Change Log V 1.3
Core Rules
- Two Light weapons can now be drawn at once
- Gave Whip ability to be used for grapples with limitations
- Dual Wielder now gives an additional attack with off-hand weapon during the Attack action. Added level requirement
- Elemental Adept adds spell casting mod to one damage roll instead of making 1’s 2’s, but not if you already add it from another source
- Sharpshooter now doubles all ranges instead of ignoring disadvantage at long range; gives a bonus to hit against those in cover instead of ignoring cover
- SS and GWM have a level requirement
- Shield Master now adds shield bonus to all Dex saves (not just only targeting you) and can don/doff shield as a bonus action
Barbarian
- Berserker 6th lvl feature given to all Barbs at 7th lvl, new 13th lvl feature give them some AoE and helps give some extra damage to keep up in later tiers of play
- Battlerager and Storm Herald quality of life changes: spiked armor from any armor, allows heavy armor use to not interfere with Rage; changed scaling for Storm Herald to scale alongside PB
- Battlerager now makes spikes magical for the purposes of immunity and resistances
Bard
- Countercharm gives an immediate save at advantage when used.
Druid
- Land Druids add Wis mod to cantrip damage at level 10.
Fighter
- Additional use per rest to Second Wind at 17th level and you add Con mod to the roll.
- Combat Maneuvers are now base Fighter; starts with three manuevers and three d6s
- Gain additional skill proficiencies at 3rd & 10th level
- Defy Death replaces Indomitable at 9th level
- Indomitable is now at 13th level and gives half proficiency to non-proficient saving throws. As written, this includes death saves. Can also use superiority dice to add to non-death saves
- Get 4th attack at 17th level, new capstone
- Gave Arcane Archer an +1 use per rest at 10th level
- Gave Champion +1 superiority dice at 10th level since combat maneuvers are now base fighter
Monk
- Additional ki equal to Wis mod; can make one unarmed attack when using Step of the Wind or Patient Defense
- Gave Combat Maneuvers but use Ki instead of superiority dice; know fewer maneuvers
- Deflect Missile uses ki to deflect and reaction to throw
- Additional ASI at 10th level to help with MADness and give option for Feats
- Debilitating Strike replaces Stunning Strike; uses slow spell as debuff and has Wis mod uses per short rest. No Ki cost
- Additional attack per Attack action at 13th level to help even out their damage curve with other classes.
- Kensai gain proficiency with all martial weapons w/ same limitations as before; added glaive as possibility
- When using a Kensai weapon, your Martial Arts die is considered one die type higher for weapon attacks and maneuvers, max d12.
- Open Hand Monk given some quality of life updates
Paladin
- Gave a second use of Channel Divinity at level 15.
Ranger
- Are prepared casters
- Favored Foe no longer requires concentration starting at lvl 6
- Land's Stride grants bonus action dash
- Vanish grants expertise in stealth or another skill available at level one Ranger
- Quality of life updates for Beast Master and Hunter. Not meant as a total “fix”
Sorcerer
- Gave more sorc points and changed creating spell slots to recover expended spell slots to avoid Coffelock interactions from being too much.
- Additional spells known equal to proficiency modifier; subclasses give 5 additional spells known meaning a slight nerf to Aberrant Mind and Clockwork Soul
Warlock
- Gave Eldritch Blast at level 1 for free.
- Increased the power of Pacts to help alleviate Invocation tax, specifically Agonizing Blast
- Pact of the Blade grants Extra Attack at 6th level and with a third attack at 13th
- Dissolved Hexblade into three invocations and Pact of the Blade. Changed Thirsting Blade since the PotB update invalidates it
- Updated a Sculptor of Flesh and Thief of Five Fates to give a free use per long rest instead
Optional Rules
- Updated multiclass requirements: 1 stat = 15's, 2 = 13's
- Equipped weapon slots and ASI progression
- Limited number of SR per day but LR have been buffed...?
