells. However if you do not uphold your part of the pact you lost access to these spells.

Mystic Arcanum

At first level your patron bestows upon you magical secrets called mystic arcanum. Choose one 1st level and one 2nd level spell from the warlock spell list as your arcanums. These spells do not count toward your total number of spells known. Arcanums cannot be cast using a higher level spell slot. You can cast your arcanum once without expending a spell slot. You must finish a long rest before you can so so again. After the spell cast using your highest level arcanum available ends make a constitution saving throw against your spell DC. If you fail you gain two levels of exhaustion if you succeed you only gain one level of exhaustion.

You can only cast your arcanum if you are in good standing with your patron. If your patron is displeased from you failing to uphold the pact you lose access to this class feature until you are once more granted it by a patron.

At higher levels you gain more arcanums warlock spells of your choice that can be cast in this way: one 3rd level spell at 3rd level, one 4th level spell at 5th level etc. up to one 9th level spell at 15th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Two exhaustion levels are used to curb the warlock’s power which would otherwise be too high. At two levels of exhaustion they will require 2 long rests to fully recuperate.

Eldritch Invocations

In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations
of your choice. When you gain certain warlock levels,
you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Agonizing Blast can no longer be selected as an invocation.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

A level prerequisite in an invocation refers to warlock level, not character level.

 

 

PART 1 | SECTION NAME

Pact Boons

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. Consider how your pact boon is made unique by your patron. A celestial warlock pact of the tome may have a book of shadows clad in mirrorlike bronze, but which causes a papercut whenever it is opened. Or an undead warlock pact of the blade may summon a weapon the drips graveyard fog. You gain one of the following features of your choice.

Pact of the Blade

  • You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it.

  • You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

  • You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

  • You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.


  • When you attack with this weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Pact of the Chain

  • You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
  • When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
  • Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

Pact of the Tome

  • Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn’t be from the same spell list. They don’t count against your number of cantrips known.
  • If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

 

 

PART 1 | SECTION NAME

Pact of the Talisman

  • Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
  • If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Eldritch Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

Replace one cantrip you learned from this class’s Pact Magic feature with another cantrip from the warlock spell list. Replace the option you chose for the Pact Boon feature with one of that feature’s other options. If you’re 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level. If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

Greater Pact Boon (Optional)

At anytime once you reach 11th level that which binds you to your patron improves in power as you learn how to draw greater energy from your patron but at the cost of your vitality. You do not have to select these bonuses but if you do you permanently reduce two ability scores by 1 point or one ability score by 2 points.

Greater Pact of the Blade

Your pact weapon awakens and becomes a sentient weapon.

  • The sentient pact weapon deals an additional d8 damage type or types appropriate to your patron. For example if your patron is the fathomless you may deal d8 additional cold damage.

  • The sentient pact weapon also gains a +1 bonus to attack and damage roles in addition to any other similar bonuses the weapon already has.

  • Work with your GM to design your sentient pact weapon including its special purpose and other features.

Greater Pact of the Chain

By drawing energy from you and your patron your familiar grows in power.

  • It gains additional hitpoints equal to 5 times your Warlock level, uses your proficency bonus to calculate attacks, saving throws, and ability checks and adds your proficency bonus to its AC and damage rolls. Work with your GM to ensure your familiar’s statblock is correct.

  • In combat, your familiar shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your familiar can take any action of its choice, not just Dodge. You retain the ability to forgoe one of your attacks when you use the attack action to grant the familar an attack of its own using its reaction.

  • Your familiar can use its action to cast one of your spells as if you were casting it.

  • If a spell targets you or your familiar you can choose to have that spell affect both you and your familiar.

  • If your familiar is dropped to 0 hitpoints it rolls death saving throws as normal.

  • If your familiar dies you must a constitution saving throw versus your spell DC. On a failure you suffer one exhaustion level, if you succeed you do not suffer an exhaustion level. Either way and you may not re-summon your familiar until your complete a long rest.

