DnD 5.5e, reviewing and updating rules
Contents
- Understanding the reasoning behind an Update
- Making mechanics easier to read; Keywords
- Notes on Changes Made
- Core Attack rule update, the use of Proficiency
- New Action for Strength based characters, Brace!
- New Feat system, disentangled from ASIs
- New system of Martial progression, Martial Mastery
- Class specific options. Customize your character!
Understanding the reasoning behind an Update
Dungeons and Dragons 5e has made some great strides at making Tabletop games accessible and available to all sorts of demographics and the system overall doesn't need much in the way of improvement. That said, it does fail in a number of points.
- 5e fails spectacularly at giving players options for further building their characters after 3rd level. At this point all/almost all classes have an option to swap out spells they may no longer want, or class/subclass features they wish to change given enough time. Once you hit 3rd level and have chosen your subclass, there are few to no decisions to make for your character and their advancement is relegated to just the accumulation of Experience. More character options at higher levels is a primary focus of this revision.
- Not all of the attribute scores are created equal. Many tables forgo detailed tracking of encumbrance (the bag of holding being a common solution to the problem) and as such the most significant impact that Strength has on characters who aren't making strength based attacks is mostly ignored or avoided. Additionally, most of the functions of the Athletics skill, the only straight Strength based skill, can be emulated via 1st or 2nd level spells. At the same time, Intelligence improves the most number of skill checks, but it's use is very much up to the campaign and the DM running it if any of those skills will actually be useful. Unless you're a Wizard or an Artificer, Intelligence offers little to no meaningful benefit and even the Eldritch Knight or Arcane Trickster can get away with a low score here.
- There is a moderate to large power disparity across classes at higher tier play (level 11 to 20), particularly Martial classes versus spellcasters. Spellcasters can often be seen bending reality to their whim at this level, whereas Martial classes are still stuck doing the same thing they did at lower levels, just more of it. This is less of an issue for Hybrid classes (Martial/Spellcaster mixes like the Paladin) but still needs to be addressed. Furthermore, this makes for rather uninteresting gameplay for martial classes as their choices for actions are much narrower than those of a spellcaster.
Notes on changes made
Periodically there will be notes throughout the changes proposed by this document. These notes specifically discuss why these changes are made in particular. This revision is still in a draft phase, so please keep that in mind when discussing changes. Numbers will NOT have been playtested, so if you would like to playtest them at your table, please do so!
Keywords
Keywords are already used to a limited extent in 5e. Interestingly enough, 4e DnD used keywords far more judiciously and to great effect and is often cited as an odd decision by WotC for having backtracked on this practice. Listed in Appendix A at the bottom of this document are new keywords that are going to be used going forward. These will help provide a consolidated list of rules and mechanics for newer players as well as make it easier to compare features and options.
Additionally, another goal of this rework is to allow players to organize their features and functions into cards much how 4e consolidated powers. The utility of doing so will really shine by using keywords more, and can particularly help newer players organize their play area and actions they can perform, further streamlining encounters and helping maintain a good rhythm of play at the table.
Core Attack Rule update
The following text below the Proficiency bonus paragraph of page 194 of the Player's Handbook now reads: You Add your [PB] to your attack or damage roll when you attack using a weapon with which you have proficiency. You declare which roll it is added to before seeing the results of the attack roll. You add your [PB] only to the attack roll when you attack with a spell
Why this?
This change is focused on addressing the issues around the Great Weapon Master and Sharpshooter Feats. Players no longer need to take a specific feat to keep up with spellcasters in damage. It is now baked into the system, and naturally scales with level so the above mentioned feats are no longer core to builds using those weapons. Those feats are still very useful, but not essential. Finally, all martial characters now have at least 1 interesting decision to make on a turn to turn basis even when all other resources are expended.
The Brace Action
The following is added to the list of actions players can take in Combat using a standard action:
Brace
When you take the Brace Action on your turn you prepare yourself for incoming attacks, reducing the damage they deal to you. Until the start of your next turn, reduce all damage dealt to you by an amount equal to 1+ your Strength modifier (minimum of 1). Additionally, if an effect would cause you to make a Dexterity Saving Throw, you may choose to make a Strength saving throw against the effect instead.
