d20 Modern Conversion: Advanced Classes Updates 1 and Slayer Advanced Class

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Infiltrator

The Infiltrator can break into places others wouldn’t dream of, find what they're looking for, and get back out again while eluding or evading anyone who would try to stop them. The Infiltrator is a master of stealth, breaking and entering, and second-story work. Many have connections to the criminal underworld, or at least know their way around the seedier parts of town.

An Infiltrator can be a cat burglar or a spy, or they may just have all the skills necessary to accomplish missions for whatever agency pays their salary.

Select this advanced class if you want your character to excel at roguish activity and stealthy endeavors.

The Infiltrator
Level Features
2nd Bonus Proficiencies, Sneak Attack, Sweep,
Improvised Implements, Thieves' Cant
6th Expertise, Sudden Reaction
10th Reliable Talent, Infiltration Expertise
14th Iron Mind, Engineer
18th Stroke of Luck, Inside-Out

Advanced Class Features

As an infiltrator, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per infiltrator level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per infiltrator level

Bonus Proficiencies

When you take this advanced class at 2nd level, you gain proficiency in your choice of hacking tools, thieves tools, mechanical tools, electrical tools, or disguise kits. Additionally, you gain proficiency in your choice of martial melee weapons or martial ranged weapons.

Sneak Attack

Beginning when you take this advanced class at 2nd 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. 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 Infiltrator Features table.

Sweep

You know how to size up an area and get the lay of the land in a single sweep of the eyes, picking up details that others often miss.

Starting at 2nd level, you can use your bonus action to take the Search action.

Infiltrator Features
Level Sneak Attack Improvised Weapon Damage Unarmed Strike Damage
2nd 1d6 1d6 1d4
3rd 2d6 1d6 1d4
4th 2d6 1d6 1d4
5th 3d6 1d6 1d4
6th 3d6 1d8 1d6
7th 4d6 1d8 1d6
8th 4d6 1d8 1d6
9th 5d6 1d8 1d6
10th 5d6 1d8 1d6
11th 6d6 1d8 1d6
12th 6d6 1d8 1d6
13th 7d6 1d8 1d6
14th 7d6 1d10 1d8
15th 8d6 1d10 1d8
16th 8d6 1d10 1d8
17th 9d6 1d10 1d8
18th 9d6 1d12 1d10
19th 10d6 1d12 1d10
20th 10d6 1d12 1d10

Additionally, when you Search, you automatically learn the location of any obvious enemies, alarms and surveillance devices, traps, escape routes, and any expensive objects that are within 30 feet of you. Additionally, you learn if there are any hidden or invisible creatures within that radius, but not their location.

Improvised Implements

Often required to enter a situations without a weapon or tools, you have learned to make do with whatever you can find.

Beginning at 2nd level, you are proficient with improvised weapons, and your attacks with improvised weapons and unarmed strikes deal increased damage, as shown in the Infiltrator Features table. You can add your Dexterity modifier in place of your Strength modifier for attack and damage rolls with your unarmed strikes or improvised weapons, and attacks with them can trigger your Sneak Attack feature.

Additionally, if you don't currently possess a tool with which you are proficient, you can add half your proficiency bonus to any check which would normally gain a benefit from using any of those tools.

Thieves' Cant

Starting at 2nd level, you learn 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, whether cameras is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Expertise

At 6th level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sudden Response

Beginning at 6th level, you've been spotted enough times to react accordingly. When a creature is alerted to your presence, you may immediately use your reaction to make an attack, move up to your speed or take the Hide action.

Once you use this ability, you cannot do so again until you finish a short or long rest.

Reliable Talent

By 10th 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.

Infiltration Expertise

Starting at 10th level, you can unfailingly create false identities for yourself. You must spend seven days and $250 to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading firm from a foreign country so you can insinuate yourself into the company of other corporate affiliates.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Iron Mind

By 14th level, your rigid training and discipline offers you some resistance to mental assaults. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Engineer

At 14th level, you understand how machines and electrical devices work and are able to improvise the use of many devices. You gain advantage on checks to use, disarm or repair electrical and mechanical devices.

