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# Spyger's 5e D&D House Rules ## Leveling Up ##### Character Advancement | Experience Points | Level | Proficiency Bonus | |:---:|:--:|:--: | 0 | 1 | +2 | | 12 | 2 | +2 | | 30 | 3 | +2 | | 50 | 4 | +2 | | 75 | 5 | +3 | | 100 | 6 | +3 | | 125 | 7 | +3 | | 150 | 8 | +3 | | 175 | 9 | +4 | | 200 | 10 | +4 | | 225 | 11 | +4 | | 250 | 12 | +4 | | 275 | 13 | +5 | | 300 | 14 | +5 | | 325 | 15 | +5 | | 350 | 16 | +5 | | 375 | 17 | +6 | | 400 | 18 | +6 | | 425 | 19 | +6 | | 450 | 20 | +6 | ### Experience Points Each participating Player Character is awarded an amount of Experience Points (XP) between 1 and 5 for tackling adventurous tasks such as **fighting deadly monsters, exploring dangerous locales, and navigating tense social situations**. The amount of points awarded shall be proportional to the difficulty and magnitude of the task (relative to the party's level) and additionally informed by the potential negative consequences of the challenge. Due to the linear nature of this system, DMs should consider multiplying the reward for characters that are less experienced than their fellows. A 50% boost closely emulates the XP curve of a traditional system, and lets characters "catch up" over time. **After a player character has accumulated the requisite experience points, they gain a level in one of their classes during their next long rest.** The DM need only inform players how much experience they have gained when they take a long rest, but you may find it appropriate to review XP rewards at the end of each session, or even at the end of each encounter/scene in which experience was earned. \columnbreak ## Inspiration Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that's true to his/her personality traits, goals, or flaws. By highlighting these characteristics during play, you can earn bonus rolls to help pull through in a pivotal moment, or ensure that you achieve your Goals. ### Gaining Inspiration At the beginning of each session, players may set or change up to 3 personal Goals for their character. At the end of the session, characters who prepared for, worked toward, or accomplished a Goal during the session are granted Inspiration. During play, the DM may also grant a character Advantage on a roll representing a key effort made specifically in pursuit of a Goal. Aside from Goals, playing up a character trait in a funny or dramatic way is a good way to earn Inspiration, as is suffering a drawback due to a character flaw. You either have Inspiration or you don't -- you can't stockpile multiple "inspirations" for later use. ### Goals ##### Good Goals are: * Unique to the character- tying in to their past, personality, abilities, or beliefs. * Tied to the world- involving a certain place, faction, person, creature, or object. * Actionable and specific- they have a solid verb and a clear requirement. * Something one can prepare for, work toward, or accomplish in the forseeable future. ##### Example Goals: * "Bring vengeance to the chief of the Bone Saw Tribe." * "Acquire the grimoire of Niol The Horrifying." * "Share my dark secret with Bo over a stiff drink." * "Gain membership in the Diggers Guild at their headquarters in Timberholde." ### Using Inspiration If you have Inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your Inspiration gives you advantage on that roll. **You may also spend Inspiration after a roll is made. In this case, roll one d20 and use its result, disregarding previous rolls.** Additionally, if you have Inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your Inspiration to give that character Inspiration. \pagebreakNum ## Characters ### Ability Scores Roll 4d6 and drop the lowest 6 times to generate values, then assign to Abilities as you please. Characters with two scores below 7 or lacking any score above 14 (after racial bonuses) may wisely elect NOT to become adventurers (re-roll). ### Hit Points When opting to roll for HP upon leveling up, **re-roll your die if the result is a one**. This change is simply intended to balance rolling against taking the average (rounded up). ### Optional Rules #### Feats All feats are approved for use per the rules found in [this document](https://www.gmbinder.com/share/-LtHWEKRvanLnrHDhslO). #### Multiclassing This optional rule is *generally* not approved due to its potential for making characters imbalanced, whether too strong or too weak. The versatility of multiclassed characters can also intrude on PC niches, negatively impacting the teamwork element of the game. ### Races #### Dragonborn * Breath Weapon- Change the final sentence of the second paragraph to read, "**The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level.**" * 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. You can't discern color in darkness, only shades of gray. #### Elf * Change Darkvision to: ***Twilight Sight.