Damage reduction from the Brace Action applies after any other effects are applied, and cannot reduce the damage you take to less than 1.
Finally, the Brace Action is added to the list of actions you can take with a Hasted Action.
Note:
One of the major weaknesses that Strength has against Dexterity is that it offers no additional defensive tools to your character. Dexterity is the most common saving throw against most damaging effects, and Dexterity also improves your AC, on top of being a competitive Ability for damage output. Because Strength offers no defensive benefits, something needed to be added to address that. While the Brace action does occupy some of your action economy, it is a valid option to allow for low Dexterity, High Strength builds.
Readiness (Optional 6th level fighter class feature)
You are always ready to take a hit. You can take the Brace Action as a Bonus action. Additionally, when you use your Second Wind feature, you take the Brace Action as part of that action.
Note:
The Readiness optional feature is here to help the Fighter class keep up with other classes that do a better job at taking hits, specifically the Barbarian. The Fighter doesn't really excel at being able to absorb damage any more than the Barbarian does, which really doesn't make much sense given the much greater offenseive capability the Barbarian Class features offer. While I don't consider Readiness a core change, I believe it would help allow a 'Sword and Board' style play actually feel much more like they are capable of defending their allies or standing up to enemies.
New Feat System
Disentangling Feats from ASIs
One of the things that often goes hand in hand with DnD is feats. 3.0, 3.5, and 4e all relied heavily on feats as customization tools for players. Unfortunately, the large amount of errata released for all of these editions ended up with some very complicated and messy situations when it came to building a character. 5e strove to cut down on this by making feats an optional feature, but also tying them in with your Ability Scores, limiting the amount of power a given player can gain as they only have a very limited number of ASIs that they will gain.
Sadly, tying feats in with ASIs had the end result of making it so when DMs do allow feats, they aren't often taken over maxing out your primary ability score first, meaning barring some exceptional ones, feats wouldn't actually see much play until about 12th level. As a result, players often end up with the feeling that after 3rd level a character no longer has any meaningful choices to make, mechanically speaking.
Finally, feats in 5e have wildly varying levels of power. They are suppposed to be roughly equivalent to +2 to a given attribute score, but rarely ever land there.
This revision works to fix the issues above. In this version, feats are considered a core rule and excluding them is considered optional.
Note:
With this new draft I have further delved into older editions, other games (such as Pathfinder) and other Homebrews in an effort to improve this system that I wasn't particularly enamored with by default. This new system draws heavily on Treantmonk's revision to feats, with only a few modifications to better disentangle feats from ASIs and to adapt to other changes in this document.
Ability Score Increase change
The Ability score increase feature now reads as follows:
When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1, or you can reduce one ability score of your choice by 1 to instead increase another ability score of your choice by 2. You cannot reduce an ability score this way below 8, nor increase an ability score above 20.
Feats
A feat represents an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
Starting at 5th level, and on every level thereafter which you do not gain an ability score increase, you may choose a feat from a Focus you have learned. You learn your first Focus at 5th level and you may choose another focus at 13th level. The Focus options and feats available are listed in an Appendix at the end of this document.
New approach to Martial Progression, Martial Prowess
Creating a comparable system to Spellcasting
While there are rules in game for characters that have Spellcasting features from multiple classes, there is no corresponding feature for characters who have multiple classes that focus on engaging their foes with weapons. Additionally, martial classes suffer from a drought of turn to turn options often being relegated to just picking a target and hitting it. This revision focuses on taking on both of these issues:
New Class feature: Martial Prowess
The following classes now have a Martial Prowess class feature at 1st level: Paladin, Fighter, Ranger, Monk, and Barbarian. This feature also replaces the Extra Attack feature that these classes have. While not all of these features are identical, they all share a name and offer advancement in the Martial Prowess table below. The text common to Martial Prowess features is as follows:
Practice, training and ingenuity have made you particularly skilled at the use of weapons and physical combat.
Maneuvers You learn a number of maneuvers from the Battlemaster list of Maneuvers equal to 1 + your Intelligence modifier (Minimum of 1) and will learn more maneuvers as you gain levels in this class. You can only use 1 Maneuver per attack.