 

 

Image Credit Foreground: [Princess and the Skull Council by Sarunas Macijauskas]
Image Credit Background:Southsun Cove by Theo Prins

Greater Pact of the Talisman

The talisman granted to you by your patron bends fate to guide and protect you.

  • You may use the power of your talisman on attack rolls and saving throws as well as ability checks.

  • Additionally, whenever you use your talisman you may spend one or more Hit Die to heal yourself. Roll the die or dice, adding your Constitution modifier to each roll, and regain a number of hit points equal to the total (minimum of 1).

Greater Pact of the Tome

You realize that within your Book of Shadows are unconscionable secrets of the multiverse.

  • On your turn you may attempt to use your mystic arcanum to cast any spell from any class of a level that you have access to via your mystic arcanum. This attempt requires a spellcasting ability check equal to 8 + the chosen spell level and spends your use of mystic arcanum for that spell level. For example trying to cast a 4th level spell would require a DC of 12, and a 7th level spell would require a DC of 15. If you succeed the check you may cast the spell as normal on your turn.

  • If you fail you do not cast the spell and spend the mystic arcanum spell level slot but you may attempt again on a subsequent turn.

  • Once you succeed on an attempt you may try to use your book of shadows again in the same way but the spellcasting ability check increases to 8 + 2 times the chosen spell level, a third use requires a check of 8 + 3 times the chosen spell level and so on.


Eldritch Perfection

At 17th level you no longer suffer damage when casting the Eldritch Blast cantrip or any Eldritch version of a cantrip.

Refined Mystic Arcanum

At 18th level you no longer suffer exhaustion when your highest level mystic arcanum is spent.

Pact Fulfilled

At 20th level you are no longer bound to your patron and you cannot lose access to your mystic arcanum or patron spells.

Channelling all you’ve learned in your time bound to your patron you can draw on your inner reserve of mystical power to regain expended spell slots. You can spend 1 action focusing your energy and regain all your expended spell slots from your Pact Magic feature but not your mystic arcanum. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

 

 

**Image Credit: [Future Sightings by Anato Finnstark](https://www.artstation.com/artwork/8wWo4m)**

Eldritch Cantrips (work in progress)

Eldritch cantrips have an extra component to cast which is the caster’s lifefore, hitpoints, which are sacrificed to their patron. To cast any of these spells you take damage but these spells have greater potency than their non-eldritch versions. Between levels 1-4 you take 1 point of damage each time you cast these cantrips, 2 points of damage between levels 5-10, 3 points between levels 11-16, and 4 point of damage at levels 17 and greater. This damage cannot be negated in anyway.

Invocations that modify Eldritch Blast may also modify other Eldritch cantrips. For example ‘Grasp of Hadar’ can apply to Eldritch Frostbite.

Eldritch Bonfire

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S, Hit Points
  • Duration: Concentration

You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 + your spellcasting ability modifier fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. If a creature is damaged by this spell it must make a Dexterity saving throw on its next turn or take damage equal to your spellcasting ability modifier.

At Higher Levels. The spell’s damage increases by 1d8 + your spellcasting ability modifier when you reach 5th level (2d8+twice your spellcasting modifier), 11th level (3d8+ thrice your spellcasting modifier), and 17th level (4d8 + 4 times your spellcasting ability modifier).

Eldritch Greenflame Blade

Cantrip evocation


  • Casting Time: 1 action
  • Range: Self (radius equal to reach)
  • Components: S, M (a melee weapon worth at least 1 sp), Hit Points
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, this primary target suffers the weapon attack’s normal effects, and you can cause green fire to leap from that target to a different creature of your choice that you can see within 5 feet of it. This secondary target takes fire damage equal to your spellcasting ability modifier. If either the primary or secondary target is dropped to zero hitpoints by this spell then the caster may target an additional creature withtin 30ft as if they were the second creature.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8)

 

 

Eldritch Frostbite

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, Hit Points
  • Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 + your spellcasting modifier cold damage, and it has disadvantage on weapon attack rolls until it makes a successful constitution saving throw. The target may attempt a new saving throw at the end of each of its turns.

