Zman's 5e Tweaks v2.0

  • Updated 9-16-17

Preface

I love 5e, but here are a couple of things that bother me and could use tweaking. I'm not trying to reinvent the wheel or rewrite the game. These tweaks are meant to be easy to apply patches that enhance balance and gameplay while simultaneously opening up more viable options. There is also some new content in the form of New Feats meant to fill some missing niches and give a few more options. Think of it as a balance patch meant to iron out a few wrinkles and I welcome feedback.

Love 5e, but wish it was a touch more balanced? Wish some things made a bit more sense? Wish some options were more viable or others less no-brainers? Give Zman's 5e Tweaks a look. Take caution when applying any individual Tweak as they are intended to function as a whole. Currently only for the PHB. Additionally there is a Weapons and Armor Tweak, as well as an E10 Variant. There may exist a couple of references in this document to those documents.

Races

Dwarf

*No Changes

Elf

  • Elf Weapon Training: You have proficiency with the "Elven Longblade, Elven Shortblade, shortbow, and longbow.

Halfling

*No Changes

Human

  • Add Skill Versatility: You gain proficiency in two skills of your choice.
  • Remove Variant Human

Dragonborn

  • Breath Weapon: You can use your bonus action to exhale...
  • Add Darkvision: Thanks to your Draconic blood, you have superior vision in dark and dim conditions. You can see in dim light within 60' of you as if it were bright light, and in darkness as if it were dim light.

Gnome

*No Change


Half-Elf

  • Change Darkvision to Inferior Darkvision: Thanks to your Elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 30' of you as if it were bright light, and in darkness as if it were dim light.
  • Change to Skill Versatility: You gain proficiency in one skill of your choice.

Half-Orc

  • Change to Inferior Darkvision: Thanks to your Orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 30' of you as if it were bright light, and in darkness as if it were dim light.

Tiefling

*No Change

Abilities


Intelligence

  • Characters can learn a number of additional languages equal to their Intelligence Modifier at character creation as well as when a character's Intelligence Modifier permantly increases.
  • In addition, at character creation a character learns a number of additional skills and tool proficiencies equal to their Intelligence Modifier. Skills are drawn from their class list. Anytime a character's Intelligence modifier increases they learn an additional skill or tool proficiency and are not limited to their class list. Half, rounded down, of the proficiencies gained through Intelligence must be taken as Tool Proficiencies.

Feats

  • Each character gains an additional feat at 1st level.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Gain proficiency with Athletics.
  • When making an Athletics check, gain advantage.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t halve your speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Close Quarters Archer

Entering a melee with your bow is of little concern, gain the following benefits:

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • Targets do not benefit from cover for being engaged in melee.
  • When you make a ranged attack against a hostile creature within 5 feet of you, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  • When you make a ranged attack against a hostile creature within 5 feet of you, you can use a bonus action to make a melee attack with a piece of ammunition or part of your ranged weapon. This weapon has Finesse and the damage die for this attack is a d4 plus your ability modifier and deals piercing or bludgeoning damage.

Cunning Opportunist

You never let an opportunity pass you by, gain the following benefits:

  • When a creature that is within 5 feet of you attacks an an ally instead of you or attacks you while suffering disadvantage you can use your Reaction to make an attack against them. The attack must use a finesse or a light weapon and is made with advantage.

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • Gain proficiency with all Crossbows.
  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls made with crossbows.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

Defensive Duelist

Prerequisite: Dexterity 13 or higher

  • When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
  • Gain the Dueling Fighting Style available to Fighters.
  • Defensive Duelist can be used with any ability that grants additional reactions or opportunity attacks, such as Lighting Reflexes.

Desperate Spellcaster

Prerequisites: The ability to cast at least one spell of 1st level or higher. You are desperate enough to tap the weave within yourself to fuel your magics, gain the following benefits:

  • Gain one spell slot for each spell level you are capable of casting lower than your highest level spellslot. This cannot grant spell slots of 5th level or higher.
  • When you expend one of these spell slots, make a Constitution save equal to 10+ spell slot level, if you fail, gain one level of exhaustion.
  • Once you expend one of these spell slots you must finish a long rest before you can use them again.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.