Superiority Die (LongR): You have a number of Superiority die equal to your [PB].
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 calculated as follows:
Maneuver Save DC
Prowess Level You progress on the following table based on your chosen class. If you have levels in multiple classes that have a Martial Prowess feature, you add them together to determine your Prowess Level. Your Prowess level is detemined as follows
Prowess Level
For example, Jhonny the Mighty is a 3rd level Barbarian and a 2nd level Fighter. Jhonny's Prowess level is 2 (1.75 rounded up (Half of his Fighter level + One Fourth of his Barbarian level)).
The Prowess Table
| Prowess Level | Feature |
|---|---|
| 1 | Martial Prowess |
| 2 | Extra Attack(1)* |
| 3 | Increase your Superiority dice size by 1 step , Practiced Efficiency |
| 4 | +2 Maneuvers Known |
| 5 | +1 Maneuver Known, Expert Maneuver |
| 6 | Extra Attack(2), Dual Weapon Flurry |
| 7 | +1 Maneuver Known, Increase your Superiority dice size by 1 step |
| 8 | +1 Maneuver Known, Relentless |
| 9 | Extra Attack(3) |
| 10 | +2 Maneuvers Known |
Gaining Martial Prowess also grants additional features. The additional features mentioned in the table above are detailed here:
Extra Attack
When you gain this feature, you can make an additional attack when you take the Attack action on your turn. This feature improves at higher Prowess Levels to grant a number of additional attacks equal to the number next to the feature on the Martial Prowess table.
*You cannot benefit from this feature if your total character level is 4 or lower.
Practiced Efficiency
Superiority Dice are now a (ShortR) resource for you.
Expert Maneuver (ShortR)
Once, you may use 2 maneuvers on an attack instead of 1.
Dual Weapon Flurry
When you engage in two weapon fighting to make an attack with your bonus action, you may make one additional attack as part of that action.
Relentless
When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Determining the size of your Superiority Die
Each class has different sizes of Superiority die to start with.
| Class | Superiority Die Size |
|---|---|
| Barbarian | d6 |
| Ranger | d6 |
| Paladin | d6 |
| Monk | Martial Arts Die Size |
| Fighter | d8 |
Monks, unlike other classes with a Martial Prowess feature, do not benefit from when the Prowess Level indicates they would increase the size of their Superiority Die. Instead, the size of their superiority die is equal to the size of their Martial Arts Die.
If you have different Martial Prowess features from classes with different Superiority Die sizes, use the smallest.
Other features which grant Extra Attack
Some subclasses, such as the College of Valor Bard, offer an Extra Attack feature. The Extra Attack feature these subclasses grant is replaced with a Martial Prowess feature, granting a static Prowess Level 2. If you already have a Martial Prowess Feature of equal or higher Prowess level you instead increase your Prowess Level by 1 when you would gain one of these features.
The Bladesinger's unique Extra Attack feature is listed as a secondary effect.
The Thirsting Blade Warlock Invocation now gives the Warlock the Martial Prowess feature, granting Prowess Level 2
Any other features which grant the Extra Attack feature that aren't mentioned here are treated in the same way.
Class specific options and Changes
Names, and Options
Addressing the lack of real mechanical and interesting character choices is the main focus in this section. While giving feats to everyone with a high degree of regularity is nice, it's insufficient to really give players a full sense of agency when they build a character and look to give that character cool or iconic abilities. As a result I've opted to make a few changes.
- Most classes have had less iconic features moved from being static features to being one option from a class specific list. This was done to make room for customization. If you like the class just as it currently is though, this system is built so that you can recreate the classes with the features as they are in 5.0. (Or at least a very close approximation of them)
- All classes now have a list of features that they can choose from at certain levels. Some of these will use Keywords specific to the class. Class specific Keywords will be listed under the class section.
- Regarding class options, none of the class options are available before level 4. Because there are already a lot of choices to make between levels 1 and 3, I opted to push these until later. In most cases, they are found no earlier than level 6 with key class features being unchanged to maintain class identity
- To clarify and delineate which classes have access to which features, each class has it's own name for their class specific options.