*** Accustomed to twilit forests and the night sky, you have superior vision in dim conditions. You can see in dim light as if it were bright light. #### Half-Elf * Change Darkvision to: ***Twilight Sight.*** Thanks to your elven blood, you have superior vision in dim conditions. You can see in dim light as if it were bright light. #### Human * Add: ***Skill Versatility.*** You gain proficiency in two skills of your choice. * Add: ***Conquest and Trade.*** Gain proficiency with two weapons (Simple or Martial) of your choice, and one tool of your choice. * Remove **Variant Human** \columnbreak ## Combat ### Diagonal Movement **Every other square of a creature's diagonal translocation during a turn requires double the normal amount of movement.** Moving one square diagonally consumes 5 feet of movement, and two squares takes 15 total as the second square consumes 10 feet. ### Flanking When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they (and other allies adjacent to that enemy) *flank* that enemy, and each of them has a **+2 bonus on melee attack rolls** against that enemy. A creature can't flank an enemy that it can't see, and also can't flank while it is incapacitated. Generally, creatures that are much larger (two size categories) than their opponents cannot be flanked because, from their perspective, all enemies are below them. Certain creatures have unique anatomies or abilities which are well suited to fighting enemies on multiple sides, and cannot be flanked. ### 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: If a grappled creature attempts to cast a spell that has material or somatic components, they must pass a DC10 Concentration Save to avoid having the spell interrupted. If they fail then the spell fails and the slot is not expended. A grappled spellcaster must also pass a DC10 Concentration Save to maintain concentration on a spell that was already cast. ### Attack of Opportunity Options When making an Attack of Opportunity, **one may elect to Grapple or Shove** instead of performing a melee weapon attack. ### Dying **Dice rolls for Death Saving Throws shall be hidden from other players.** The intent of this rule is to increase suspense and prevent meta-gaming. ### Slow Natural Healing **Characters don't regain hit points at the end of a long rest.** Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. \pagebreakNum # Classes ## Universal
### Extra Attack * **Disregard the phrase, "on your turn"** at the end of the first sentence in each instance of this class feature. This change applies to **Barbarian, Fighter, Monk, Paladin, Ranger, and the College of Valor.** ### Cantrip Versatility ***Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard** feature* ___ Whenever you gain a level in this class, you can replace one cantrip you learned from your Spellcasting feature with another cantrip from the same class spell list. ### Martial Versatility ***Fighter, Paladin, and Ranger** feature* ___ Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. Additionally, if you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another. ### Revised Fighting Styles The following styles replace those of the same name found in the **Fighter, Paladin, and Ranger** classes. #### Archery * You gain a **+1** bonus to attack rolls and a **+1 to Weapon Damage rolls** you make with ranged weapons. #### Dueling * When you are wielding a melee weapon in one hand and no other weapons, **or wielding a versatile weapon in two hands,** you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting * When you roll weapon damage dice for an attack with a melee weapon that you are wielding with two hands, you can can reroll **any** of the dice and must use the new roll. The weapon must have the two handed property for you to gain this benefit. \columnbreak ### New Fighting Style Options #### Blessed Warrior ***Paladin*** style You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list. #### Druidic Warrior ***Ranger*** style You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. #### Interception ***Fighter and Paladin*** style When a creature you can see hits a target other than you that is within 5 feet of you, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus. You must be wielding a shield, simple weapon, or martial weapon to use this reaction. #### Superior Technique ***Fighter*** style You learn two maneuvers of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If you already have superiority dice, you gain two more; otherwise, you gain two superiority dice which are both d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. #### Thrown Weapon Fighting ***Fighter, Paladin, and Ranger*** style You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. #### Unarmed Fighting ***Fighter*** style Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you strike with two free hands or strike creature you are grappling, the d6 becomes a d8.