Dueling Master

Unparalleled in single combat, gain the following benefits:

  • You gain a +1 bonus to AC while you wield a one handed weapon or versatile weapon and no other weapons or a shield.
  • While you wield a one handed weapon or versatile weapon and no other weapons or a shield, you can use a bonus action to make an additional attack, the attack must be one handed if the weapon is versatile. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • Gain proficiency with Thieve's Tools
  • You have advantage on Wisdom(Perception) and Intelligence(Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Gain Advantage on Death Saving Throws.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Elemental Adept

Prerequisite: The ability to cast at least one spell

  • When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Expertise

You reach mastery of a skill, gain the following benefits:

  • Increase your Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Pick one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. This bonus does not stack with the Bard or Rogue abilities of the same name.

Fighting Style Expert

You are brutally effecient in your chosen combat style, gain the following benefits:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • Gain one Fighting Style available to Fighters.

Grappler

Prerequisite: Strength 13 or higher


You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You have advantage on attack rolls 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, your speed becomes 0 and the creature is restrained until the grapple ends. When a pinned creature succeeds in escaping a grapple, they are no longer pinned, but remain grappled.
  • Creatures that are one size larger than you don’t have advantage on checks to escape your grapple.

Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Once per turn before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Hardened

You've learned to to shake off just about everything that has come your way, gain the following benefits:

  • Gain a bonus equal to one half your proficiency bonus(rounded up) to any save you are not proficient in.

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • Gain advantage on Wisdom(Medicine) checks.
  • When you use a healer’s kit to stabilize a dying crea- ture, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s max- imum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Heavily Armored

Prerequisite: Proficiency with medium armor


You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor


You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • When you wear heavy armor you can add 1 to your AC if you have a Dexterity of 12 or higher.
  • While you are wearing heavy armor, as a reaction you can reduce the bludgeoning, piercing, and slashing damage from a weapon attack by 1d6 + Proficiency Modifier.

Inspiring Leader

Prerequisite: Charisma 13 or higher

  • Increase your Charisma score by 1, to a maximum of 20.
  • You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

Intimidating Presence

Prerequisite: Strength 13 or higher

  • Increase your Strength score by 1, to a maximum of 20.
  • You may use Strength instead of Charisma for Intimidation checks.
  • As a bonus action, you may attempt to intimidate a creature. Make an Intimidation(Strength) check opposed by either a Strength check or an Intimidation check, if your total is greater than the target's, they are frightened until the end of their next turn. This ability can only be used to target a creature once, and any creature that can see or hear a failed Intimidating Presence attempt is immune to the effects of Intimidating Presense for 24hr.

Intuitive Defense

You know where attacks will be and simply aren't there, gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • Gain Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You have advantage on Intelligence checks involving Knowledge and Reasoning.
  • You have advantage on Intelligence Saving Throws.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Large Build

Prerequisites: Small size. Strength 13 or higher. May only be taken at 1st level. You are one of the largest of your kind, nearly as large as most humanoids, gain the following benefits:

  • Increase your Strength Score by 1, to a maximum of 20.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • You may choose to count as one size larger whenever it would be beneficial. This allows small creatures to ignore the Heavy weapon property.

Light Armor Master

You know how to get the most out of light armors, gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Increase the AC granted by light armors by 1.

Lightly Armored

You have trained to master the use of light armor, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor.

Lightning Reflexes

Prerequisites: Dexterity 15 or higher. You are preternaturally quick, gain the following benefits:

  • Gain Advantage on Initiative Rolls
  • Gain a second reaction each turn, this reaction can only be used for Opportunity Attacks.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can learn a new language by studying or being exposed to it for three days.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Lucky

You have inexplicable luck that seem s to kick in at just the right moment.

  • You have 1 luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
  • If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
  • You regain your expended luck point when you finish a short or long rest.

Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Magic Initiate

  • Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.
  • In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
  • Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. 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).
  • If you already have superiority dice, you gain two more; otherwise, you have two superiority dice, which are a d6. 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.

Martial Artist

You are trained as an unarmed combatant, gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your unarmed strike uses a d4 for damage. If your unarmed strike already deals a d4 or large damage die, increase the die by one size d4>d6>d8>d10>d12.
  • Your unarmed strike gains the Offhand propery and can be used for two-weapon fighting.
  • When performing a Grapple or Shove you may use a Dexterity(Acrobatics) check instead of a Strength(Athletics) check.

Medium Armor Master

Prerequisite: Proficiency with medium armor You hav practiced moving in medium armor to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can increase the maximum Dexterity Modifier allowed by the armor by 1.

Mobile

You are exceptionally speedy and agile, you gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Moderately Armored

Prerequisite: Proficiency with light armor


You have trained to master the use of medium armor and shields, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, spear, or trident, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. This attack cannot benefit from the Heavy weapon property.
  • While you are wielding a glaive, halberd, pike, quarterstaff, spear, or trident, you may make an attack as a reaction on a creature when they enter your reach.