Revised Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Melee Weapons | ||||
| Dagger | 2 gp | 1d4 piercing | 1 lb. | Concealable, finesse, light, thrown (20/60) |
| Simple Ranged Weapons | ||||
| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Concealable, finesse, thrown (20/60) |
| Sling | 1 sp | 1d4 bludgeoning | -- | Ammunition (30/120), concealable |
| Martial Melee Weapons | ||||
| Flail | 10 gp | 1d6 bludgeoning | 4 lb. | Special |
| Halberd | 20 gp | 1d8 slashing | 6 lb. | Heavy, reach, special, two-handed |
| Morningstar | 15 gp | 2d4 piercing | 4 lb. | Special |
| Pike | 5 gp | 1d10 piercing | 13 lb. | Heavy, reach, special, two-handed |
| Whip | 2 gp | 1d4 slashing | 3 lb. | Concealable, finesse, reach, special |
| Martial Ranged Weapons | ||||
| Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (25/100), concealable, loading, special |
Weapons
Weapon Properties
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Whenever you would draw a weapon with the Light property, you may draw a second weapon with the Light property.
Concealable. This weapon may be concealed.
Special Weapon Properties
Blowgun. If you make a weapon attack using a blowgun while hidden, you do not give away your location if the attack misses. Additionally, if you have darts, you can use them as the ammunition for the blowgun. A blowgun using darts as ammunition deals 1d4 piercing damage.
Flail. When you make a melee weapon attack using a flail against a creature, you ignore any bonus to AC that creature gains from using a Shield.
Halberd. When making an attack using a halberd, you may change its damage type to bludgeoning or piercing.
Additionally, when you make a melee attack against a prone creature with this weapon you may deal 1d12 instead of 1d8 and do not suffer disadvantage for attacking from more than 5 ft away.
Morningstar. When making an attack using this weapon, you may change its damage type to bludgeoning instead.
Pike. The reach property of this weapon adds 10 ft to your reach instead of 5 ft. You have disadvantage when you use a pike to attack a target within 5 feet of you.
Whip. When taking the grapple action, you may grapple a creature within 10 feet of you using the whip; you cannot attack with the whip as long as it's grappling a creature. A creature grappled in this way does not have their movement speed reduced to zero, but cannot willingly move more than 10 feet away from the grappler.
Special Materials
Adamantine. Equipment made from adamantine can’t be destroyed or damaged and doesn’t suffer from wear. Armor made or reinforced with this material turns any critical hit against you into a normal hit. Weapons made from it deal double damage to structures and objects.
Mithral. Equipment made from mithral weighs only half as much and has no Strength requirement. Additionally, armor made of it doesn’t impose disadvantage on Dexterity (Stealth) checks when it otherwise would. Small creatures do not have disadvantage on attack rolls with heavy weapons made of mithral.
Concealment†
You may conceal a number of weapons on your person equal to your Sleight of Hand modifier. Only weapons with the Concealable property may be concealed. These weapons can be discovered if a creature makes an Intelligence (Investigation) check while physically checking you. The DC for this check is 8 + your Sleight of Hand modifier. While concealed, weapons are sheathed and strapped to your person and cannot be utilized in combat until they’re removed from their hiding places, which requires an Action per weapon.
Feats Revised
Dual Wielder
Prerequisite: At least 4th level
You have mastered fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
- When you take the Attack Action on your turn and attack with a melee weapon in one hand, you can make one extra attack as part of the same Action with a different melee weapon in the other hand. You can make this extra attack only once on each of your turns.
Elemental Adept†
Prerequesite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type.
In addition, when you roll damage for a spell you cast that deals damage of that type, and you would not otherwise add an ability modifier to that attack, you can add damage to one of the damage rolls equal to your spellcasting modifier
Great Weapon Master
Add the following to the feat:
Prerequisite: At least 4th level
[. . .]