\pagebreakNum ## Barbarian ### Rage * A third sentence has been added to the first paragraph, **"As part of the bonus action you take to enter your rage, you can move up to half your speed."** * In the second bullet point, **the word "melee" has been removed.** * The fourth paragraph now reads, "Your rage lasts for 1 minute. It ends early if you are knocked unconscious. If your turn ends and you haven't taken damage or attacked, **dashed toward, or searched for** a hostile creature since your last turn, then your rage ends. You can also end your rage on your turn as a bonus action." ### Reckless Attack * In the third sentence, **the word "melee" has been removed.** ### Fast Movement Starting at **2nd level**, your speed increases by 10 feet while you aren't wearing any armor. ### Danger Sense In the first sentence, "2nd level" is now **"3rd level"**. ### Feral Instinct In the first sentence, "7th level" is now **"5th level"**. ### Relentless Rage In the first sentence, "11th level" is now **"7th level"**. ### Endless Enmity Beginning at **11th level**, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. ### Path of the Berserker #### Frenzy Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. **While in a Frenzy, every attack is a Reckless Attack. Once you use this feature, you must finish a short or long rest before you can use it again.** ### Path of the Totem Warrior #### Totem Spirit * ***Bear.*** While raging, you have resistance to all damage except for **radiant, necrotic,** and psychic damage. \columnbreak ## Bard ### College of Valor #### Combat Inspiration The second sentence now reads, "A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled as a bonus to the damage **or healing dealt to a single target of a spell they have just cast**, or an attack they have just landed."
## Cleric * Only universal changes.
## Druid ### Circle of the Land #### Wild Companion *2nd-level Circle of the Land feature* You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the *find familiar* spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.= ### Circle of the Moon #### Circle Forms The rites of your circle grant you the ability to transform into more dangerous animal forms. **Starting at 2nd level, you can use your Wild Shape to 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 1.** Starting at 6th level, you can transform into a beast with a challenge rating as high as your Druid level divided by 3, rounded down.
\pagebreakNum ## Fighter ### Battle Master #### Maneuver Options The following maneuvers are supplemental to those in the Players Handbook. ***Ambush.*** When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated. ***Bait and Switch.*** When you're within 5 feet of an ally on your turn, you can expend on superiority die and switch places with that ally, provided you spend at least 5 feet of movement, the creature is willing, and the creature isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. ***Brace.*** When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll. ***Grappling Strike.*** Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check. ***Quick Toss.*** As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
## Monk ### Deflect Blows *1st-level Monk feature* You can use your reaction to deflect melee weapon attacks that hit you. When you do so, the damage you take from the attack is reduced by 1d10 + your monk level. Once you reach 6th level in this class, you can also use this feature to deflect both melee and ranged spell attacks that hit you. ### Ki * The third sentence now reads, **"You have a number of ki points equal to your monk level plus your Wisdom modifier."** #### Flurry of Blows * A second paragraph has been added, **"The number of attacks increases to three when you reach 11th level in this class."**" \columnbreak #### Step of the Wind As a bonus action, you can spend 1 ki point to move like the wind. You gain movement equal to your current speed, **and** until the end of the turn your jump distance is doubled, you have **advantage on any Dexterity(Acrobatics) checks**, and your movement does not provoke attacks of opportunity. #### Ki-Fueled Strike *3rd-level Monk feature* ___ If you spend 1 or more ki as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action. ### Ability Score Improvement * The first sentence now begins, "When you reach 4th Level, and again at 8th, **10th,** 12th, 16th, and 19th level". ### Extra Attack A second paragraph has been added, **"The number of attacks increases to three when you reach 17th level in this class."** ### Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike, **and you can spend 1 additional ki point to give the creature disadvantage on its saving throw.** The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. **If a creature's saving throw is successful, then the creature is immune to your stunning strike for the remainder of the turn.** ### Stillness of Mind * In the first sentence, "use your action" is now, "use your **bonus action**" * A second paragraph has been added, "Additionally, you gain proficiency in Wisdom saving throws." ### Way of the Four Elements * [Alternate version of this subclass found here](https://drive.google.com/file/d/0B5ttoyMfsaC7eFhVenpwZ0R4ZmM/view)
## Paladin ### Divine Smite * In the first sentence, "melee weapon attack" is now "melee weapon or unarmed strike". **(This includes thrown melee weapons)** * The second sentence now reads, "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**."