Powerful Build

Prerequisites: Medium size. Strength 15 or higher. May only be taken at 1st level. You are one of the largest of most impressive of your species, gian the following benefits:

  • You count as large size when determining your carrying capacity and the weight you can push, drag, or lift.
  • You may treat one-handed weapons as light for the purposes of two-weapon fighting.
  • You use Versatile weapons dealing their two handed damage one handed. Verstaile weapons do not count as light weapons when wielded this way.
  • You may choose to attack with two-handed weapons you are proficient with using only one hand, but you may only add one half your proficiency bonus(rounded up) to the attack instead of your full proficiency bonus and two-handed weapons cannot be used for two weapon fighting.

Powerful Persona

The sheer power of your personality protect you, gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • Gain Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Resilient

Choose one ability score. You gain the following benefits

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Ritual Caster

Prerequisite: Intelligence or Wisdom 13 or higher

  • You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
  • When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
  • If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. 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.

Savage Attacker

  • Increase your Strength score by 1, to a maximum of 20.
  • Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Double the short range of your ranged weapon attacks.
  • Your ranged weapon attacks ignore half cover and count three-quarters cover as half cover.
  • Once per turn before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half dam- age, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Shield Weapon Specialist

You fight as deftly using a shield as a weapons as most do a sword or spear, gain the following benefits:

  • The damage die of Bladed or Spiked Buckler/Targe becomes a d6.
  • At the start of your turn, before you move or take any actions, you must choose to fight offensively or defensively with a Bladed or Spiked Buckler/Targe, the effects last until the start of your next turn.
  • While fighting offensively you no longer suffer disadvantage when attacking with a Bladed or Spiked Buckler/Targe.
  • While fighting defensively the AC bonus granted by your Bladed or Spiked Buckler/Targe is increased by 1.

Skilled

  • Increase your Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in any combination of three skills or tools of your choice.

Skulker

Prerequisite: Dexterity 13 or higher


You are expert at slinking through shadows. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Spell Savant

Prerequisite: The ability to cast at least one spell.

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a Maximum of 20.
  • Gain an additional spell slot of the highest level available to you. If your highest level spell slot increases your Spell Savant spell slot increases to match your new highest level spell slot. This spell slot cannot be 6th level or higher. Once you cast it, you must finish a long rest before you can cast it again.

Spell Sniper

Prerequisite: The ability to cast at least one spell


You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and count three-quarters cover as half cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Spellslinger

Prerequisite: The ability to cast at least one spell.

Yoru spells always seem to have a little bit extra, gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a Maximum of 20.
  • You can add your Spellcasting modifier modifier to the damage roll of any spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls and cannot be used to increase the damage dealt to a single creature by an amount greater than your spellcasting modifier.

Tactician

You don't have to be the fastest or the toughest, just the smartest, gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • Gain Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Thrown Weapon Expert

You always hit your mark, gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your thrown weapon attack rolls.
  • Your thrown weapon attacks ignore half cover and treat three-quarters cover as half cover.
  • You can draw weapons with the thrown property as a free action and can make as many attacks in a round as you have attacks and weapons available.
  • As a bonus action you may draw and throw a light or finesse thrown weapon so long as you have at least one free hand.

Tough

You are just plain tough, you gain the following benefits:

  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
  • When hit with an attack you may as a Reaction gain resistance to all damage except radiant, necrotic, and psychic damage until the end of your next turn. Once used this ability cannot be used until after you've finished a long rest.

Unarmored Fighter

You find avoiding attacks is better than withstanding them, gain the following benefits:

  • Increase your Dexterity Score by 1, to a maximum of 20.
  • While Unarmored your AC is equal to 13 + your Dexterity Modifier.

Volatile Spellcaster

Prerequisite: The ability to cast at least one spell.

You push your spells to the brink of your control and sometimes past, gain the following benefits:

  • When you cast a spell that deals damage you can choose to increase the size of the damage die one step(d4>d6>d8>d10>d12>2d8). Upon choosing to cast a volatile spell that is not a cantrip, roll a d20, on a roll of a 1 gain one level of exhaustion, on a roll of a 20 cast the spell at its next highest level.

Warcaster

Prerequisite: The ability to cast at least one spell.

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reac- tion to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Weapon Master

Prerequisites: Proficiency in Simple and Martial Weapons.