Mage Slayer
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
- When a creature within 5 feet of you begins to cast a spell, you can use your reaction to make an opportunity attack against that creature. When you do, they must immediately make a Constitution saving throw against a DC of 10 or half the damage, whichever is higher. On a failure, the creature's spell fails and has no effect.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Obscurantist†
You have the ability to find hiding places that others would not. You gain the following benefits:
- You gain proficiency in the Sleight of Hand skill if you are not already.
- You have advantage on Dexterity (Sleight of Hand) checks made to hide small objects.
- You may treat shortswords, light hammers, or clubs as if they had the Concealable trait.
- You may draw a weapon from concealment as an interaction once per turn.
Sharpshooter
Prerequisite: At least 4th level
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- All ranges for ranged weapons are doubled. For example, a dart has a normal range of 20 feet and a long range of 60 feet; with this feat, the normal range would be 40 feet and a long range of 120 feet.
- Your ranged weapon attacks gain an additional +2 to hit against targets behind cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
- As a bonus action, you can try to shove a creature within 5 feet of you with your shield.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect as if you had cover.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Additionally, you may now don or doff a shield as a bonus action.
Classes Revised
Barbarian
The Berserker subclass has been removed.
Mindless Rage
Beginning at 7th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Unstoppable Force
Beginning at 13th level, whenever you have advantage on a melee weapon attack roll and hit, you deal damage equal to your Strength Modifier plus your Rage Damage to all creatures within your reach (typically 5 feet) if the lower of the two d20 rolls would also hit the target.
Path of the Battlerager
Battlerager Armor
When you choose this path at 3rd level, you gain the ability to use spiked armor (see the “Spiked Armor” sidebar) as a weapon. You can create a set of spiked armor out of any set of armor, provided you have the materials. Bone, metal, wood, or other resilient material can be used to form the spikes, which are attached either directly to the armor or affixed to external pieces of leather.
When you rage, if you are wearing spiked armor, you can make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. On subsequent turns, you may make this attack as a bonus action on your turn.
Additionally, when you grapple a creature, the target takes piercing damage equal to your proficiency modifier if your grapple check succeeds.
Battlerager Training
At 3rd level, you gain proficiency with heavy armor.
Additionally, heavy armor does not interfere with any of your Barbarian class features.
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
As well, any damage dealt by your spiked armor, including the attack granted by the Battlerager Armor feature, counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a bonus action. Additionally, when you enter your rage, you may move up to half your movement as part of the same bonus action.
Path of the Storm Herald
Replace the listed features with the following:
Storm Aura (3rd level)
Desert
When this effect is activated, each creature of your choice in your aura takes 2 fire damage. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 9th level, 5 at 13th level, and 6 at 17th level.
Sea
When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 + Rage Damage lightning damage on a failed save, or half as much damage on a successful one. The damage dice increase when you reach certain levels in this class, increasing to 2d6 at 7th level, 3d6 at 12th level, and 4d6 at 17th level.
Tundra
When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 9th level, 5 at 13th level, and 6 at 17th level.
Raging Storm (14th level)
Desert
Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level plus your Constitution modifier, or half as much on a success.
Bard
Countercharm
Add the following to the end of the feature:
As part of the same action used to start Countercharm, choose an ally under the effects of the Charmed or Frightened condition. They can immediately make an additional saving throw against the effect at advantage.
Druid
Circle of the Land
Nature's Ally
Replace Nature's Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. Additionally, you may add your Wisdom modifier to one damage roll of damage you deal with any druid cantrip you cast with a casting time of one action.
Fighter
The Battle Master subclass has been removed due to the addition of Combat Superiority to the base Fighter.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Constitution modifier + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest.
Combat Superiority
All fighters gain this feature at 2nd level with the following changes:
Superiority Dice. You have three superiority dice, which are d6s. [. . .]
Well-rounded Training
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to fighters at 1st level.
