d20 Modern Conversion: Advanced Classes Updates 3

by DecisionParalysis

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Advocate

The Advocate takes the fast track to magical prowess, forming a pact with a powerful being in exchange for some of their power. This isn't often the easy path many think it to be, as the pacts formed hold enormous sway over the Advocate's lifestyle and choices. They may be required to perform actions they find morally reprehensible or extremely taxing. However, for those that can satisfy their patron's wishes, the pact can be a great boon.

Select this advanced class if you want to channel the power of a higher being in exchange for occasional services on behalf of your patron.

The Advocate
Level Features
2nd Pact Magic, Eldritch Invocations, Pact Boon, Hidden Whispers, Communion
6th Adaptive Assault, Nudging Fate
10th Deliverance
14th Cosmic Vessel
18th Mystic Arcanum (5th level), Eldritch Master

Class Features

As an advocate, you gain the following class features.

Hit Points


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

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See the Player's Handbook for rules regarding spellcasting.

Cantrips

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

Spell Slots

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

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 3rd level, you know three 1st-level spells of your choice from the warlock spell list.

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

The Spells Known column of the Advocate Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

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

Eldritch Invocations

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

At 3rd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of this advanced class description. When you gain certain levels, you gain additional invocations of your choice, as shown in the advanced class features table.

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

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Hidden Whispers

You're patron's knowledge allows you to expand the range of spells you can learn. Choose one spell from any class' spell list for each spell level up to 4, and add it to the warlock spell list.

Communion

At 2nd level, you can draw on your patron's vast knowledge by psychically communicating with them. To do so, you spend 1 minute entreating your patron, focusing on a creature, place, or object that you wish to learn about.

Your patron brings to your mind a brief summary of any significant information they know about the thing you focused on. This may include weaknesses, stories, rumors, uses, or any other information your patron deems appropriate. The information you receive is accurate, though your patron may omit certain information if doing so furthers their interests.

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

Adaptive Assault

Beginning at 6th level, you gain the ability to infuse your weapon strikes and tinge your spells with a little extra energy. Once per turn, when you deal damage to a creature or object, you can choose a damage type from the following list: acid, cold, fire, lightning, poison, or thunder. The creature or object takes 1d8 extra damage of the type you choose.

Nudging Fate

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

Deliverance

You have demonstrated yourself to be of particular use to your patron, so much so that they may interfere to keep you alive. If you drop to 0 hit points, you can choose to entreat your patron for aid. If you do so, you regain a number of hit points equal to your level and your patron summons aid to help you. The type of creatures summons is dependent on your patron. For example, if your patron is a powerful demon, the creatures summoned will be demons. Roll on the following table to determine what appears.

d6 Creatures Summoned
1-2 One creature of challenge rating 4 or lower
3-4 Two creatures of challenge rating 2 or lower
5-6 Four creatures of challenge rating 1 or lower

The summoned creatures appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The conjured creatures remain for 1 hour, or until you dismiss them (no action required).

Your patron will usually expect something in return for this aid. The nature of their request is up to the GM, but should further your patron's cause in some way and should generally be achievable with less than an hour of work.

Once you use this feature you cannot use it again until you finish a long rest.

Cosmic Vessel

At 15th level, you can occasionally borrow a fraction of your patron's power. Using your action, you undergo a your appearance slightly changes to fit your patron for 1 minute. For example, you may gain a dull halo, or you may exude a slight smell of sulfur.

During the transformation, you gain the following benefits:

  • At the start of each of your turns, you gain 5 temporary hit points.
  • Whenever you cast a warlock spell that has a casting time of 1 action, you can cast it as a bonus action instead.
  • Whenever you roll half the maximum value or less on a damage die for a spell, you can reroll that die and use the new value.

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

Mystic Arcanum

At 18th level, your patron bestows upon you a magical secret called an arcanum. Choose one 5th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Eldritch Master

At 18th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute 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.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

Agonizing Blast

Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 13th level
You can cast compulsion once using an advocate spell slot. You can’t do so again until you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster at will - targeting a celestial, fiend, or elemental - without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Devil’s Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 13th level
You can cast confusion once using an advocate spell slot. You can’t do so again until you finish a long rest.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eldritch Spear

Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 13th level
You can cast conjure minor elementals once using an advocate spell slot. You can’t do so again until you finish a long rest.

Mire the Mind

Prerequisite: 9th level
You can cast slow once using an advocate spell slot. You can’t do so again until you finish a long rest.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

One with Shadows

Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 9th level
You can cast jump on yourself at will, without expending a spell slot or material components.

Repelling Blast

Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 13th level
You can cast polymorph once using an advocate spell slot. You can’t do so again until you finish a long rest.

Sign of Ill Omen

Prerequisite: 9th level
You can cast bestow curse once using an advocate spell slot. You can’t do so again until you finish a long rest.

Thief of Five Fates

You can cast bane once using an advocate spell slot. You can’t do so again until you finish a long rest.

Thirsting Blade

Prerequisite: 10th level, Pact of the Blade feature
You can attack with your pact weapon three times rather than twice, whenever you take the Attack action on your turn.