You are considered a master of your chosen weapon, gain the following benefits:

  • Chose one type of weapon, it is your specialized weapon type.
  • Increase the damage dealt with your specialized weapon by 1d4.
  • Reroll any attack roll of a 1 made with your specialized weapon.
  • When attacked by a weapon of the same weapon range and damage type, increase your AC by 1 against that attack. ie a Longsword is a Melee Slashing weapon.

Weapon Specialist

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with all Simple and Martial Weapons.

Racial Feats

Race Feat
Dragonborn Dragon's Frightful Presence
Dragonborn Dragon Hide
Dragonborn Draconic Flight
Dwarf Dwarven Resiliance
Dwarf Grudge-Bearer
Dwarf Squat But Strong
Elf Elven Alacrity
Elf(Drow) Drow High Magic
Elf(High) Fey Teleportation
Elf(Wood) Wood Elf Magic
Gnome Fade Away
Gnome Squat But Nimble
Gnome(Forest) Critter Friend
Gnome(Rock) Wonder Maker
Half-Elf Elven Accuracy
Half-Elf Everybody's Friend
Half-Elf Prodigy
Half-Orc Orcish Agression
Half-Orc Orcish Fury
Halfling Bountiful Luck
Halfling Second Chance
Halfling Squat But Nimble
Human Human Determination
Human Prodigy
Tiefling Barbed Hide
Tiefling Flames of Phlegethos
Tiefling Infernal Constitution

Barbed Hide

Prerequisite: Tiefling

One of your ancestors was a Barbed Devil or other spiky fiend. Barbs protrude from your head, gain the following benefits:

  • Increase your Consititution or Charisma score by 1, up to a maximum of 20.
  • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deel 1d6 piercing damage to any creature grappling you or any creature grappled by you.
  • You gain proficiency in the Intimidation skill. If you're already proficient in it, your proficiency bonus is doubled for any check you make with it.

Bountiful Luck

Prerequisite: Halfling

Your luck naturally rubs off on those around you, gain the following benefits:

  • Whenever an ally you can see within 30 feet of you rolls a 1 on the die for an attack roll, an ability check, or a saving through, you can use your reaction to let the ally reroll the die. the ally must use the new roll.

Critter Friend

Prerequisite: Gnome(Forest)

Your friendship with animals mystically deepens, gain the following benefits:

  • You gain proficiency in the Animal Handling skill. If you're already proficient in it, you rproficiency bonus is doubled for any check you make with it.
  • You learn the Speak with Animals spell and can cast it at will, without expending a spell slot. You also learn the Animal Friendship spell, and you can cast it once with this feat, without expending a spell slot. you regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Draconic Flight(Dragon Wings)

Prerequisite: Dragonborn, May only be taken at 1st level.

You've grown draconic wings, gain the following benefits:

  • Increase your Constitution score by 1, up to a maximum of 20.
  • With your wings, you have a flying speed of 30 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity. You can use your wings for a number of rounds equal to your constitution modifier. At 5th level you can use your wings for a number of minutes equal to your constitution modifier, and at 11th level you can use your wings for a number of hours equal to your constitution modifier. Once you have used your wings for their full duration, you cannot use them again until you've finished a short or a long rest.

Dragon's Frightful Presence(Dragon Fear)

Prerequisite: Dragonborn

When angered, you radiate menace, gain the following benefits:

  • Increase your Strength or Charisma score by 1, up to a maximum of 20.
  • Instead of exhaling destructive energy, as an action you can roar and expend a use of your breath weapon to force each creature of your choice within a 30 feet cone of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can't hear or see you. On a failed save, a target becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dragon Hide

Prerequisite: Dragonborn

You inherited the might and majesty of your dragon ancestors. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.
  • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Your scales harden; 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. If you are wearing armor and your amor class would be worse, use your Dragon's Hide armor class instead.

Drow High Magic

Prerequisite: Elf(Drow)

You learn more of the spells typical for your peopole, gain the following benefits:

  • You learn detect magic and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Dwarven Resilience(Dwarf Resiliance)

Prerequisite: Dwarf

You have the blood of dwarven heroes flowing through your veins, gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain an umber of hit points equal to the total(minimum of 1).

Elven Alacrity(Elven Accuracy)

Prerequisite: Elf or Half-Elf

You have uncanny aim, gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Whenever you have disadvantage on an attack roll, you can reroll one of the dice once.