At Higher Levels. The spell’s damage increases by 1d6 + your spellcasting ability modifier when you reach 5th level (2d6+twice your spellcasting modifier), 11th level (3d6 + thrice your spellcasting modifier), and 17th level (4d6 + 4 times your spellcasting ability modifier).

Eldritch Poison Spray

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 10 ft
  • Components: V, S, Hit Points
  • Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a blast of noxious gas from your palm. The creature must succeed on a Constitution saving throw or otherwise take 1d12 poison damage and suffer from the poisoned condition until the end of your next turn.

At Higher Levels. The spell’s damage increases by 1d12 + your spellcasting ability modifier when you reach 5th level (2d12+twice your spellcasting modifier), 11th level (3d12 + thrice your spellcasting modifier), and 17th level (4d12 + 4 times your spellcasting ability modifier).

Eldritch Sword Burst

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V, Hit Points
  • Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage. Creatures damaged by this spell are pushed 10ft away from you.

At Higher Levels. The spell’s damage increases by 1d6 + your spellcasting ability modifier when you reach 5th level (2d6+twice your spellcasting modifier), 11th level (3d6 + thrice your spellcasting modifier), and 17th level (4d6 + 4 times your spellcasting ability modifier).

 

 

Wizard Rework

The power to understand the impossible magical forces that can bend reality and make those forces comprehendable as mere scribbles of ink on a page, that is perhaps the wizard’s greatest strength

 

 

PART 1 | SECTION NAME

Wizard Rework

Class Features

As a wizard, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per wizard level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A spellbook

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

 

 

PART 1 | SECTION NAME
The Wizard
Level Proficiency Bonus Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery, Focused Caster (Optional) or Enchanced Specialist (Optional) 3 2 - - - - - - - -
2nd +2 Arcane Tradition, Spell Specialization 3 3 - - - - - - - -
3rd +2 Cantrip Formulas 3 4 2 - - - - - - -
4th +2 Ability Score Improvement, Spell Specialization 4 4 3 - - - - - - -
5th +3 4 4 3 2 - - - - - -
6th +3 Arcane Tradition feature 4 4 3 3 - - - - - -
7th +3 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Spell Specialization 4 4 3 3 2 - - - - -
9th +4 4 4 3 3 3 1 - - - -
10th +4 Arcane Tradition feature 5 4 3 3 3 2 - - - -
11th +4 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement, Spell Specialization 5 4 3 3 3 2 1 - - -
13th +5 5 4 3 3 3 2 1 1 - -
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 - -
15th +5 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement, Spell Specialization 5 4 3 3 3 2 1 1 1 -
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Spell Specialization 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spells 5 4 3 3 3 3 2 2 1 1

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

 

 

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Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Recovery Options

If you wish to specialize your arcane studies you may select one of the following two options to represent your focus on particular types of arcane magic. If you forgoe the ability to learn or cast a school of magic you may not select the corresponding arcane tradition. For example if you forgoe the ability to cast or learn conjuration spells you cannot select the conjuration arcane tradition.

Focused Caster (Optional Rule)

At 1st level you selects two of the eight schools of magic. You lose the ability to learn or cast spells from those schools but when you use Arcane Recovery they may recover spell slots equal to you level instead of half your level.

Enhanced Specialist (Optional Rule)

At 1st level you select four of the eight schools of magic. You lose the ability to learn or cast spells from three of those schools and gains profeciency in the fourth. When you uses Arcane Recovery you recover spell slots equal to your level instead of half your level and all attack rolls or saving throws for spells from your profecient school are increased by half your proficiency modifier.

The idea for specialist wizards was that you gave up the ability to cast some spells for the ability to cast more spells. This is a draft idea at what bringing that back into 5e could look like.