Here is a short table detailing the names for the class specific options for each class:
| Class | Option Name |
|---|---|
| Artificer | Infusions |
| Barbarian | Steps |
| Bard | Curriculum |
| Cleric | Chants |
| Druid | Lores |
| Fighter | Tactics |
| Monk | Mantras |
| Paladin | Rites |
| Ranger | Instincts |
| Rogue | Exploits |
| Sorcerer | Empowerments |
| Warlock | Invocations |
| Wizard | Breakthroughs |
If it is not otherwise mentioned in a Class specific section, all of the optional class features presented in 5.0e printed material have been moved to their specific pool of Class Options. They should only be mentioned if the level they are normally presented at is a level that now presents a class option.
Class changes
All classes have undergone some changes in this version. While some have seen more changes than others, I have mostly chosen to stay hands off with the Artificer. It is a fairly new class available and quite frankly, because it has come out later than the others it has benefited from experience WotC has gained and feedback they've received from the community. That doesn't mean it's perfect as is, but I don't currently feel comfortable making changes to the class.
The Barbarian
Class feature changes
The Barbarian has undergone little change in this edition. It was already very well handled, however this class does often suffer the most from the "martial option drought" that most Martial characters often encounter. As such they are receiving a new mechanic via their "Steps", the Class Specific option pool they pull from. The Following Features have been moved to become Steps: Brutal Critical (All increments), Primal Champion, Persistent Rage.
Here is the Barbarian specific changes to their Martial Prowess feature.
Martial Prowess
The following text is added after the listing of their Maneuver DC:
"Barbarian maneuvers are particularly difficult to resist. While you are raging, you may add your rage bonus as listed on the Barbarian table to your Maneuver DC. Additionally, if you rage and have no remaining Superiority Dice, you regain 1 expended Superiority Dice. If you do not use this dice before the end of your rage, it is lost."
Steps
Every barbarian eventually chooses a Path to follow, but in the Path followed there are Steps to take along the way. When you gain certain barbarian levels, you gain Steps of your choice, as show in the Steps known Column of the Barbarian table. A list of Steps available can be found in Appendix C under the Barbarian section at the end of this document.
Additionally, when you gain a level in this class, you can choose one of the steps you know and replace it with another step that you could learn at that level.
If a step has prerequisites, you must meet them to learn it. You can learn the step at the same time that you meet it's prerequisites. A level prerequisite refers to your level in this class.
Some Steps grant access to Fury effects. These effects are triggered with the same bonus action you take to Rage and last until that rage ends. You can only have one Fury effect active at a time. Each specific Fury effect is a (LongR) ability.
Finally, some Steps or Fury effects require creatures to make a saving throw. The DC for those saving throws is as follows
Save DC
The following column is added to the Barbarian table:
Barbarian
| Level | Steps Known |
|---|---|
| 1st | ─ |
| 2nd | ─ |
| 3rd | ─ |
| 4th | ─ |
| 5th | 1 |
| 6th | 1 |
| 7th | 1 |
| 8th | 2 |
| 9th | 2 |
| 10th | 2 |
| 11th | 3 |
| 12th | 3 |
| 13th | 4 |
| 14th | 4 |
| 15th | 5 |
| 16th | 5 |
| 17th | 5 |
| 18th | 6 |
| 19th | 6 |
| 20th | 6 |
The Bard
Class feature changes
Most of the Full Casters in 5e tend to do pretty well. The bard isn't really an exception to this. Bards have a wide array of spells they can choose from to do what they need to do. On top of this, they gain expertise as a class feature. The Bard does have a few duds in their class features though. In particular, Countercharm is both particularly situation and costly to use. Starting with the Bard and with all Full Casters going forward, you'll notice that they get fewer Class Options. This is intentional as Full Casters already have large and broade Spell Lists to choose from and to understand.
The Magical Secrets class feature is a really good one and solidly represents a bard's ability to branch out and be flexible. That said, I felt it was the best class feature to move to make room for the Bard's Curriculum You may not always want 3 instances of the feature, which is what made it a good choice. Countercharm and Magical Secrets are the class features that were moved to Curriculum for the Bard.