Additionally, when you fail to deactivate a trap, explosive or alarm, you can use your reaction to avoid triggering the effect (activating the trap, detonate an explosive or trigger an alarm). Once you use this feature, you must finish a short or long rest before you can use it again.

Stroke of Luck

At 18th 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.

Once you use this feature, you can't use it again until you finish a short or long rest.

Inside-Out

At 18th level, you know locations you have studied down to the smallest detail. After studying an area with a maximum size of 1 square for at least 1 hour, you learn the location of any obvious enemies, alarms, surveillance devices, traps, escape routes, and any expensive objects. Additionally, you learn two of the following details:

  • Access: The method to get passed a particular physical barrier in the area. This may be the password to a door, where the key to the door is kept, or a short workaround through an unlocked window.
  • Danger: The location of the greatest threat in the area studied. This may be the most well-equipped guards, a deadly trap or a hidden alarm. This information does not include a way to deal with the threat, however.
  • Equipment: The location of helpful equipment you could access within the area. This may be a well-stocked armory that is left unlocked, or perhaps a small dead drop you've managed to organize.
  • Tech: The location of any technological facilities that may be of use to you. This may include a surveillance room, networked computers, or a control facility for certain security features in the area.

Additionally, while you are in an area you have studied or are within 30 feet of a location where you have performed the Search action, you have advantage on initiative rolls provided you studied or searched the area no longer than 24 hours ago.

Modifying Infiltrators

If you want your infiltrator character to specialize in a particular form of skulduggery, you can replace some of their advanced class features with those of rogue subclasses. Apply the following steps:

  1. Replace the Infiltrator's "Sweep" and "Improvised Implements" 2nd level features with the 3rd level features of the subclass.
  2. Replace the Infiltrator's "Infiltration Expertise" 10th level feature with the 9th level feature of the subclass.
  3. Replace the Infiltrator's "Engineer" 14th level feature with the 13th level feature of the subclass.
  4. Replace the Infiltrator's "Inside-Out" 18th level feature with the 17th level feature of the subclass.

Mage

The Mage follows a long tradition of myth and legend, part of the same exclusive club that Merlin, Morgan Le Fey, and Prospero belong to. They study ancient texts, research lost languages, and master the secrets of the past. The Mage tames the wild energies of magic itself, making it do his bidding. A scholar and master of arcane forces, the Mage can conjure solid objects out of thin air, fling lightning and fire from their fingertips, and even utilize words of power to render themself invisible or intangible.

Learning arcane spells through discovery and memorization, the Mage mixes ancient knowledge with modern technology. Gone are the robes and pointed hats and dusty tomes, replaced by Armani suits and notebook computers.

Select this advanced class if you want your character to master the arcane arts and become a spellcaster.

The Mage
Level Features
2nd Spellcasting, Arcane Recovery, Altered Formula, School Specialisations
6th Infuse Magic, Innovative Conversion
10th Controlled Casting, Durable Magic
14th Intense Spell, Spell Resistance
18th Spell Mastery, Signature Spells

Class Features

As a mage, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per mage level
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per mage level

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See the Player's Handbook for rules regarding spellcasting.

Cantrips

At 2nd level, you know three cantrips of your choice from the wizard spell list. You learn additional mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage Spellcasting table.

Spellbook

At 2nd level, you gain a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the spells that you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Mage Spellcasting 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.

Mage Spellcasting
Hero
Level
Cantrips
Known
1st 2nd 2nd 4th 5th
2nd 3 2
3rd 3 3
4th 4 3
5th 4 4 2
6th 4 4 2
7th 4 4 3
8th 4 4 3
9th 4 4 3 2
10th 5 4 3 2
11th 5 4 3 3
12th 5 4 3 3
13th 5 4 3 3 1
14th 5 4 3 3 1
15th 5 4 3 3 2
16th 5 4 3 3 2
17th 5 4 3 3 3 1
18th 5 4 3 3 3 1
19th 5 4 3 3 3 2
20th 5 4 3 3 3 2

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 + half your level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 5th-level mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five 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.