 

 

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Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Spell Specialization

At 2nd level choose a spell you know of at least 1st level which is from the school of magic associated with your Arcane Tradition, e.g. conjuration for a conjurer. If your Arcane Tradition does not have a specific school of magic associated with it work with your GM to determine an appropriate spell. To that chosen spell apply one of the following benefits;

  • the DC for that spell is increased by 1
  • Attack rolls for that spell are increased by 1
  • The spell deals 1 additional damage die no more than once per round**.
  • the duration is increased by 50% but does not affect instanteous duration
  • the range is increased by 25% but does not affect range of self
  • increase the area of effect by 5ft, e.g. a 20ft radius becomes a 25ft radius and a 15 ft cone becomes a 20 ft cone

** For example scorching ray would have 2 rays that deal 2d6 damage and one ray that deals 3d6 damage while fireball would deal 9d6 damage to every creature while only 1 creature that ends it turn adajenct to a flaming sphere would take 3d6 damage.

From now on whenever you cast that spell it gains that benefit.

At 4th, 8th, 12th, 16th, and 19th levels select a new spell to add a specialization benefit to. You may select the same spell more than once but may not select the same benefit for that spell more than once.

I like the idea that through research and practise research unlock spell improvements. These options proposed are functionally a buff to the wizard, but a thematic one at least.

Cantrip Formulas

At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

If you choose a spell associated with your arcane tradition that spell may gain one benefit granted by your spell specialization feature as well.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

 

 

PART 1 | SECTION NAME

Weapon & Armor Properities

Weapon Type Properties

Weapon Type Effect
Axes If the axe damage die result is a 1 you may reroll that die but must accept that reroll
Maces/Clubs Actions that knock a creature prone, push it, or disarm it that use a mace/club can do damage to the target equal to your strength modifer
Spears Gain a +1 to AC while weilding a spear
Swords Creatures that are threatened by a sword weilder still trigger attacks of opportunity if the creature uses the disengage action
Reach The weilder may make an attack of opportunity when a target enters reach
Heavy The damage bonus from your strength ability modifier is increased by 1/2
Finesse* Add your dexterity modifier to your attack rolls but not to your damage rolls. Critical hit die range is expanded by 1/2 dexterity modifier
Light Only light weapons can be used to dual wield, or attack in a grapple, unless it is otherwise stated
Versatile Damage die is boosted by 1 step, e.g. d6 to a d8, if wielded with both hands

Weapon Damage Properties

Critical hits have additional effects based on their damage type as well as deal increased damage from doubled die rolls.

Damage Type Effect
Slashing On a critical hit you cause damage to the target creature equal to your strength or dexterity modifier at the beginning of your next turn and this damage ignores damage reduction
Piercing On a critical hit you may reroll one damage die and take the higher of the two die rolls.
Bludgenoing On a critical hit the target creature may not use its bonus action or reaction on its next turn

Armor Grants Damage Reduction

Wearing armor grants Damage Reduction (DR) against slashing, peircing, and bludgenoing damage, even if that damage is magical. The amount of DR is found in the table below. DR from a shield stacks with other DR from other armor. Enchantment bonuses to armor also increase DR by an amount equal to the enchantment.

Armor Damage Reduction
Armor DR
Light or Natural (1-2) 1
Medium or Natural (3-5) 2
Heavy or Natural (6+) 3
Shield 1

For an example of how DR works, a Fighter with +2 chainmail and a +1 shield would have a total DR of 7.

Stacking Resistance

If a creature has multiple instances of resistance to a damage type then they gain damage reduction 5 for each instance after the first. This damage reduction is applied after the resistance. For example if a creature has two instances of fire resistance and they are hit for 30 fire damage first they would halve the 30 damage then subtract 5 for a total of 10 fire damage.

credit: TheArenaGuy https://www.reddit.com/r/UnearthedArcana/comments/s7ujtl/stacking_resistance_reward_your_players_for/

 

 