Visions of Distant Realms

Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Modifying Advocates

If you want your advocate character to form a pact with a particular patron, you can replace some of their advanced class features with those of warlock subclasses. Apply the following steps:

  1. Replace the Advocate's "Hidden Whispers" and "Communion" features with the 1st level feature of the subclass and the expanded spell list of the subclass.
  2. Replace the Advocate's "Nudging Fate" feature with the 6th level feature of the subclass.
  3. Replace the Advocate's "Deliverance" feature with the 10th level feature of the subclass.
  4. Replace the Advocate's "Cosmic Vessel" feature with the 14th level feature of the subclass.

Battle Mind

The Battle Mind turns their psionic potential into the ultimate weapon. The Battle Mind combines physical prowess with mental energy to become a devastating warrior. Using telekinetics, pyrokinetics, and biokinetics, the Battle Mind employs psionics with the subtlety of an assassin or the hard-hitting power of an explosive force. Whether forging weapons from psionic energy or mentally manipulating physical objects, calling forth fire from their mind or unleashing a bolt of mental energy, the Battle Mind is never at a loss for an offensive strategy.

Select this advanced class if you want your character to master the psionic art of mental combat.

The Battle Mind
Level Features
2nd Psionics, Psionic Strike, Psychic Boomerang
6th Psychic Shield, Battle Psionics
10th Extra Attack, Empowered Psionic Strike
14th Mental Backlash, Combat Focus
18th Soul Strike, Improved Battle Psionics

Class Features

As a battle mind, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per battle mind level
  • Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per battle mind level

Psionics

When you take this advanced class at 2nd level, you are able to use your psionic powers to cast spells. See the Player's Handbook for rules regarding spellcasting.

Cantrips

At 2nd level, you know two cantrips of your choice from the psion spell list. You learn additional an additional psion cantrip at 10th level.

Psi Points

Rather than using spell slots to cast spells, you have a pool of psi points which power your spellcasting. To cast a spell, you must expend a number of points from this pool dependent on the level of the spell, as shown in the Psi Point Costs table. You regain all expended psi points when you finish a long rest.

You can cast spells at higher levels where available by expending the point cost of a higher level spell slot.

For example, if you know the 1st-level spell dissonant whispers and have least 3 psi points remaining, you can cast dissonant whispers at 1st-level by expending 2 psi points, or at 2nd-level by expending 3 psi points.

Psi Point Costs
Spell Level Point Cost
1st 2
2nd 3
Spell Level Point Cost
3rd 5
4th 6
Battle Mind Psionics
Hero Level Psionics Die Cantrips Known Spells Known Psi Points Max Spell Level
3rd 1d4 2 3 4 1st
4th 1d4 2 4 6 1st
5th 1d6 2 4 6 1st
6th 1d6 2 4 6 1st
7th 1d6 2 5 14 2nd
8th 1d8 2 6 14 2nd
9th 1d8 2 6 14 2nd
10th 1d8 3 7 17 2nd
11th 1d8 3 8 17 2nd
12th 1d8 3 8 17 2nd
13th 1d10 3 9 27 3rd
14th 1d10 3 10 27 3rd
15th 1d10 3 10 27 3rd
16th 1d10 3 11 32 3rd
17th 1d12 3 11 32 3rd
18th 1d12 3 11 32 3rd
19th 1d12 3 12 38 4th
20th 1d12 3 13 38 4th

Learning Spells of 1st Level and Higher

When you take this advanced class, you know three 1st-level psion spells of your choice.

The Spells Known column of the Battle Mind Psionics table shows when you learn more psion spells of 1st level or higher, and the Max Spell Level column indicates the highest level these spells can be. For instance, when you reach 7th level, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Intelligence is your spellcasting ability for your psion spells, since your spells draw from your mental energy. 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 abjurer 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

Psionic Strike

At 2nd level, you gain the ability to empower your attacks with psionic energy. Once per turn, when you hit with a melee weapon that you’re proficient with and deal damage, you can roll a psionics die (as shown in the Psionics Die column of the of the Battle Mind Psionics table) and deal additional force damage equal to the die rolled.

Psychic Boomerang

Beginning at 2nd level, you can use your powers to throw a weapon and return it to your hand. As a bonus action, you can spend 1 psi point to have one one-handed melee weapon you are wielding gain the thrown property with a range of 30/120 until the end of your turn. Additionally, whenever you throw this weapon as part of an attack, it instantly returns to your hand as part of the same attack.

Psychic Shield

Starting at 6th level, you have resistance to psychic damage. Additionally, when you take damage, you can use your reaction to expend up to 4 psi points. Roll a number of psionics die equal to the number of points expended, and reduce the damage by that total.

Battle Psionics

Beginning at 6th level, when you use your action to Attack, you can expend 2 psi points to cast a battle mind cantrip with a casting time of one action as a bonus action.

Empowered Psionic Strike

At 10th level, your ability to empower your attacks with psionic energy improves. When you use your psionic strike, you may spend up to 4 psi points to roll an additional psionics dice for every 2 psi points expended, and add the total to the force damage dealt.