Improved Combat Superiority
At 7th level, all superiority dice you have become d8s. At 13th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Defy Death
Starting at 9th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Indomitable
Starting at 13th level, you can add half your proficiency bonus, rounded down, to any saving throw you make that doesn’t already include your proficiency bonus.
Additionally, when you fail a non-death saving throw, you may expend a superiority dice and add it to the total, possibly turning a failure into a success.
Extra Attack (3)
At 17th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.
Relentless
Starting at 20th level, at the beginning of your turn, if you have no superiority dice remaining, you regain one superiority die.
Arcane Archer
Arcane Shot
Replace the last sentence with the following:
[. . .] You gain an additional use at 10th level for a total of three uses and each option also improves when you become an 18th-level fighter.
Champion
Add the following feature to the subclass:
Combat Expertise
At 10th level, you gain an additional superiority dice.
Monk
Ki
Replace the first paragraph and add the following to the end of the Patient Defense/Step of the Wind features:
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You gain a number of ki points equal to your Wisdom modifier plus your monk level (minimum 1).
Patient Defense
"[. . .] Additionally, you may make one unarmed strike as part of the same bonus action.
Step of the Wind
You can take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. You may also spend 1 ki point and, if you do, you can make one unarmed strike as part of the same bonus action.
Combat Maneuvers
Beginning at 2nd level, you learn maneuvers that are fueled by your Ki points.
Maneuvers. You learn the Bait and Switch and Parry maneuvers along with one more maneuver of your choice from the list of maneuvers available to fighters. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn another maneuver of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. Anytime a maneuver would require you to expend a superiority die, you may instead expend a ki point and roll your martial arts die in place of the superiority die. You may do this a number of times equal to your proficiency modifier per short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is the same as your Ki save DC.
Deflect Missile
Make the following changes to the feature:
Starting at 3rd level, you can spend 1 ki point to deflect or catch the missile [. . .]
[. . .] If you catch a missile in this way, you can use your reaction to make a ranged attack [. . .]
Ability Score Improvement
Replace the following in the first paragraph
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level [. . .]
Debilitating Strike (replaces 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 attack, you can attempt a debilitating strike. The target must succeed on a Wisdom saving throw or suffer the effects of the slow spell until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
Adament Soul
At 9th level, whenever you make a non-death saving throw and fail, you can spend 1 ki point to add a single roll of your martial arts die to the save, possibly turning a failure into a success.
Extra Attack (2)
Beginning at 13th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Diamond Soul
Replace the last sentence with the following:
Additionally, your Adament Soul feature may now be used on death saving throws and if the total result is a 20 or higher, you are considered to have rolled a natural 20.
Way of the Kensai
Path of the Kensai
Replace the listed feature with the following:
Kensei Weapons. You gain proficiency all martial weapons that lacks the special or heavy properties and they become monk weapons for you, as well as the glaive and longbow.
Additionally, while you are wielding a kensei weapon you may treat your martial arts die as one die type larger for your kensei weapons and maneuvers, to a maximum of a d12.
Sharpen the Blade:
Add the following to the end of the 1st paragraph and remove the final sentence of the 2nd:
[. . .] If the weapon is already a magic weapon with a bonus to attack and damage, the increase is cumulative but you cannot increase the total bonus beyond +3.
Way of the Open Hand
Open Hand Technique
Replace the indicated text with the following:
[. . .] Whenever you hit a creature with an unarmed strike, you can impose one of the following [. . .]
Wholeness of Body
At 6th level, you gain the ability to heal yourself. Whenever you take the Dodge action, you can regain hit points equal to two rolls of your Martial Arts die plus your Wisdom modifier.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace.
At the end of a short or long rest, you gain the effect of a sanctuary spell that lasts until the start of your next rest. The spell can end early as normal except it does not end if you attack, only if you cast a spell that affects an enemy or deal damage to another creature.
The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Paladin
All Paladins gain the following feature:
Improved Channel Divinity
Beginning at 15th level, you can use your Channel Divinity twice between short rests.