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.

Your Spellbook

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 reality. You might find other spells during your adventures. You could discover a spell recorded on a scroll in a rival mage's home, for example, or in a forgotten book on ancient history in a 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 you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage 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. The cost represents material components as you experiment with the spell to master it, as well as any materials you use in the recording process. Once you have spent this time and wealth, you can prepare the spell just like your other spells.

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 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. In days of yore, these were almost universally literal books, ranging from plain, functional leather notebooks to finely bound gilt-edged tomes. However, the world has technologically moved on from this, and in the modern era a spellbook can take a variety of forms, and may be stored digitally on a device. However, it is often the case that older, more traditional mages will still keep a physical spellbook, partially due to mistrust of new technology and partially due to the fear of having their research stolen or erased by a hacker.

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 level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Mage Spellcasting table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar).

Arcane Recovery

Beginning when you take this advanced class at 2nd level, 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 level (rounded up).

For example, if you're a 4th-level mage, 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.

Altered Formula

At 2nd level, your extensive studies allow you to tinker with the formula for some of your spells.

When you prepare a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula. You can have a number of spells altered this way prepared up to your Intelligence modifier (minimum of one).

School Specialisations

The vast majority of mages have a preference for a particular few schools of magic. When you take this advanced class, choose two schools of magic from the following: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.

The time you must spend to copy spells of the chosen schools into your spellbook is halved.

Infuse Magic

Starting at 6th level, when you cast a spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so while holding a nonmagical item throughout the casting, you expend the spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. This item is considered magical while it is infused with a spell.

With the object in hand, a creature with an Intelligence score of at least 6 can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell.

The spell stays in the object until it has been cast. You can have a number of infused spells equal to your Intelligence modifier active at the same time.

Innovative Conversion

At 6th your deep magical knowledge allows you to further alter your spells. When you prepare a spell that requires a saving throw, you can change the type of saving throw. If the spell requires an Intelligence, Wisdom or Charisma saving throw you can substitute that saving throw with another from that list. If the spell requires a Strength, Dexterity or Constitution saving throw you can substitute that saving throw with another from that list. You can have a number of spells altered this way prepared up to your Intelligence modifier (minimum of one).

Controlled Casting

Starting at 10th level, you can focus to control your spells even after they go awry. When a creature succeeds on a saving throw against one of your spells or you miss on a spell attack roll, you can use your bonus action to have the creature reroll the saving throw or to reroll the spell attack roll. You can use this feature only once on each of your turns.

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

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Intense Spell

You're extensive practice at spellcasting allows you to occasionally strain yourself past your limits. Beginning at 14th level, when casting a spell, you can treat the spell slot used to do so as being one level higher than it is. This cannot be used to cast a spell of a higher level than the originally used spell slot.

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

Spell Resistance

Through your extensive studies and exposure to arcane energy, you have gained some level of resistance to magical effects. Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

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

Signature Spells

When you reach 18th 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.

Subclass Mages

If you want your mage character to specialize in a particular school of magic, you can replace some of their advanced class features with those of wizard subclasses. Apply the following steps:

  1. Replace the Mage's "Altered Formula" and "School Specialisations" features with the 2nd level features of the subclass.
  2. Replace the Mage's "Innovative Conversion" 6th level feature with the 6th level feature of the subclass.
  3. Replace the Mage's "Durable Magic" 10th level feature with the 10th level feature of the subclass.
  4. Replace the Mage's "Spell Resistance" 14th level feature with the 14th level feature of the subclass.

Slayer

The Slayer is devoted to hunting down dangerous creatures. Many are self-appointed defenders of society, destroying anything they view as a threat to their world.