Curriculum
Bards are learned of diverse subjects and skills. Only so much, of course, can be learned from a specific college. At some point during a Bard's career they must branch out, and develop their own Curriculum. When you gain certain Bard levels, you gain Curriculum of your choice, as show in the Curriculum known Column of the Bard table. A list of Curriculum available can be found in Appendix C under the Bard section at the end of this document.
Additionally, when you gain a level in this class, you can choose one of the Curriculum you know and replace it with another Curriculum that you could learn at that level.
If a Curriculum has prerequisites, you must meet them to learn it. You can learn the Curriculum at the same time that you meet it's prerequisites. A level prerequisite refers to your level in this class.
The following column is added to the Bard table:
Bard
| Level | Curriculum Known |
|---|---|
| 1st | ─ |
| 2nd | ─ |
| 3rd | ─ |
| 4th | ─ |
| 5th | ─ |
| 6th | 1 |
| 7th | 1 |
| 8th | 1 |
| 9th | 1 |
| 10th | 2 |
| 11th | 2 |
| 12th | 2 |
| 13th | 2 |
| 14th | 3 |
| 15th | 3 |
| 16th | 3 |
| 17th | 4 |
| 18th | 4 |
| 19th | 4 |
| 20th | 5 |
The Cleric
Class feature changes
The Cleric is probably towards the higher end of the power curve as far as classes go in 5e. They don't need to take a reduction in power though and they have a lot of very interesting options for their spell choices. The Destroy Undead Improvements (but not the initial feature) are the Class features moved to Chants to make room for some customization.
Chants
All Clerics dedicate themselves to the worship and advancement of a particular domain. Some Clerics, however, learn of Special Chants to represent either further dedication to their own chosen Domain or potential show reverence or respect to another without faltering in their own devotion. When you gain certain Cleric levels, you gain Chants of your choice, as show in the Chants known Column of the Cleric table. A list of Chants available can be found in Appendix C under the Cleric section at the end of this document.
Additionally, when you gain a level in this class, you can choose one of the Chants you know and replace it with another Chant that you could learn at that level.
If a Chant has prerequisites, you must meet them to learn it. You can learn the Chant at the same time that you meet it's prerequisites. A level prerequisite refers to your level in this class.
The following column is added to the Cleric table:
Cleric
| Level | Chants Known |
|---|---|
| 1st | ─ |
| 2nd | ─ |
| 3rd | ─ |
| 4th | ─ |
| 5th | ─ |
| 6th | ─ |
| 7th | ─ |
| 8th | 1 |
| 9th | 1 |
| 10th | 1 |
| 11th | 2 |
| 12th | 2 |
| 13th | 2 |
| 14th | 3 |
| 15th | 3 |
| 16th | 3 |
| 17th | 4 |
| 18th | 4 |
| 19th | 4 |
| 20th | 4 |
The Druid
Class feature changes
Once again, looking at Druids being a Full Caster class they have a very wide variety of options at their fingertips. While the Cleric does a get an additional Class Option over the Druid, this is mostly due to the fact that they have a bit more dead weight that can be shucked off to make room for it. Only the Beast Spells Feature is moved to a Lore option to create room.
Lores
While Druids will can learn much about nature and their part in the world from dedication to a Circle, all Druids will come in contact with unique Lore which may change their views on how they are to impact Nature. When you gain certain Druid levels, you gain Lores of your choice, as show in the Lores known Column of the Druid table. A list of Lores available can be found in Appendix C under the Druid section at the end of this document.
Additionally, when you gain a level in this class, you can choose one of the Lores you know and replace it with another Lore that you could learn at that level.
If a Lore has prerequisites, you must meet them to learn it. You can learn the Lore at the same time that you meet it's prerequisites. A level prerequisite refers to your level in this class.