Ranger
Favored Foe
Add the following to the final paragraph of the Favored Foe feature from Tasha's Cauldron of Everything
Beginning at 6th level, this feature no longer requires concentration.
Spellcasting
Replace Spell Slots and Spells Known of 1st Level and Higher with the following:
Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Land's Stride
Add the following to the end of the ability:
"[. . .] the entangle spell, and may take the Dash action as a bonus action."
Vanish
Replace the feature with the following:
Starting at 14th level, you can add double your proficiency bonus whenever you make a Stealth check. If you already do, you may choose another skill of your choice from the list of skills available to Rangers at level one to gain this benefit.
Also, you cannot be tracked by nonmagical means, unless you choose to leave a trail.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. You can add your Wisdom modifier to any weapon attack and damage rolls you make.
Beast Master
Subclass Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master 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 | Spells |
|---|---|
| 3rd | Animal Friendship |
| 5th | Summon Beast |
| 9th | Haste |
| 13th | Charm Monster |
| 17th | Awaken |
Exeptional Training
Add the following to the feature
Your companion can magically communicate simple ideas, emotions, and images telepathically with you as long as you are within 100 feet of it.
As long as you are each within 5 feet of each other, when a creature attacks you or your companion, the other can use their reaction to impose disadvantage on the attack roll.
Hunter
Subclass Spells
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 | Spells |
|---|---|
| 3rd | Snare |
| 5th | Pass Without Trace |
| 9th | Leomund's Tiny Hut |
| 13th | Freedom of Movement |
| 17th | Tree Stride |
Hunter's Prey
Replace the listed features with the following:
Giant killer
When a Large or larger creature within 30 feet of you hits or misses an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. You can draw the weapon as part of the attack.
Horde Breaker
[. . .] a different creature that is within 5 feet of the original target, or you, and within range of your weapon.
Multiattack
Replace the listed feature with the following:
Whirlwind Attack
When you take the Attack Action, in place of one of your attacks you can make a melee attack against any number of creatures within your reach, with a separate attack roll for each target.
Sorcerer
Spells Known
Replace the listed Spells Known with the following:
| Sorcerer Level | Spells Known |
|---|---|
| 1 | 4 |
| 2 | 5 |
| 3 | 6 |
| 4 | 7 |
| 5 | 9 |
| 6 | 10 |
| 7 | 11 |
| 8 | 12 |
| 9 | 14 |
| 10 | 15 |
| Sorcerer Level | Spells Known |
|---|---|
| 11 | 16 |
| 12 | 16 |
| 13 | 18 |
| 14 | 18 |
| 15 | 19 |
| 16 | 19 |
| 17 | 21 |
| 18 | 21 |
| 19 | 21 |
| 20 | 21 |
Spellcasting Focus
Your very body counts as a spellcasting focus for your sorcerer spells.
Font of Magic
Replace the listed features with the following:
Sorcery Points
You gain a number of sorcery points equal to your Sorcerer level plus half your proficiency modifier. You can never have more sorcery points than your maximum. You regain all spent sorcery points when you finish a long rest.
Starting at 6th level, once per day when you finish a short rest, you can regain a number of sorcery points equal to your proficiency modifier.
Creating Spell Slots
You can use unexpended sorcery points to recover expended spell slots as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can refresh spell slots no higher in level than 5th.
Subclass Spells
You learn additional spells when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be of a school of magic listed under the subclass but can be from the sorcerer, warlock, or wizard spell lists unless otherwise stated.
Aberrant Mind and Clockwork Soul
Choose one of the listed subclass spells to learn upon reaching the appropriate level.
The Aberrant Mind also learns Mind Sliver at 1st level.
Divine Soul
Choose a Cleric domain; gain one of the listed spells upon reaching the appropriate level.