Typically finding themselves unsuited to the bustle of cities, most Slayer's live on the edges of civilization, in small rural towns or hidden abodes. This isn't always true, however, and some turn their sharp eyes to larger settlements to hunt the hidden dangers that may lurk behind every door.

Select this advanced class if you want your character to destroy creatures of darkness and focus on mobility, stealth, and tracking.

The Slayer
Level Features
2nd Bonus Proficiencies, Spellcasting, Slayer Magic, Favored Enemy, Slayer's Sense, Slayer's Prey
6th Fighting Style, Impulsive, Supernatural Defense
10th Veteran Hunter, Fleet of Foot, Magic-User's Nemesis
14th Vanish, Slayer's Counter
18th Foe Slayer

Class Features

As a slayer, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per slayer level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per slayer level

Bonus Proficiencies

When you take this advanced class at 2nd level, you gain proficiency in your choice of herbalism kits or poisoner's kits. Additionally, you gain proficiency in martial weapons.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells.

Spell Slots

The Slayer Spellcasting 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.

Preparing and Casting Spells

The Slayer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these ranger 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.

Slayer Spellcasting
Hero
Level
1st 2nd 3rd 4th
2nd 2
3rd 2
4th 3
5th 3
6th 3
7th 4 2
8th 4 2
9th 4 2
10th 4 3
11th 4 3
12th 4 3
13th 4 3 2
14th 4 3 2
15th 4 3 2
16th 4 3 3
17th 4 3 3
18th 4 3 3
19th 4 3 3 1
20th 4 3 3 1

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. To do so, choose a number of ranger spells equal to your Wisdom modifier + one third your slayer 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 7th-level slayer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell hunter’s mark, 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 ranger spells requires time spent in study and focus: at least 1 minute per spell level for each spell on your list.

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

Ritual Casting

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

Slayer Magic

At 2nd level, you learn additional an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Slayer Magic
Slayer Level Spell
2nd protection from evil and good
7th zone of truth
13th magic circle
19th banishment

Favored Enemy

Beginning at 2nd level when you choose this advanced class, you have significant experience studying, tracking, hunting, and even talking with a certain type of supernatural creature. Choose a type of favored enemy: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.

You add 1d4 to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your quarry, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventure.

Slayer's Sense

Starting at 2nd level you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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

Slayer's Prey

Starting at 2nd, level, you can focus your ire on one foe, increasing the harm you inflict upon it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Fighting Style

When you reach 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Close-Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.

Sharpshooter

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

Defense

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

Dueling

When you are wielding a 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.

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 have at least one free hand or be wielding a shield.

Two-Weapon Fighting

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

Adaptable

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your walking speed, and you gain a +1 bonus to AC.

Impulsive

Starting at 6th level, you react with swift and decisive action when attacked. This grants you the following benefits:

  • You ignore nonmagical difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Supernatural Defense

At 6th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey ability forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Veteran Hunter

At 10th level, your bonus to damage rolls against all your favored enemies increases to 1d6. Additionally, you have advantage on saving throws against the spells and abilities used by a favored enemy.

Fleet of Foot

Beginning at 10th level, you can use the Dash and Disengage actions as bonus actions on your turn.

Magic-User's Nemesis

At 10th level, you gain the ability to thwart someeone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can't use it again until you finish a short or long rest.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Additionally. when you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against them. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

Foe Slayer

At 18th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Modifying Slayers

If you want your slayer character to emphasize a particular style of hunting, you can replace some of their advanced class features with those of ranger subclasses. Apply the following steps:

  1. Replace the Slayer's "Slayer Magic", "Slayer's Sense" and "Slayer's Prey" 2nd level feature with the 3rd level feature(s) of the subclass.
  2. Replace the Slayer's "Supernatural Defense" 6th level feature with the 7th level feature of the subclass.
  3. Replace the Slayer's "Magic-User's Nemesis" 10th level feature with the 11th level feature of the subclass.
  4. Replace the Slayer's "Slayer's Counter" 14th level feature with the 15th level feature of the subclass.