The following column is added to the Druid table:
Druid
| Level | Lores Known |
|---|---|
| 1st | ─ |
| 2nd | ─ |
| 3rd | ─ |
| 4th | ─ |
| 5th | ─ |
| 6th | ─ |
| 7th | ─ |
| 8th | 1 |
| 9th | 1 |
| 10th | 1 |
| 11th | 1 |
| 12th | 2 |
| 13th | 2 |
| 14th | 2 |
| 15th | 2 |
| 16th | 3 |
| 17th | 3 |
| 18th | 3 |
| 19th | 3 |
| 20th | 3 |
The Fighter
Class feature changes
Probably the class with the most changes, the Fighter is the only class that I will be touching on Subclasses (Archetypes) in this revision. Due to the implementation of Martial Prowess, the Battlemaster Subclass is no longer an option. Most of those features have been baked into Martial Prowess and as such it no longer offers anything significant the Fighter doesn't already have. Additionally, the Champion Subclass is no longer an option as all of the Subclass features have been converted into Tactics. They all represented terribly generic tools that were better suited as being offered to any fighter as opposed to just 1 specific subclass. Finally, all Fighter subclasses have had the 10th level feature removed. These are still available as class options if you have chosen the appropriate subclass, but more space needed to be made. Overall, the features that were moved to Tactics for the Fighter class are Indomitable (All Instances), Martial Archetype Feature(10th level), and the 2 additional ASIs at 6th and 10th level.
Tactics
Every Fighter or warrior has the opportunity to specialize, but oft times the overall tactics they employ are similar or even identical. When you gain certain Fighter levels, you gain Tactics of your choice, as show in the Tactics known Column of the Fighter table. A list of Tactics available can be found in Appendix C under the Fighter section at the end of this document.
Additionally, when you gain a level in this class, you can choose one of the Tactics you know and replace it with another Tactic that you could learn at that level.
If a Tactic has prerequisites, you must meet them to learn it. You can learn the Tactic at the same time that you meet it's prerequisites. A level prerequisite refers to your level in this class.
The following column is added to the Fighter table:
Fighter
| Level | Tactics Known |
|---|---|
| 1st | ─ |
| 2nd | ─ |
| 3rd | ─ |
| 4th | ─ |
| 5th | ─ |
| 6th | 1 |
| 7th | 1 |
| 8th | 1 |
| 9th | 2 |
| 10th | 2 |
| 11th | 3 |
| 12th | 3 |
| 13th | 4 |
| 14th | 4 |
| 15th | 5 |
| 16th | 5 |
| 17th | 5 |
| 18th | 6 |
| 19th | 6 |
| 20th | 6 |
Fighter Subclass changes
Arcane Archer
The Arcane Archer is undergoing a bit of a change here.
- Arcane Shot: Arcane Shot options are now treated as unique maneuvers available to the Arcane Archer. They are fueled using Superiority Dice and deal bonus damage on the damage roll accordingly. You can use 1 Arcane Shot Option once for each time you take the attack action on your turn.
- Curving Shot: This is added as an Arcane Shot option. To activate the feature, you expend the use of a Superiority Dice without rolling it. Additionally, starting at 7th level you can choose to spend up to 2 Superiority dice to fuel a single Arcane Shot you use, adding both dice to the bonus damage roll of the attack.
- Ever-Ready Shot: Feature is changed to the following: Once, you may use 2 Arcane Shot options when you take the attack action on your turn, though you still may not use 2 options on a single attack. You regain use of this feature when you roll initiative.
- 18th level Feature: As additional maneuvers is already baked into Martial Prowess a new feature is added: Empowered Arcane Shots: Whenever you use an Arcane Shot option, roll twice the number of Superiority Dice actually expended to fuel the shot and add those to the damage roll of the attack appropriately.
Cavalier
- Unwavering Mark: The extra attacks granted by this feature are now fueled by expending the use of a superiority dice.
Echo Knight
- Unleash Incarnation: This feature now requires you to expend the use of a Superiority dice to activate it. The other limit of uses is still in effect.
Psi Warrior
- Psionic Power: Your Psionic Energy Die replace your Superiority Die. Your Psionic Energy Die improve according to the Martial Prowess table like Superiority Die and can be used to fuel maneuvers, but you replace the Practiced Efficiency feature with an additional Tactic option choice when you would gain it from the Martial Prowess table.
Purple Dragon Knight
- This Subclass no longer requires knighthood. While knighthood is a title and position often in government, anyone can choose to take up arms against evil and defend the helpless.
- Rallying Cry: When an ally regains hit points using this feature, you can choose to expend a Superiority Die to increase the number of hit points gained by the amount rolled (no action).