\pagebreakNum ## Ranger (WIP) ### Foe Slayer * In the beginning of the second sentence, "Once on each of your turns, you can add..." is now "You can add..." ### Hunter #### Hunter Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Hunter Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *faerie fire* | | 5th | *mirror image* | | 9th | *slow* | | 13th | *greater invisibility* | | 17th | *hold monster* | #### Multiattack * ***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 #### Beast Master Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Beast Master Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *command* | | 5th | *enhance ability* | | 9th | *tongues* | | 13th | *dominate beast* | | 17th | *awaken* | \columnbreak ## Rogue ### Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the damage you take from **their attacks until the end of the turn.** ### Reliable Talent * A second paragraph has been added: **"Additionally, you can execute a Sneak Attack even when you do not have advantage on an attack roll or otherwise satisfy the requisite conditions, so long as the attack uses a finesse or ranged weapon. When used in this way, only half of the normal Sneak Attack dice are rolled and added to the damage of the attack."**
## Warlock (WIP) ### Pact Boon #### Pact of the Blade * The first paragraph now reads, "**You acquire the expertise necessary to effectively arm yourself for battle, gaining proficiency with medium armor, shields, and martial weapons.** Additionally, you can use your **bonus action** to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, **and you can use your Charisma instead of Strength or Dexterity for attack and damage rolls with it.**" ### Eldritch Invocations * Invocations that grant use of a spell once per long rest no longer consume a spell slot, but do still scale with your Pact Magic slot level. #### Repelling Blast * A second sentence has been added: **"Apply this effect only once per target."** #### Thirsting Blade * Disregard the phrase, "on your turn" at the end of the sentence.
## Wizard * Only universal changes. \pagebreakNum ## Sorcerer
##### The Sorcerer | Level | Sorcery Points | Cantrips Known | Spells Known | |:---:|:---:|:---:|:---:|:---:| | 1st | ─ | 4 | 3 | 4 | | 2nd | 2 | 4 | 4 | 7 | | 3rd | 3 | 4 | 6 | 13 | | 4th | 4 | 5 | 7 | 17 | | 5th | 5 | 5 | 9 | 25 | | 6th | 6 | 5 | 10 | 30 | | 7th | 7 | 5 | 12 | 39 | | 8th | 8 | 6 | 13 | 45 | | 9th | 9 | 6 | 14 | 55 | | 10th | 10 | 6 | 15 | 62 | | 11th | 11 | 6 | 16 | 71 | | 12th | 12 | 7 | 16 | 77 | | 13th | 13 | 7 | 17 | 84 | | 14th | 14 | 7 | 17 | 88 | | 15th | 15 | 7 | 18 | 94 | | 16th | 16 | 7 | 18 | 100 | | 17th | 17 | 7 | 19 | 106 | | 18th | 18 | 7 | 19 | 110 | | 19th | 19 | 7 | 20 | 116 | | 20th | 20 | 7 | 20 | 120 |
#### Proficiencies * The second paragraph now reads, "**Weapons:** Simple weapons, scimitars, shortswords, tridents" #### Equipment * The second selection has been removed ### Self Focus *1st-level Sorcerer feature (enhances Spellcasting)* ___ When you cast spells that require a material component, you can ignore that component unless it has a value. ### Font of Magic #### Sorcery Points * A new second paragraph has been added: "Additionally, you **regain expended sorcery points equal to 1 + your sorcerer level divided by 4 when you take a short rest.**" ### Metamagic * The second and third sentences now read, "You gain **three** of the following Metamagic options of your choice. You gain another one at **7th**, 10th, **13th**, and 17th level." * A third paragraph has been added, **"Additionally, when you gain a level in this class, you can choose one of the Metamagic options you have and replace it with another."** #### Careful Spell * The final sentence now reads, "A chosen creature automatically succeeds on its saving throw against the spell, **and takes no damage if it would normally take half damage on a successful save.**" #### Distant Spell * A third paragraph has been added, **"If you cast any spell that includes a teleportation, you can spend 1 sorcery point to double the maximum range of that teleportation."** #### Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to increase its duration by one step in accordance with the following progression: 1 minute > 10 minutes > 1 hour > 8 hours > 24 hours The duration of a spell cannot be extended to over 24 hours. ### Meta Mastery (New Capstone) At 20th level, you can use any number of Metamagic options on a spell when you cast it. \pagebreakNum ### New Metamagic Options #### Enlarged Spell When you cast a spell that has an area of effect, you may spend 2 sorcery points to add 5 feet to the dimensions of that area if it is a cone, square, or cube, or 3 sorcery points to add 5 feet to the dimensions of a line, circle, cylinder, or sphere. For cones, squares, and cubes, the length is increased. For circles and spheres, the radius is increased. For lines, the length