Spell Damage Properties


Multiple effects of a single damange type do not stack unless otherwise stated. If the attack critically hits then all effects are doubled in magnitude and duration.
Damage Type Effect
Fire The effect of any healing the target recieves is reduced by 2 hitpoints per fire damage die until the start of your next turn
Cold Target’s speed is reduced by 5 feet until the start of your next turn
Lightning Target may not take the reaction action until the start of your next turn
Acid Target takes a -1 penalty to its AC until the start of your next turn
Thunder The target is moved 5ft away from the caster, this movement can trigger attacks of opportunity
Radiant Target takes a -1 penalty to its attack rolls until the start of your next turn
Necrotic Target takes a -1 penalty to Strength, Dexterity and Constituition saving throws until the start of your next turn
Psychic Target takes a -1 penalty to its Intelligence, Wisdom and Charisma saving throws until the start of your next turn
Poison Target takes a -2 penalty to its ability checks until the start of your next turn
Force Force attacks ignore damage reduction

 

 

PART 1 | SECTION NAME

Combat Actions Rework

Aid

A creature may offer aid to another if it is trained in the skill or ability that is being rolled. E.g. To help the bard on their a deception roll the rogue can help as they are trained in deception but the Wizard cannot as they are not.


This rule is supspended for good roleplaying and creative thinking

Charge

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature if you move at least 10 feet in a straight line immediately before taking this bonus action. You either gain a +2 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 5 feet away from you (if you chose to shove and you succeed an opposed athletics check).

Flank

Flanking on Squares. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has a +2 on melee attack rolls against that enemy.

When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures’ spaces. If the line passes through opposite sides or corners of the enemy’s space, the enemy is flanked.

Grapple

You have advantage on attack rolls, but not the roll to attempt to pin a creature, against a creature you are grappling.

You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed the creature is restrained and you are grappled until the grapple ends.

Prone/Disarm

If you successfully cause a creature to be disarmed or to be knocked prone that creature has disadvantage on attacks against you until the end of their next turn.

Ranged Attacks

If a ranged attack (weapon or spell) is made against a creature engaged in melee combat then the target creature has ½ cover. If the line of sight to a creature is blocked by another creature then the DM may rule that target creature has ¾ cover or full cover is the other creature’s blocking line of sight are large enough. I.e an ogre (¾ cover) blocks much better than a goblin ( ½ cover) but neither as well as a gelatinous cube (full cover).

 

 

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Recovery & Rest

Death Saves & Exhaustion

Anytime you are reduced to zero hitpoints you gain one level of exhaustion when you regain hitpoints. If a reaction is used to prevent a creature from dropping to zero hitpoints that creature does not gain a level of exhaustion.

Breather

Taking a breather is a short period of rest, at least 5 minutes long, after a strenuous activity. During that time you may rest, slake your thirst and hunger, or bandage a wound.

During a breather, you may spend one Hit Die for healing. If a Hit Die is spent to heal, you roll the die and add your Constitution modifier to it. You regain hit points equal to the total.

You must have at least 1 hit point at the start of the breather to gain its benefits and you cannot benefit from another breather until you roll initative again or take either a short or long rest. .

Short Rest

A short rest is a period of downtime, at least 1 hour long, during which you do nothing more strenuous than light activity like eating, drinking, reading, and tending to wounds.

You can spend Hit Dice at the end of a short rest for recovery. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You regain hit points equal to the total

You must have at least 1 hit point at the start of the rest to gain its benefits.

Long Rest

A long rest is a period of extended downtime, at least 8 hours long, during which you sleep or perform light activity like reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or similar adventuring activity - you must begin the rest again to gain any benefit. During a long rest, you must be able to sleep with some comfort and consume at least 2 pints of water and a ration. If you can provide both, you reduce 1 level of Exhaustion. If you cannot provide one or both, you gain 1 level of Exhaustion.

At the end of a long rest, your hit points remain unchanged. However, you regain up to half of your total number of Hit Dice, rounded down. Any Hit Dice above the maximum amount for your level must be spent during the long rest for recovery otherwise they are lost.

You can’t benefit from more than one long rest in a 24-hour period, and you must have at least 1 hit point at the start of the rest to gain its benefits.

Using Potions to Heal

A creature may consume a potion as an action. Potions now heal the maximum amount of HP instead of a variable amount.

Potion of Healing
Potion of Rarity Hit Points Recovered Cost (GP)
Healing Common 10 50
Greater
Healing
Uncommon 20 150
Superior Healing Rare 40 450
Supreme Healing Very Rare 60 1350

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.