Everybody's Friend

Prerequisite: Half-Elf

You develop your magnetic personality to ease your way through the world, gain the following benefits:

  • Increase your Charisma score by 1, up to a maximum of 20.
  • You gain proficiency in Deception and Persuasion skills. If you're already proficient in one skill, your proficiency bonus is doubled for any check you make with that skill. If you're already proficient in both skills, choose one, your proficiency bonus is doubled for any check you make with that skill.

Fade Away

Prerequisite: Gnome

You can draw on your magical heritage to escape danger, gain the following benefits:

  • Increase your Intelligence score by 1, up to a maximum of 20.
  • When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.

Fey Teleportation

Prerequisite: Elf(High)

Drawing on your fey ancestry, you have learned how to teleort, gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.

Plames of Phlegethos

Prerequisite: Tiefling

You learn to call on hellfire to seve your commands, gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • When you roll fire damage for a spell you cast, you can reroll any roll of a 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
  • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of you rnext turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damge.

Grudge-Bearer

Prerequisite: Dwarf

You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively you can chose two races of humanoid(such as gnolls and orcs). Gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
  • During the first round of any combat against your chosen foes, your attack rolls agains tany of them have advantage.
  • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
  • Whenever you make an Intelligence(Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient.

Human Determination

Prerequisite: Human

You are filled with a determination that can draw the unreachable within your reach, gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest.

Infernal Constitution

Prerequisite: Tiefling

Fiendish blood runs strong in you, you gain the following benefits:

  • Increase your Constitution score by 1, up to a maximum of 20.
  • You have resistance to cold and poison damage.
  • You have advantage on saving throws against being poisoned.

Orcish Aggression

Prerequisite: Half-Orc

Your Orcish blood boils driving you towars your foe, gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Orcish Fury

Prerequisite: Half-Orc

Your furty burns tirelessly, gain the following benefits:

  • Incrase your Strength or Constitution score by 1, to a maximum of 20.
  • When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
  • Immediately after you use your Relentless Endurance trait, you can use your Reaction to make one weapon attack.

Prodigy

Prerequisite: Half-Elf or Human

You have a knack for learning new things, gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.

Second Chance

Prerequisite: Halfling

Fortune favors you, gain the following benefits:

  • Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't do so again until you finish a short or long rest.

Short But Nimble(Squat Nimbleness)

Prerequisite: Gnome or Halfling

You are uncomonly nimble for your race, gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics skill. If you're already proficient in the skill, your proficiency bonus is doubled for any check you make with it.

Short But Strong(Squat Nimbleness)

Prerequisite: Dwarf

You are uncomonly strong and athletic for your race, gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Athletics skill. If you're already proficient in the skill, your proficiency bonus is doubled for any check you make with it.

Wonder Maker

Prerequisite: Gnome(Rock)

You master the tinker techniques of your people, gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check.
  • When you make a device with your Tinker trait, you have the following additional ptions for what you make.

Alarm This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creatures moves into range the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.

Calculator This device makes doing sums easy.

Lifter This device can be used as a block and tackle, allowing itsuser to hoist five times the weight the user can normally lift.

Timekeeper This pocket watch keeps accurate time.

Weather Sensor When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol(clouds, sun/moon, rain, or snow) for each hour.

Wood Elf Magic

Prerequisite: Elf(Wood)

You learn the maic of the primeval woods, gain the following benefits:

  • You learn on edruid cantrip of your choice. You also learn longstrider and pass without trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Feats Removed

  • Charger(Included in Variant Rules)

Feats Changed

  • Athlete
  • Crossbow Expert
  • Defensive Duelist
  • Dual Wielder
  • Dungeon Delver
  • Durable
  • Grappler
  • Great Weapon Master
  • Healer
  • Heavy Armor Master
  • Inspiring Leader
  • Keen Mind
  • Linguist
  • Lucky
  • Martial Adept
  • Medium Armor Master
  • Polearm Master
  • Savage Attacker
  • Sharpshooter
  • Skilled
  • Skulker
  • Spell Sniper
  • Tough
  • Weapon Specialist(Weapon Master)

Feats Added

  • Close Quarters Archer
  • Cunning Opportunist
  • Desperate Spellcaster
  • Dueling Master
  • Expertise
  • Fighting Style Expert
  • Hardened
  • Intimidating Presence
  • Intuitive Defense
  • Large Build
  • Light Armor Master
  • Lightning Reflexes
  • Martial Artist
  • Powerful Build
  • Powerful Persona
  • Shield Weapon Specialist
  • Spell Savant
  • Spellslinger
  • Tactician
  • Thrown Weapon Expert
  • Unarmored Defense
  • Volatile Spellcaster
  • Weapon Master

Classes

Barbarian

Path of the Berserker

  • Frenzy: Add "While in a Frenzy, every attack is a Reckless Attack."
  • Remove "When your rage ends, you suffer one level of exhaustion(as described in appendix A).
  • Add "You cannot enter another Frenzy until you've completed a Short or Long Rest."