and width are increased. For cylinders, the height and radius are increased. You can enlarge a spell multiple times by spending the required cost again for each 5 foot increase to the area of effect. #### Ricochet Spell When you cast a spell that targets only one creature or object and it has no effect on the target (whether due to AC, a successful saving throw, or some other effect), you can spend 2 sorcery points as a reaction to redirect the spell at another target within range of the first. If the spell involves a spell attack, make a new roll against this second target. You can use Ricochet Spell even if you have already used a different Metamagic option during the casting of the spell. #### Seeking Spell When you cast a spell that targets one or more creatures with a spell attack and has a range of at least 30 feet, you can spend 2 sorcery points to make the spell seek out your foes. Targets of a Seeking Spell gain no benefit from less than total cover, and such spells can navigate around obstacles if a path exists that is shorter than the range of the spell. Additionally, Seeking Spell attacks against unseen targets do not suffer disadvantage. #### Transmuted Spell When you cast a spell that inflicts acid, cold, fire, lightning, or thunder damage, you can spend 1 sorcery point to switch the damage to another type from that list. \pagebreakNum ### To-do List * Tasha's Alternate Features * Ranger, in a general sense. Found some good reworks. * Warlocks * Capstones ### Questions for readers... * How would you rank the Metamagic options? * Which Warlock options are broken, and which need more support? ### Credits * Zman's Tweaks * Eleazzaar's "Detect Balance: a 5e Homebrew Race Guide * Blog of Holding's "5e monster manual on a business card" * Treantmonk's Variant Classes \columnbreak ##### What is Nerfed? * Archery Fighting Style * Bearbarians, bearly. :P * Moon Druid lvl 2 & 3 * Sneak Attack cheese * Repelling Blast cheese ##### What is Buffed? * Readied Extra Attack * Great Weapon Fighting Style * Barbarian: Rage requirements and use of thrown weapons * Monk: Melee mitigation, early Ki, Stillness of Mind, ASI, Flurry of Blows late, and Way of the Four Elements * Foe Slayer, Hunter, and Beast Master * Bad turns for rogues * Pact of the Blade and spell per day invocations * Sorcerer proficiencies, spells known, Metas known, weak Metas, short rests, and capstone. ##### What is Re-worked? * Dueling Fighting Style * Frenzy * Stunning Strike ##### What is added? * Spell Versatility (Bard, Sorc, Warlock) * Cantrip Versatility (Cleric, Druid, Wizard) * Thrown Weapon, Unarmed, and cantrip (Paladin/Ranger) fighting styles * Three new Combat Maneuvers and Maneuver Versatility * Ki-Fueled Strike (for caster monks) * New Metamagic options \pagebreakNum ### Thoughts ##### Barbarian Rage change lets barbarians hound after their targets instead of forcing them to switch to a bow to keep up their rage. Berserker changes are a better stylistic fit, and avoid exaggerating Barbarian's dependence on long rests. Bear nerf is warranted and makes sense fictionally. Instinctive Pounce (Tasha's) has been folded into Rage from the get-go. Shifting Fast Movement to 2nd brings it in line with Monk/Rogue. These two changes enable Barb as a melee=only character, per the OG design intent. Other features have been shifted earlier both for the sake of cross-class consistency and opening room for more impressive high=level features. ##### Bard Why does this class have Jack of All Trades *and* Expertise? Since this class is **so** stuffed with features, I'm inclined to remove either Expertise or Ritual Casting, and lean toward the former. Boost to Bardic Inspiration granted to Valor specifically as it is perfectly in line with their theme, and that subclass could use the boost anyway. **Needs a better capstone.** ##### Druid Just smoothing out that early game power curve. Familiars go to Land Circle as the wizards of the Druid class; other subclasses have their own unique uses for Wild Shape. ##### Fighter/Fighting Styles Simple math, here. Archery was too good with +2 to hit, especially when combined with Sharpshooter. This soft nerf also helps projectiles hit harder, which feels nice. GWF is now better for d12 and d10 weapons, allowing them to compete with 2d6 weapons, and a bit better overall. Dueling change lets you actually use the Versatile property. Considering Second Wind scaling, earlier Indomitable (5th), earlier 2nd Action Surge (9th), and some unique high level feature (11th) **New capstone** and Extra Attack (3) at 17th level? ##### Monk More math. Monk damage falls off hard at 11th level relative to other classes, lacking another damage boost until 17th from their subclasses. Fighter gets Extra Attack. Paladin gets Improved Divine Smite. Barbarian becomes unkillable. Sneak Attack scales up. Monks get... utility subclass features... Granting them a more expensive, burstier Flurry of Blows helps high level monks actually spend their ki and scale up their role as a nimble burst damage dealer. Stunning Strike is very potent relative to other 1 ki abilities, is spammable, frequently misses (slowing down the game and frustrating the monk player), and really ruins boss fights. Making it usable once per enemy, but effectively twice with the 2 ki option, helps make the ability less spammy, less frustrating, and reigns in the power a bit. **Needs a better capstone.