Journey series, after battle

Ling Yun

 

 

PART 1 | SECTION NAME

Skill Kit Based Powers & Crafting

The goal in writing this is to find a way to increase the usefulness of tools and the intelligence ability score. I think that both can be made attractve to players with the following tool set powers which use the users intelligence ability score to determine usefulness.

Combat Skill Kit Uses

A user of any skill kit must be trained in it to use these powers.

Alchemist’s supplies

As part of a long rest using a alchemist’s supplies and expending 50 gp worth of materials, you can create a number of units of alchemical items equal to your proficiency bonus plus your intelligence modifier. If the alchemical items forces a saving throw or ability check that DC is equal to 8 + your intelligence ability modifier + your profeciency bonus.


The following alchemical items can be created, other items can be crafted with DM approval.

Acid Flask

This item may be used as a thrown weapon range 20/60. Make a ranged Attack against a creature or object, treating the acid as an Improvised Weapon. On a hit, the target takes 2d6 acid damage.

Alchemist Fire

This item may be used as a thrown weapon range 20/60. Make a ranged Attack against a creature or object, treating the alchemist’s fire as an Improvised Weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity check to extinguish the flames.

Glue

Glue may be constructed for only 15 gp in materials. This item may be used as a thrown weapon range 20/60. Make a ranged Attack against a creature or object, treating the glue as an Improvised Weapon. On a hit, the target must succeed a strength saving throw or be restrained. The target may roll a new strength saving throw at the end of each of its turns and is no longer restrained once it succeeds on the roll.

Gunpowder - Powder Horns

Constructing powder horns requires 75 gp. Setting fire to a powder horn causes it to explode, dealing 3d6 fire damage to creatures within 10 feet of it. A successful dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

Smokestick

Smokestickes may be constructed for only 5 sp in materials. This stick treated with alchemical compounds creates billowing opaque smoke when burned. The smoke fills a 10 foot cube and its area is heavily obscured.

Sunrod

These items only requires 5 sp worth of materials to construct. This 1-foot-long, gold-tipped, rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

Thunderstone

This item may be used as a thrown weapon range 20/60. Make a ranged Attack against a creature or object, treating the thunderstone as an Improvised Weapon. On a hit, the target must succeed a constitution saving throw or be blinded and deafened until the end of your next turn.

Tindertwig

Tindertwigs only require 5 sp worth of materials to construct. The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is a bonus action.

Wards

A ward can be of any of any elemental or magical damage type, except force. A ward of a certain type, for example frost, can be applied to armor or skin and the wearer gains damage reduction to that damage type equal to your proficiency bonus. Only the most recently applied ward is active and wards are active for 1 hour after application.

Cook’s utensils

As part of a long rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. By spending 5 GP on ingredients you can prepare special food for a number of creatures equal to your intelligence bonus + your proficiency bonus. Any creature who eats the food has their maximum hitpoints increased by an amount equal to your proficiency bonus plus your intelligence bonus. These hitpoints are lost at the end of a long rest. A creature cannot gain hit points from this feature again until it finishes a long rest.

 

 

Healer’s Kit

A healers kit is only kit that can grant a bonus if the user does not have the healer’s kit tool proficiency. A non-proficient user may as an action expend one use of the healers kit and stabalize a dying creature.

If you are proficient in the healers kit then when you use a healer’s kit to stabilize a dying creature that creature also regains hit points equal to your intelligence modifier.

Additionaly a proficient user may spend 15 minutes of work and spend one use of a healer’s kit to tend to a creature and restore hit points equal to your proficency bonus plus you intelligence modifier. The creature can’t regain hit points from this again until it finishes a long rest.

Healer’s Kit profeciency

The Healer’s Kit is not normally one that requires proficiency. In this modified rule it does if its greater benefits are to be unlocked.

Herbalism Kit

As part of a long rest you may use a Herbalism Kit and expend 50 gp worth of materials to create a number of units of herbalism items equal to your proficiency bonus plus your intelligence modifier.