Extra Slayer Spell

Primeval Awareness (Ritual)

2nd-level divination


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

For the duration of the spell, you can sense whether any of the following types of creatures are present within 3 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, monstrosities, or undead.

This spell reveals which types of creatures are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of creatures within range, you learn this information for each group of creatures.

At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, the range increases by 1 mile for each slot level above 2nd.

Soldier

The Soldier is a trained warrior, as good with a gun as they are with a knife. Some soldiers come out of formal military programs or law enforcement academies. Others acquire their skills on the field of battle.

A Soldier might be a dedicated idealist or a profit-seeking mercenary, a hired gun or a highly skilled adventurer. In all cases, the Soldier learns how to defeat their enemies, to complete their missions, and ultimately, to survive.

Select this advanced class if you want your character to be a well-rounded combat expert. It combines both melee and ranged weapon expertise, preparing the Soldier for whatever situation comes their way.

The Soldier
Level Features
2nd Bonus Proficiencies, Fighting Style,
Improved Critical, Calculated Assault
6th Soldier's Mettle, Indomitable (one use)
10th Extra Attack, Additional Fighting Style
14th Superior Critical, Indomitable (two uses)
18th Tactical Aid, Indomitable (three uses)

Class Features

As a solider, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per soldier level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per solider level

Bonus Proficiencies

At 2nd level, you gain proficiency with all armor, all weapons, and one vehicle type of your choice.

Fighting Style

When you take this advanced class, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Close-Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.

Sharpshooter

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

Defense

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

Dueling

When you are wielding a 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.

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 have at least one free hand or be wielding a shield.

Two-Weapon Fighting

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

Adaptable

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your walking speed, and you gain a +1 bonus to AC.

Improved Critical

Starting at 2nd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Calculated Assault

Beginning at 2nd level, when you take the Dash, Disengage, Dodge, or Help action, you may make a single weapon attack as part of that action.

Soldier's Mettle

Starting at 6th level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Indomitable

Beginning at 6th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 14th level and three times between long rests starting at 18th level.

Extra Attack

Starting at 10th level, you can attack three times rather than twice, whenever you take the Attack action on your turn.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 14th level, your weapon attacks score a critical hit on a roll of 18–20.

Tactical Aid

As you becomes more skilled, your tactical and leadership abilities increase. Starting at 18th level, you can use your knowledge of tactics to direct your allies in combat.

When you take the Help action, you can choose to give your ally Tactical Aid for 1 minute. The target gains a bonus to their AC and their attack and damage rolls equal to your Intelligence modifier for the duration. The effect ends early if you end your turn more than 15 feet away from the target.

Once you use this feature, you can’t use this feature again until you finish a long rest.

Modifying Soldiers

If you want your soldier character to specialize in a particular form of combat, you can replace some of their advanced class features with those of fighter subclasses. Apply the following steps:

  1. Replace the Soldier's "Improved Critical" 2nd level feature with the 3rd level feature(s) of the subclass.
  2. Replace the Soldier's "Soldier's Mettle" 6th level feature with the 7th level feature of the subclass.
  3. Replace the Soldier's "Additional Fighting Style" 10th level feature with the 10th level feature of the subclass.
  4. Replace the Soldier's "Superior Critical" 14th level feature with the 15th level feature of the subclass.
  5. Replace the Soldier's "Tactical Aid" 18th level feature with the 18th level feature of the subclass.

Changes

Infiltrator

Infiltrators got some meaty changes, and are now the base for Rogue subclasses. I removed a good few abilities that were just Rogue subclass abilities, and added some abilities from the Rogue class with minor tweaks to fit the conversion.