    Path of the Totem Warrior

  • Totem Spirit(Bear): Change "While raging, you have resistance to all damage except psychic damage." To "While raging, you have resistance to all damage except Radiant, Necrotic, and psychic damage."

Bard

*No Change

Cleric

*No Change

Druid

Wild Shape

  • Add "You must return to your natural form before transforming into another form unless you are expending a use of Wild Shape to maintain your form. You cannot revert to your natural form and take another form within the same turn, you must wait until your next turn to assume a new shape."
  • Add "You may transform into another form without expending a use of Wild Shape, doing so increases your exhaustion level by 1 unless you pass a DC5 Constitution Saving throw. Each time you transform without expending a use of Wild Shape before taking a long rest the Save DC increases by 5. If changing shape expends more than one use of wild shape the saving throw is made at disadvantage."

ArchDruid

  • Change to "At 20th level you can use your Wild Shape an unlimited number of times to transform into any beast that has a challenge rating of 2 or lower.

Circle of the Moon

Combat Wild Shape(Add)

  • Additionally, while you are transformed by Wild Shape, you can add your Proficiency Bonus to your first melee damage roll per turn. While Wild Shaped your AC equals 10 + the form's Dexterity Modifier and Natural Armor + your Proficiency Bonus and cannot exceed 20.

  • Circle Forms(CHANGE)

  • The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can transform into a beast with a challenge rating as high as 1/2(you ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there).
  • Starting at 4th level, you can transform into a beast with a challenge rating as high as your Druid level divided by 4, rounded down.
  • Starting at 10th level, you can transform into a Beast with a challenge rating as high as your Druid level divided by 3, rounded down.

Fighter

Fighting Style

  • Archery: Change to "You gain a +1 bonus to attack rolls and a +1 to Weapon Damage rolls you make with ranged or thrown weapons."
  • Dueling: Change To "When you are wielding a melee weapon in one hand and no other weapons or a versatile weapon in two hands, you gain a +2 bonus to damage rolls with that weapon."
  • Great Weapon Fighting: Change to "When you roll one or more weapon dice for an attack with a melee weapon you are using in two hands, you can can reroll any of the dice and must use the new roll. The weapon must have the versatile or two handed property for you to gain this benefit."

Monk

Lvl 10

  • Add Ability Score Improvement

Lvl 11

  • Add Extra Attack(2)

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.

Stunning Strike

  • Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. Once per turn, when you hit another creature with a melee weapon attack, you can spend 2 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.

Way of the Four Elements

  • Reduce Ki cost of Elemental Disiplines by 1.

Paladin

Fighting Style

  • Dueling: Change To "When you are wielding a melee weapon in one hand and no other weapons or a versatile weapon in two hands, you gain a +2 bonus to damage rolls with that weapon."
  • Great Weapon Fighting: Change to "When you roll one or more weapon dice for an attack with a melee weapon you are using in two hands, you can can reroll any of the dice and must use the new roll. The weapon must have the versatile or two handed property for you to gain this benefit."

Divine Smite

  • Change to "Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8. The damage increases by 1d8 if the target is an undead or a fiend."

Ranger

Fighting Style

  • Archery: Change to "You gain a +1 bonus to attack rolls and a +1 to Weapon Damage rolls you make with ranged or thrown weapons."
  • Dueling: Change To "When you are wielding a melee weapon in one hand and no other weapons or a versatile weapon in two hands, you gain a +2 bonus to damage rolls with that weapon."

Foe Slayer

  • Change "Once on each of your turns, you can add..." to "You can add..."

Hunter

  • Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 10 feet of you, with a separate attack roll for each target.

Beast Master

  • Animal Companion: You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
  • Exceptional Training: Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can command the beast, at no action cost, to take the Dash, Disengage, Dodge, or Help action on its turn."

Rogue

Sneak Attack

  • Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. You can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll, once you've dealth sneak attack damage you cannot do so again until the start of your next turn.
  • The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. 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.

Sorcerer

Spells Known of 1st Level and Higher

  • Add "In addition to the number of spells listed in the Spells Known column of the Sorcerer's table you know additional spells equal to your Cha Modifier."