** Due to general lack of defense and early ki, considering making Bonus Action Dodge a Martial Arts feature that costs no ki. Feels bad to spend ki *and* a bonus action in order NOT to dish out damage. ~~Perhaps keep Patient Defense for 1-2 ki but no bonus action?~~ Step of the Wind might also need improving. Reference Treantmonk's variant. Hard to remove Bonus Action cost when Monk gets Unarmored Movement too. Tongue of Sun and Moon, potentially replace like Treantmonk did. Though I keep Strength ST proficiency, so need some other replacement. Gave better HD and early ki. Monk being as durable as Bard and Warlock, weaker than Ranger is just wrong. 2 ki is a freakin joke; Fighter's 2nd Wind + Action Surge dumpsters that, and Rogue can do this all day. ##### Paladin If you want to waste your 5th level spell slot on Smite, go for it. Makes for one hell of a crit though; let's say you have a d8 weapon: 2d8+2d8+12d8 = 16x4.5 = 72 damage. Juicy. ##### Ranger Even with this buff, Foe Slayer certainly isn't stronger than other capstones such as Barbarian's or Fighter's. The Whirlwind Attack change simply brings it in line with Volley, the other option. Bonus Action attack for Beast Master seems roughly in line with Hunter's Prey options, and free defensive options seem in line with Hunter's passive Defensive Tactics. Honestly though, this class warrants a total overhaul. Boring capstone. Needed bonus spell list for Hunter and Beast Master. ##### Rogue I mean, this is just RAI. Fishing for Sneak Attacks on others' turns is just a cheesy exploit. Capstone is okay. Reliable Talent/Sneak Attack update just makes bad turns for rogues less dreadful. \pagebreakNum ##### Sorcerer Maybe Spell Points are the feature that Sorcs were missing all along. Wizards can choose any spell they want, while Sorcs can choose any spell *slot* they want. Return that flexibility monopoly to Sorcerer! 5 more spells known turns Sorc into a real full caster that isn't outpaced by classes like Ranger and Warlock due to their bonus spell lists and invocations. New metamagics and 3 more known helps their *dismal* customization and access to their unique feature: compare to combat maneuvers and warlock invocations. Granted a small, scaling short rest benefit, and a capstone that really fits the class fantasy. ##### Warlock Just roping in a cheesy boss strat with Repelling Blast acting as a "free" 40 ft. push; only affects high level Locks hitting single targets. ~~Gain Mystic Arcanum at 5th level, one for every spell level? Attach one-off spell invocations to this? Can't grant more normal spell slots; more than 2 before 11th is busted.~~ Simply made one-off spell invocations free, slot-wise. Pact of the Blade finally gets what it deserves, turning Locks into legit melee combatants between the level of Cleric and Ranger. This feature must be *at least* as good as Shilelagh, which Tome locks can take as 1/3 of their features! (bonus action summon, Charisma mod, magic weapon. Weapon warlocks get mod damage for free, EB locks get extra attack for free. Both have invocations to get both. Pact of the Chain still under investigation. Improved familiars are pretty damn nice: invisible/inconspicuous scouts with language proficiencies, solid poisons, and **shared magic resistance**. Maybe HP could use buff, but anything else is questionable. Capstone is... weird. Make it one action instead of one minute? ##### Thoughts on Tasha's Alternate features (WIP) \pagebreakNum ## Under Consideration ## Barbarian * Shuffle features downward and add new busted stuff in later tiers. Need damage calculations. ### Strength of Stone (WIP) By 15th level, you have become an unyielding force of nature, gaining the following benefits while raging: - You are immune to the Grappled, Restrained, and Frightened conditions. - Your speed cannot be reduced by any means, such as a spell effect or encumbrance. - While you stand upon or grasp a solid surface, you cannot be unwillingly shoved or pulled, whether by might or magic. ### Herculean Might Shove/Throw creatures your size or smaller up to 5x Strength mod, minimum 10 ft. Full movespeed while grappling. 9th level ### Brutal Critical 11th: 19-20 crit and triple instead of double dice 17th: 18-20 crit and quadruple dice New 13th feature, defensive. Reaction ignore damage once per long rest. 18th once per short rest. Pain Tolerance/Ignore Pain ## Fighter * 2nd Action Surge at 13 and 3rd Extra Attack at 17th with new Capstone? * First Indomitable at 5th. Instead of 4th at 17, it's a guaranteed success. * Scaling for Second Wind? Compare to Lay on Hands. 