- When you gain a Sorcerer level, you may exchange a spell learned from this feature for another Cleric or Sorcerer spell of the same level. This replaces the normal exchange for subclass spells
Draconic Sorcerer
Subclass Spell Schools: Abjuration or Evocation
| Sorcerer Level | Spells |
|---|---|
| 1st | Chromatic Orb (requires no material components to cast ancestry's damage type) |
| 3rd | See Invisibility |
| 5th | Fear |
| 7th | Leomund's Secret Chest |
| 9th | Legend Lore |
Shadow Sorcerer
Subclass Spell Schools: Illusion or Necromancy
| Sorcerer Level | Spells |
|---|---|
| 1st | Disguise Self |
| 3rd | Blindness/Deafness |
| 5th | Bestow Curse |
| 7th | Shadow of Moil |
| 9th | Mislead |
Storm Sorcerer
Subclass Spell Schools: Conjuration or Evocation
| Sorcerer Level | Spells |
|---|---|
| 1st | Fog Cloud |
| 3rd | Gust of Wind |
| 5th | Call Lightning |
| 7th | Freedom of Movement |
| 9th | Control Winds |
Wild Sorcerer
Subclass Spell Schools: Evocation or Transmutation
| Sorcerer Level | Spells |
|---|---|
| 1st | Chaos Bolt |
| 3rd | Enlarge/Reduce |
| 5th | Blink |
| 7th | Otiluke's Resilient Sphere |
| 9th | Wall of Force |
Warlock
The Hexblade subclass has been removed. It's design space has been split between Pact of the Blade and Invocations.
Eldritch Gift
At 1st level, you learn the eldritch blast cantrip. It counts as a warlock cantrip for you, but does not count against your number of cantrips known.
Pact Boon
Pact of the Blade
You gain the Grasp of Hadar invocation but it does not count against the number of invocations you know.
When you attack with your pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class
Pact of the Chain
You gain the Investment of the Pact Master invocation but it does not count against the number of invocations you know.
Additionally, the CR of your familiar is treated as being equal to your proficiency modifier for the purposes of spells and features such as the polymorph spell.
Starting at 6th level, when your familiar is within 60 feet of you, you may add your Charisma modifier to the damage of eldritch blast on a hit. This benefit does not stack with the agonizing blast invocation.
Pact of the Talisman
You gain the Rebuke of the Talisman invocation but it does not count against the number of invocations you know.
Additionally, starting at 6th level, if your talisman is within 30 feet of you, you may add your Charisma modifier to the damage of eldritch blast on a hit. This benefit does not stack with the agonizing blast invocation.
Pact of the Tome
You gain the Book of Ancient Secrets invocation but it does not count against the number of invocations you know.
Starting at 6th level, while your Book of Shadows is on your person, you may add your Charisma modifier to the damage of eldritch blast on a hit. This benefit does not stack with the agonizing blast invocation.
Additional Eldritch Invocations
The following are listed in alphabetical order
Armor of Hexes
Prerequisite: 11th level, hex spell or a warlock feature that curses
Your hex grows more powerful. If a target cursed by your hex spell or by a warlock feature of yours, such as Curse of the Blade or Sign of Ill Omen, hits you with an attack roll, you can use your reaction to roll a d8. On a 7 or 8, the attack instead misses you, regardless of its roll.
Curse of the Blade
Prerequisite: 6th level, Pact of the Blade feature
You gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- You gain a bonus to weapon damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any weapon attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Hex Warrior
Prerequisite: Pact of the Blade feature
You gain proficiency with medium armor and shields.
Additionally, as an action, you can touch a suit of armor with which you are proficient and that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. If you do so, you may summon your pact weapon as part of the same action.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once per long rest without using a spell slot.
Thief of Five Fates
You learn the bane spell and can cast it once per long rest without using a spell slot.
The spell counts as a Warlock spell for you but does not count against your number of spells known.
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
When you use your Action to cast a spell of 1st level or higher on your turn, you can make one weapon attack using your pact weapon as a bonus aciton.
Optional Rules
These are rules that, while in the theme of these revision, are either controversial or different enough in scope that I feel they deserve their own section.