Font of Magic

Sorcery Points

Regain 2 expended sorcery points whenever you finish a short rest. Regain all of your sorcery points when you finish a long rest.

Sorcerous Restoration

At 20th level, you regain 4 additional expended sorcery points whenever you finish a short rest."

Wild Magic

Wild Magic Surge

Replace with "Starting when you choose this origin at 1st level, your Spellcasting ability can unleash surges of untamed magic. Once per turn, roll a d20 immediately after you cast a sorcerer spell of 1st or higher. If you roll a 20, the spell slot is not expended. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case, the spell lasts for its full duration."

Warlock

Pact of the Chain

  • Add "Add your proficiency bonus to the familiar's AC, attack rolls, and damage rolls, as well as to any saves or skills it is proficient in. It's hit point maximum equals the hit point number in its stat block or four times your Warlock level, whichever is higher."
  • Change "Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction." To "Additionally, as a bonus action, you can instruct your familiar to make one attack with its reaction."

Pact of the Blade

  • Add "Gain proficiency in Medium Armor. Your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class."

Pact of the Tome

  • Add "In addition to adding the spells on your Patron's expanded spell list to the Warlock spell list treat them as additional spells known for you."

Eldritch Invocations

Agonizing Blast

  • Change to "When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. Apply this bonus damage only once per target."

    Repelling Blast

  • Change to "When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. Apply this effect only once per target."

Wizard

Skills

  • Choose one from Arcana, History, Insight, Investigation, Medicine, and Religion

Empowered Evocation

  • Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls and cannot be used to increase the damage dealt to a single creature by an amount greater than your Intelligence modifier.

Variant Classes

Spell-less Ranger

  • Lose Spellcasting as a 2nd level class feature, gain Martial Aptitude instead at 2nd level.
  • Primeval Awareness can be used once per short/long rest without exending a spell slot and lasts one minute.

Martial Aptitude

You learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers

  • You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class.
  • You learn an additional maneuver of your choice at 5th, 9th, 13th, and 17th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Superiority Dice

  • You have three 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 gain an additional superiority die at 5th level, 9th level, 13th level, and 17th level.

Saving Throws

  • Some maneuvers require 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).

Variant Rules

Ability Checks

  • Ability Checks use 2d10 instead of a 1d20 to determine your result. When making an Ability Check with Advantage roll 3d10 and choose the highest two dice to add together to determine your result. When making an Ability Check with Disadvantage roll 3d10 and choose the lowest two dice to add together to determine your result.

Why

  • By adding a bell curve to Ability checks a large amount of the swingyness of 5e skills will be mitigated, it greatly increases the importance of the raw Ability Score. Skills and ability checks become more reliable and less dependent on the whim of the dice. No required changes to Skill DCs.

Adventuring


Damage and Recovery

Dropping to 0 Hit Points

  • Add Regaining Hit Points: When a character that has been dropped to 0 Hit Points and regains hit points that character gains 1 level of exhaustion.

Instant Death

  • If you take damage from a single source equal to your hit point maximum and it drops you to zero hit points, take a Con Save DC = 1/2 Damage taken or die.

Massive Damage

  • If you take damage equal to half your hit point maximum or greater from a single source roll on the System Shock Table.
System Shock 1d10
Roll 1d10 Result
1 Con Save DC= 1/2 Damage Taken; On a success, fall to 0 HP(Stable). On a failure, death.
2-3 Fall to 0 HP(Stable)
4-10 Disadvantage on saves, attack rolls, and ability checks till end of your next turn.

Rest and Recovery

  • Breather: A Breather is a period of brief respite between encounters. So long as the character is not in imminent danger they can spend one Hit Dice. A character cannot benefit from another Breather until they've finished a Short or Long Rest.
  • Short Rest: A short rest is a period of downtime, at least 5 minutes long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds and is not in immediate danger. A character can spend....
  • Short Rest: Add "You may take a maximum of two short rests between long rests."
  • Long Rest: Remove "At the end of a long rest, a character regains all lost hit points."

Resting in Armor

  • If a character takes a long rest while Medium or Heavy armor that imposes disadvantage on Stealth is donned, upon finishing their long rest they must make a Constitution Save of DC 10 or the Strength Requirement of the Armor, whichever is greater. If they fail this save, increase their level of exhaustion by one, this cannot cause a creature's exhaustion level to exceed 2.

Lifting and Carrying

Carrying Capacity

  • Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.

    Push, Drag, or Lift

  • You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.