- Bulwark: Seeing as having Indomitable is no longer a guarantee, this feature now grants you the Indomitable feature if you don't have it. If you do have it, you may take it again (If you don't already have 3 uses) or chose another Tactic Option.
Rune Knight
- Giant's Might: Using this feature now expends the use of a Superiority Dice.
Samurai
- Fighting Spirit: This feature is now activated by expending the use of 2 Superiority Dice, rather than it's normal limit of uses.
The Monk
Class feature changes
The Monk is in an interesting place as of this update. It suffers similar woes as other Martial classes, but also has the potential to be a very strong class. A major frustration with the Monk is Stunning Strike. The problem here comes in the fact that it is often a better use of Ki points than basically anything else a Monk has available to them. With their specific Martial Prowess feature and the below change to Stunning Strike, this should no longer be as much of an issue. The Following features were moved to Mantras to make space: Empty Body, Tongue of the Sun and Moon, Timeless Body, Perfect Self, Quickened Healing
Stunning Strike Changes
The Stunning Strike feature now reads as follows:
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you take the Attack action on your turn, you may spend 2 ki points to replace all of the attacks granted by that action with a single stunning strike, which can be either an Unarmed Strike or Melee weapon attack. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Additionally, this attack can score a Critical Hit on a roll of 19 or 20 on the attack roll and if the attack is a Critical Hit, the creature makes it's save against this effect with disadvantage.
Ki Empowered Strikes Changes
Monks suffer from an odd situation in that they rely heavily on their Unarmed Attacks, but Unarmed Strikes don't benefit from magic weapons and often require the DM to craft very specific weapons for the Class. This change is to free up their equipment options and help them better compete at higher tiers with other Martial Classes.
The following paragraph is added after the initial paragraph of the Ki-Empowered Strikes Feature:
Additionally, when you are attuned to a magical weapon, any magical properties that would apply to weapon attacks using that weapon now also apply to your Unarmed Strikes. The weapon must qualify as a Monk Weapon in order for you to benefit from this effect, and if you have more than 1 valid magical weapon attuned, each attack may only benefit from 1 weapon's Magical properties. In this case, you must choose which weapon will apply it's properties to the Unarmed Strike before you make the attack.
Martial Prowess
The following text is added after the listing of their Maneuver DC:
Monks can tap into their reserve of Ki, once they gain access to it, to further perform a dizzying display of Combat Maneuvers. If you have expended all of your Superiority Dice, you may choose to fuel your maneuvers by spending a Ki point instead.
Mantras
Each Monk will choose a Way to follow as they follow their path to enlightenment. Each will also learn specific Mantras to shape and mold them to help them progress along that Way. When you gain certain Monk levels, you gain Mantras of your choice, as shown in the Mantras known Column of the Monk table. A list of Mantras available can be found in Appendix C under the Monk section at the end of this document.
Additionally, when you gain a level in this class, you can choose one of the Mantras you know and replace it with another Mantra that you could learn at that level.
If a Mantra has prerequisites, you must meet them to learn it. You can learn the Mantra at the same time that you meet it's prerequisites. A level prerequisite refers to your level in this class.
The following column is added to the Monk table:
Monk
| Level | Mantras Known |
|---|---|
| 1st | ─ |
| 2nd | ─ |
| 3rd | ─ |
| 4th | 1 |
| 5th | 1 |
| 6th | 1 |
| 7th | 1 |
| 8th | 2 |
| 9th | 2 |
| 10th | 2 |
| 11th | 2 |
| 12th | 3 |
| 13th | 3 |
| 14th | 3 |
| 15th | 4 |
| 16th | 4 |
| 17th | 4 |
| 18th | 5 |
| 19th | 5 |
| 20th | 5 |
The Paladin
Class feature changes
Paladins are, arguably, one of the stronger classes in 5e. Divine Smite is a strong and flexible feature that effectively allows the paladin to combine their Spellcasting and Martial aspects into one complete whole. The only real changes I'm making here are to accommodate the Rites, as well as offer alternative play styles. Additionally, because the Paladin gets a Martial Prowess feature, Divine Smite needed to be altered to keep the Paladin's ability to maximize damage in a single hit/turn in line. The features that were moved to Rites are as follows: Aura of Protection, Aura of Courage, Improved Divine Smite, Aura Improvements
Divine Smite changes
Divine Smite now reads as follows:
At 2nd level you learn a special Combat Maneuver referred to as a Divine Smite. When you hit a creature with a Melee Weapon attack you may expend 2 or more Superiority dice to cause the attack to deal additional Radiant damage equal to the total amount rolled.