Additionally, when a creature is hit by your Psionic Strike or they take damage from one of your battle mind cantrips, they must make a Strength saving throw against your spell save DC. On a failed save, you can choose to move them up to 10 feet away from you or knock them prone

Extra Attack

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

Mental Backlash

Starting at 14th level, when you use your Psychic Shield feature to reduce the damage of an attack by a creature, you can deal psychic damage to the creature equal to half the total rolled.

Combat Focus

Beginning at 14th level, you have advantage on Constitution saving throws to maintain your concentration.

Soul Strike

At 18th level, when you deal damage to a target through your psionic strike attack or a battle mind cantrip, you can force the target to make a Charisma saving throw against your spell save DC or be stunned for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success.

Once you have used this ability, you cannot use it again until you finish a long rest.

Improved Battle Psionics

Beginning at 18th level, when you use your action to Attack, you can expend 4 psi points to cast a battle mind spell with a casting time of one action as a bonus action.

Psion Spells

Cantrips (0 Level)

Blade Ward
Control Flames
Dancing Lights
Friends
Guidance
Gust
Mage Hand
Mending
Message
Minor Illusion
Mold Earth
Psychic Slam*
Rattle*
Shape Water
Thaumaturgy
Thunderclap
True Strike

1st Level

Animal Friendship
Bane
Catapult
Cause Fear
Charm Person
Chromatic Orb
Colour Spray
Command
Comprehend Languages
Detect Magic
Disguise Self
Dissonant Whispers
Earth Tremor
Feather Fall
Heroism
Jump
Mage Armour
Magic Missile
Shield
Silent Image
Sleep
Speak with Animals
Tasha's Hideous Laughter
Tenser's Floating Disk
Thunderwave

2nd Level

Alter Self
Augury
Blindness/Deafness
Blur
Calm Emotions
Cloud of Daggers
Cordon of Arrows
Crown of Madness
Darkness
Detect Thoughts
Dust Devil
Earthbind
Enhance Ability
Enthrall
Find Traps
Gust of Wind
Hold Person
Invisibility


Levitate
Locate Object
Magic Weapon
Mind Spike
Mirror Image
Misty Step
Phantasmal Force
Pyrotechnics
See Invisibility
Shadow Blade
Shatter
Silence
Spider Climb
Suggestion
Warding Wind
Web
Zone of Truth

3rd Level

Blink
Clairvoyance
Conjure Barrage
Counterspell
Dispel Magic
Fear
Fly
Hypnotic Pattern
Leomund’s Tiny Hut
Lightning Bolt
Magic Circle
Major Image
Nondetection
Protection from Energy
Revivify
Sending
Slow
Tongues
Vampiric Touch
Water Walk
Catnap
Enemies Abound
Thunder Step

4th Level

Arcane Eye
Banishment
Charm Monster
Compulsion
Confusion
Dominate Beast
Fabricate
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Leomund's Secret Chest
Locate Creature
Otiluke's Resilient Sphere
Phantasmal Killer
Stone Shape

5th Level

Animate Objects
Bigby's Hand
Contact Other Plane
Control Winds


Dominate Person
Dream
Far Step
Geas
Hold Monster
Mislead
Modify Memory
Scrying
Seeming
Skill Empowerment
Steel Wind Strike
Synaptic Static
Telekinesis
Transmute Rock
Wall of Force

Psychic Slam

Transmutation cantrip


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

You accost a creature or object within range with invisible force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage and is pushed 5 feet away from you.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Rattle

Enchantment cantrip


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

You disorient a creature within range as you muddle its mind. The target must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Changes

Aside from general wording and formatting changes, here's the specific mechanical changes to each advanced class.

Advocate

  • Added "Hidden Whispers" at 2nd level, to partially replicate the expanded spell list feature normall granted by a Warlock subclass.
  • Moved "Communion" from 6th level to 2nd level.
  • Added "Nudging Fate" at 6th level. After comparing the Advocate to the Acolyte and Mage advanced classes, it seemed like it needed another feature, even after counting the eldritch invocations. Not gonna lie here, I was feeling kinda mentally spent so I kinda just lifted this ability from the Fiend Warlock Patron.
  • Adjusted the level requirements for some eldritch invocations.
  • Changed the "Minions of Chaos" eldritch invocation to use the conjure minor elemnetals spell rather than the conjure elemental spell. The original version just didn't work with the progression in this advanced class, what with conjure elemental being a 5th-level spell.

Battle Mind

  • Removed the clause in "Psionic Strike" making weapon attacks magical. It already adds force damage for bypassing resistance, including this caveat seemed like it overcomplicated it a bit.
  • Increased the cost of boosting damage with "Empowered Psionic Strike" and reduced the amount of damage you can add. While the damage by itself was balanced with the cost fairly well, (1 psi point adding 1 damage dice, compared to 2 points to cast a 1st level spell), the fact you can add this damage on top of an Attack seems to me like it should probably be more costly.
  • Moved "Combat Focus" from 18th level to 14th level.
  • Added "Improved Battle Psionics" to 18th level.

Credits

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


All work is presented under the Open Game License.

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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