Equipped Weapons†
In addition to any weight limit you have, you can carry a limited number of weapons on your person at any one time, called equipped weapons. These weapons are placed for ease of access, and can be drawn using a free action as part of an attack. As a bonus action, you can sheathe a weapon into any weapon slot that it would normally fit and draw another equipped weapon as part of the same bonus action. Any donning or doffing requirements, such as a Shield requiring an action to don, still apply.
When carrying weapons in another way, such as in a cart or a Bag of Holding, retrieving the items requires one action. Your DM may determine that the length is greater, depending on how difficult the weapon is to find or grasp.
When using weapons with the Ammunition property, the method by which you carry that ammunition, such as a quiver of arrows, does not count against your equipped weapons.
Weapons concealed within the Thigh Strap may be drawn using a normal item interaction, or as a free action if one has the Obscurantist feat.
Weapon Storage Table
| Storage Position | Restrictions |
|---|---|
| Primary Shoulder | None |
| Secondary Shoulder | Cannot equip a shield |
| Primary Waist | May only equip one-handed weapons, or 10 darts |
| Secondary Waist | May only equip weapons with the Light property, or 10 darts |
| Thigh Strap | May only equip one concealable item, or 5 darts |
Character Progression
Ability Score Increases
When you reach 2nd level, and again every second character level thereafter, you can increase one ability score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Ability Score Improvements given by classes must instead be spent on feats.
Fighting Styles
Archery
You gain a +1 bonus to attack rolls you make with ranged weapons.
The Dungeon Coach Rest*
Short Rests
Short rests only last 10 minutes. You can only benefit from up to 2 Short Rests per 24 hours.
Field Rests
Taking a long rest out in the wilderness, and with the possibility of constant danger, does not allow for a completely restful, well, rest. Characters do not regain hit points at the end of a long rest taken outside of a safe area. Instead, field rests allow more flexibility at the cost of a full night’s sleep.
Field rests are split into two 4 hour periods, one with no more than Light Activity and one with No Activity (typically sleep), which can be taken in any order. At the end of the first 4 hour period, you gain the benefits of a Short Rest and regain ½ of your Hit Dice (min 1). At the end of the second 4 hour rest, you regain your spell slots and other Long Rest cooldowns.
You can only benefit from a single Field or Long Rest per 24 hour period, and to reduce Exhaustion you must spend the full 8 hours with No Activity.
Multiclassing
Replace the prerequisites table with the following:
| Class | Ability Score Minimum |
|---|---|
| Artificer | Intelligence 15 |
| Barbarian | Strength 15 |
| Bard | Charisma 15 |
| Cleric | Wisdom 15 |
| Druid | Wisdom 15 |
| Fighter | Strength 15 OR Dexterity 15 |
| Monk | Dexterity 13 & Wisdom 13 |
| Paladin | Strength OR Dexterity 13 & Charisma 13 |
| Ranger | Strength OR Dexterity 13 & Wisdom 13 |
| Rogue | Dexterity 15 |
| Sorcerer | Charisma 15 |
| Warlock | Charisma 15 |
| Wizard | Intelligence 15 |
- Rule of Thumb: Classes that with only one Ability Score Minimum require a minimum of 15; otherwise, the minimum is 13 in both scores
A Labor
of Love
5th Edition, for all it's faults, is the system that reignited my love for table top RPGs. This whole revamp took many an hour to make and had many an inspiration.
Credits and Shout-outs
†: All items marked with the dagger are based on the work of u/LepLoople with permission. Check out his work on DM's Guild!
*: Rest rules based on (are) The Dungeon Coach's New Long Rest Rules. The rules listed here are a truncated/simplified version of said rules as I don't feel the need for the rest of them. Check out the pinned comment for the chance to purchase his PDF.
Shout-out to my friend Jeremy of Once Upon a d20 for always supporting me.
Cover Art: "Paladin Class MtG Art" by Campbell White