The following herbalism items can be created. Other items can be crafted with DM approval.

Antibiotic

A creature that drinks this vial of liquid gains advantage on Saving Throws against disease for 1 day. It confers no benefit to Undead or Constructs.

Antitoxin

A creature that drinks this vial of liquid gains advantage on Saving Throws against poison for 1 hour. It confers no benefit to Undead or Constructs.

Breath

A creature that drinks this vial of briny liquid triples the number of rounds it can hold its breath before drowning.

Boost

This potion may be consumed as an action and it sets the drinkers temporary hitpoints to 8. These temporary hitpoints last until lost or until the creatures next long rest. The potion brewer may forgoe creating 3 doses of boost to instead create 1 dose of greater boost. Greater boost sets the drinker’s temporary hitpoints to 16. The brewer may convert 3 doses of greater boost into supreme boost. Supreme boost sets the drinkers temporary hitpoints to 24.

Darksight

A creature that drinks this vial of liquid gains darkvision up to 60 feet for 1 hour. This effect does not penetrate magical darkness. The drinker can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The drinker can’t discern color in darkness, only Shades of Gray.

Dash

A creature that drinks this vial of syrupy golden liquid increases their speed by 10ft for 1 hour.

Tinctures of Resolve

When a tincture is crafted it is keyed to one ability score. A creature that drinks the tincture gains profeciency in saving throws for that keyed ability score. If the creature already has profeciency in that saving throw then they gain an additional +2 to any saving throw using that ability score. The bonus from the tincture lasts 1 hour.

Healing Potion

This potion may be consumed as an action and it heals a creature 10 hitpoints. The potion brewer may forgoe creating 3 doses of healing to instead create 1 dose of greater healing poition. Greater healing potion heals the drinker 20 hitpoints. The brewer may convert 3 doses of greater healing poition into a supreme healing potion. A supreme healing poition heals the drinker 40 hitpoints.

 

 

PART 1 | SECTION NAME

Poisoner’s Kit

As part of a long rest using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus plus your intelligence modifier. You may make the following poisons and each poison has a constitution saving throw equal to 8 + proficiency modifier + intelligence modifier.

Injury Poison

Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature takes 2d8 poison damage in addition to whatever other damage and must succeed a saving throw or gain the poisoned condition until the end of your next turn.

Ingested Poison

When a creature ingests this poison at the beginning of their turn they must succeed a saving throw or take 1d6 poison damage and suffer from the poisoned condition. The creature takes 1d6 poison damage at the start of each subsequent turn and continues to suffer from the poisoned condition until until it successfully saves which it may attempt at the end of its turn.

Inhaled Poison

When a creature inhales this poison they must make a saving throw and on a failed save they take 1d6 poison damage and suffer from the poisoned condition. Additionally while affected by the poison the creature cannot use the dash action and their speed is reduced by half. The creature may attempt a new saving throw at the end of each of its turns.

Construction Skill Kit Uses

In general proficency with a tool set will reduce the cost of producing magic items by 25% for related items, please see examples below.

Brewer’s supplies

Potions are 25% cheaper to construct

Calligrapher’s Supplies

Scroll writing is 25% cheaper to construct

Carpenter’s tools

Magical Wooden items are 25% cheaper to construct

Cartographer’s tools

Overland travel is 10% faster

Glassblower’s tools

Glass magic items are 25% cheaper to construct

Jeweler’s tools

Magical rings are 25% cheaper to construct

Leatherworker’s tools

Leather magic items are 25% cheaper to construct

Painter’s supplies

Painted magic items are 25% cheaper to construct

Smith’s tools

Metal magic items are 25% cheaper to construct

Mason’s tools

Magical stone work is 25% cheaper to construct

Woodcarver’s tools

Magical wands & staves are 25% cheaper to construct

Potter’s tools

Ceramic magic items are 25% cheaper to construct

Cobbler’s tools

Magical shoes are 25% cheaper to construct

Tinker’s tools

Clockwork Magical magic items are 25% cheaper to construct

Weaver’s tools

Cloth magic items are 25% cheaper