    Size and Strength

  • Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For each size category below Medium, halve these weights.

Encumbrance

  • If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 5 feet. If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 15 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Strength Requirement of Armor and Shields

  • If you are wearing armor or a shield with a Strength Requirement and fail to meet that requirement, reduce your speed by 5 feet for each point you fail to meet that requirement by.

Worn Armor

  • Reduce the effective weight for worn armor by half when determining encumberance.

Combat

Flanking

  • Change grants Advantage to a +1 Bonus to hit for each ally engaged with an enemy while it is flanked to a maximum of +3. A creature is considered flanking when an ally is threatening the same target from behind(the opposing three hexes/squares in a grid/hex).

Threatened Space

  • Moving through a threatened space costs double movement. You may choose to move through threatened space without doubling the movement cost, doing so provokes an Attack of Opportunity.

Ranged Attacks into Close Combat

  • A creature engaged in melee is granted half cover against ranged attacks.

Grappling

  • Escaping a Grapple: A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check, a Creature that is larger than the creature grappling it has advantage on this check.
  • Spellcasting While Grappled: A grappled creature must pass a DC10 Concentration Save to avoid having the spell they are casting that has material or somatic components interrupted, if they fail the spell fails and the slot is not expended. A grappled spellcaster must also must pass a DC10 concentration save to maintain concentration on a spell while grappled.

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 start the turn at least 30 feet away from the creature and move at least 15 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or gain advantage on your shove to push the target up to 10 feet away from you (if you chose to shove and you succeed).

Two Weapon Fighting

  • Add "Upon reaching 8th level, if your have the Extra Attack class feature you may make two attacks with your bonus action when attacking with a different light weapon in your other hand."
  • Add "You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one."

Knocking a Creature out

  • Replace with "A character may declare a non lethal attack before they strike a creature with a melee attack. Doing so causes the attack to be made with disadvantage unless it was an unarmed strike or weapon with non lethal special rule. When a crature's hitpoints are reduced to 0 from a non lethal attack they do not make death saving throws and are automatically stabilized.

Character Creation


Point Buy: Expanded PHB Pointbuy

Point Buy: 42 Points

Score Cost Score Cost Score Cost
6 0 10 4 14 9
7 1 11 5 15 11
8 2 12 6 16 14
9 3 13 7 17 17'

'Subject to DM approval

NOTES

  • It is essentially a PHB Pointbuy of 30, but adjusted to start at 6, and offer 16 and 17 options.

Rolling Method: 2d6+4EighteenRoller

Initial Roll

  • Each player rolls 2d6+4 six times and assigns them in order to Str, Dex, Con, Int, Wis, Cha. This is their base array.

Improvement Rolls

  • Each player has a pool of 12 additional 2d6+4 rolls. They verbally declare which ability they are trying to improve before they roll and then roll 2d6+4. If the new roll is higher than the previous roll it replaces it. The player repeats this process for each of their 12 additional rolls.

Minimum Improvement

  • The lowest an improved score can be is 8+the number of improvement attempts for that ability score, this cannot be used to raise the ability higher than a 14.

Buy/Sell/Trade

  • Alternatively, after the Initial Roll, but before any Improvement Rolls are made players can attempt to trade their Initial Rolls with another player. If a player is unwilling to trade the player can attempt to purchase the other player's starting array by offering a number of their Improvement Rolls. Only entire arrays can be traded or sold, not individual ability scores.

DM Intervention

  • If a player's final array does not have at least a total of modifiers of +6 or greater, the DM intervenes and rolls a straightset of six 2d6+4 scores, if any of them are greater than the final score the player rolled it improves it. If the final array still does not have a total of modifiers of +6 or greater the DM can choose to repeat the process.

Example: Buy/Sell/Trade

Player A wants to play a Wizard, and rolls an initial array with a 14 Srength, but only an 8 Intelligence. Player B wants to play a Fighter but rolls a substantial 16 Intelligence but only a 10 Strength. Since each player's array is of more initial value to each other, Player A offers to trade arrays, Player B declines because they know the 16 Intelligence in their array is worth much more than the array with a 14 Strength being offered. Player A counters by offering two of their Improvement Rolls in addition to the full array swap. Player B can accept or decline. If Player B accepts they will have 14 Improvmeent rolls to attempt to improve the array they got from Player A, and Player B will have only 10 rolls to improve their array, but won't have to worry about improving their Intelligence.

Edit Log 3-2-18 Removed Spell Scatter Added Non Lethal Attack

Need to add spells