  • Now they only get one tool proficiency, the other being replaced with proficiency in martial melee or martial ranged weapons.
  • Added "Sneak Attack" and "Thieves' Cant" to 2nd level.
  • "Sweep" got a small bump, now alerting you to the presence of invisible creatures near you.
  • "Improvised Implements" has been moved to 2nd level.
  • Damage of unarmed strikes and improvised weapons from "Improvised Implements" now scales as you level, and you can use Sneak Attack with them.
  • "Fast Hands", "Second-Story Work", "Supreme Sneak" and "Imposter" have all been removed.
  • Added "Expertise" and "Sudden Reaction" to 6th level. Sudden reaction allows you to perform am actions when you're discovered, choosing from attacking, running, or attempting to hide again.
  • Added "Reliable Talent" to 10th level.
  • Added "Iron Mind" to 14th level.
  • Added "Stroke of Luck" to 18th level.

Mage

The Mage didn't change a huge amount in this update, they just got a bit of a shuffle and a couple new abilities to make them a little meatier. I borrowed one feature from the War Mage subclass from Xanathar's Guide to Everything, and the others are retooled versions of abilities in the Unearthed Arcana Lore Master subclass. A lot of people thought the abilities of the Lore Master were a bit overpowered and stepped on the Sorcerer's metamagic, so I reigned them in a little and made them require preparation rather than being able to make changes to your spells on the fly.

  • Added a new ability "Altered Formula" at 2nd level. Based on a Lore Master feature, it lets you swap the damage types of your spells when you prepare them.
  • Slightly altered the mechanics of "Magical Infusion", and changed its name to "Infuse Magic".
  • Moved "Controlled Casting" from 6th level to 10th level.
  • Added the "Durable Magic" feature from the War Mage subclass to at 10th level.
  • Moved "Overcharged Spell" from 10th level to 14th level, and changed its name to "Intense Spell".
  • Moved "Spell Resistance" from 18th level to 14th level.
  • Moved "Spell Mastery" from 14th level to 18th level.

Slayer

A new advanced class, partially emulating the Ranger. I mostly used features from the Unearthed Arcana Revised Ranger given the option, as general consensus seems that those features are generally a bit meatier and balanced against the other 5E classes. The advanced class was feeling a little bloated, so I removed and added a spell version of Primeval Awareness, inspired by the wonderful Versatile Ranger by u/regularabsentee.

Soldier

The Soldier advanced class received some relatively minor tweaks, adding a couple new abilities

  • You now only gain proficiency in one type of vehicle rather than all of them at 2nd level.
  • Added "Calculated Assault" at 2nd level, aiming to open up actions that aren't just attacking to the Soldier and to fill out 2nd level a little.
  • "Indomitable" is now gained at 6th level rather than 2nd.
  • "Improved Critical" moved from 6th level to 2nd level.
  • "Soldier's Mettle" added to 6th level.
  • Second use of "Indomitable" moved from 10th to 14th level.
  • Added "Additional Fighting Style" to 10th level.
  • Tweaked "Tactical Aid", it no longer requires an action each turn to maintain, it just lasts 1 minute and ends early if you aren't near the target.

I considered swapping the base of the solider from the Champion martial archetype to the Brute martial archetype, which by all accounts seems to do the same thing but be a bit more powerful and balanced against the Battle Master. However, I think the Soldier can probably keep up, considering you can stack the more likely critical hits with more powerful criticals from the Strong Hero base class.

Looking further into the matter, I did some basic DPR analysis and it looks like the Champion-based Soldier will be more effective against highly armored opponents (AC>20), while the Brute-based Soldier does more damage against opponents with less AC. This seems like a fairly decent balance, so I'm sticking with the Champion-based soldier. Of course, using subclass customization makes the Brute-based Soldier an available option to those that want it.

I also debated whether or not to add a further Extra Attack at 18th level. I opted not to, it already seems kinda meaty, but I'm open to the idea if the advanced class ends up a little lackluster.

Credits

Document and contents by Dylan Richards.
Reddit: u/Altavus
Tumblr: decision-paralysis
Blogger: Decision Paralysis
Twitter: @DillTheHerb

Art

Source Material

"d20 Modern" role-playing game by Wizards of the Coast.

Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.

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