2d10+Level at 6th, 3d10 at 12th, and 4d10 at 19th. * Signature Technique at 9th. Once per long rest. Perfect Strike. Whirlwind of Death, Shield Wall, etc. Look at Fighting Styles and 4th edition ## Monk * Resistance to subsequent damage for the rest of the turn after using Deflect Blows/Missiles? ## 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 Tome * Add the following paragraph after the first, "Additionally, choose two spells of a level for which you have spell slots from your patron's expanded spell list. While the book is on your person, you can cast these spells using a warlock spell slot. They don't count against your number of spells known. When you reach 5th level, and again at 7th and 9th level, choose another spell in the same manner to add to your grimoire." ## Sorcerer #### Delayed Spell When you cast a spell, you can delay its occurrence until the start of your next turn by spending 1 sorcery point. At the beginning of your subsequent turns, you can choose to delay it again by spending 1 sorcery point each turn. The spell slot of a delayed spell is expended immediately, the spell effect cannot be canceled, and the target(s) may not be changed. A delayed spell which requires concentration does not occupy your mind while it is being delayed, only once it actually takes effect. #### Savvy Spell- *Redundant with Heighten?* When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 4 sorcery points to switch the ability of the saving throw required for one target of the spell. If the original save is a physical ability such as Strength, Dexterity, or Constitution, then you must choose another from that group. Similarly, if the original save is a mental ability such as Intelligence, Wisdom, or Charisma, then it must remain one. #### Seeking Spell- *situational, like homing better* When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell. #### Unerring Spell- *boring, no reaction?* If you make an attack roll for a spell and miss, you can spend 1 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell. \pagebreakNum ## Capstones Awesome- $ / Okay- @ / Bad- ! ### Barbarian- Primal Champion @ At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. ### Bard- Superior Inspiration @ At 20th level, you can use your Bardic Inspiration an unlimited number of times. (Something else on top? Like Druid?) ### Cleric- Divine Intervention $ At 20th level, your call for intervention succeeds automatically, no roll required. ### Druid- Archdruid $ At 20th level, you can use your Wild Shape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed for a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. ### Fighter- Literally Nothing ! It's just the 3rd Extra Attack at 20th, which probably should have been at 17th ### Monk- Perfect Self @ At 20th level, the strength of your spirit knows no bounds. If you begin your turn with fewer than 2 ki points, you have 2 ki points instead. ### Paladin- Varies by Oath $ #### Devotion- Holy Nimbus At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest. \columnbreak #### Ancients- Elder Champion At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: * At the start of each of your turns, you regain 10 hit points. * Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. * Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. Once you use this feature, you can't use it again until you finish a long rest. #### Vengeance- Avenging Angel At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: * Wings sprout from your back and grant you a flying speed of 60 feet. * You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Once you use this feature, you can't use it again until you finish a long rest. ### Ranger- Foe Slayer @ At 20th level, you become an unparalleled hunter of your enemies. **You can add** your Wisdom modifier to the attack roll or the damage roll of attacks you make against your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. ### Rogue- Stroke of Luck @ At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a **critical** hit. Alternatively, if you fail an ability check **or saving throw**, 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. ### Sorcerer- Meta Mastery $ **At 20th level, you can use any number of Metamagic options on a spell when you cast it.** ### Warlock- Eldritch Master @ At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend **an action** entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. \pagebreakNum ### Wizard- Signature Spells @ When you reach 20th level, you gain mastery of two powerful spells and can cast them with little effort. Choose two wizard spells of 3rd-level **or lower** 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.