Alternatively, you may expend a spellslot to perform your Divine Smite. When you do so, treat it as though you had expended a number of superiority dice equal to the level of the spellslot expended + 1.
When you use your Divine Smite maneuver, it deals further additional damage to Undead creatures. The additional damage is equal to 1 roll of your Superiority Dice. You may also choose 1 other type of creature, other than humanoids plants or Beasts, that this effect applies to.
Rites
All paladins swear Oaths on which to base their dedictaion and from which they derive power. In addition to Oaths, a paladin can undergo certain rites to further their devotion and fervor. When you gain certain Paladin levels, you gain Rites of your choice, as show in the Rites known Column of the Paladin table. A list of Rites available can be found in Appendix C under the Paladin section at the end of this document.
Additionally, when you gain a level in this class, you can choose one of the Rites you know and replace it with another Rite that you could learn at that level.
If a Rite has prerequisites, you must meet them to learn it. You can learn the Rite at the same time that you meet it's prerequisites. A level prerequisite refers to your level in this class.
The following column is added to the Paladin table:
Paladin
| Level | Rites Known |
|---|---|
| 1st | ─ |
| 2nd | ─ |
| 3rd | ─ |
| 4th | ─ |
| 5th | ─ |
| 6th | 1 |
| 7th | 1 |
| 8th | 1 |
| 9th | 1 |
| 10th | 2 |
| 11th | 2 |
| 12th | 2 |
| 13th | 3 |
| 14th | 3 |
| 15th | 3 |
| 16th | 3 |
| 17th | 4 |
| 18th | 4 |
| 19th | 4 |
| 20th | 4 |
The Ranger
Class feature changes
Rangers, in contrast to Paladins, are arguably the weakest class in 5e. The features often don't actually solve problems, but just make them into 'not-problems' which is a boring method of problem resolution. Natural Explorer is a big offender on this list. Of all the features in game, this is probably the only feature I will be outright removing with no alternate or transformation. I cannot determine if having Rangers be half casters is something that should be retained or not as I've never actually played 5e as a Ranger or even with one in my party, as such I will be doing my best to stick to the original design, but give players the option to push more towards a pure Martial class, treating their Spellslots as an additional Internal reserve of strength they can dig into. The following Features were moved to Instincts, with the Natural Explorer feature being completely removed: Favored Enemy, Canny Roving and Tireless (subcomponents of Natural Explorer), and Hide in Plain Sight.
Martial Prowess
Martial Prowess with Rangers has been something of a journey for me, figuring out how to make it work. I feel like this is a good place to start. Unlike other classes, this addendum is added to the Ranger's Spellcasting feature after the Spell Slots section:
Alternatively, you can use your Spell slots to fuel your Martial Prowess Feature. When you perform a Maneuver on a Multi-attack, you may expend a spell slot instead of superiority dice to fuel the maneuver. Also, as a bonus action you may expend a spell slot to regain the use of up to 2 expended Superiority Dice.
Instincts
Rangers are territorial creatures by nature, but all are fierce and implacable adversaries. Each Ranger adapts to their preferred environ accordingly, but they all rely on their uniquely honed Instincts to seek out and destroy their prey. When you gain certain Ranger levels, you gain Instincts of your choice, as show in the Instincts known Column of the Ranger table. A list of Instincts available can be found in Appendix C under the Ranger section at the end of this document.
Additionally, when you gain a level in this class, you can choose one of the Instincts you know and replace it with another Instinct that you could learn at that level.
If a Instinct has prerequisites, you must meet them to learn it. You can learn the Instinct at the same time that you meet it's prerequisites. A level prerequisite refers to your level in this class.
The following column is added to the Ranger table:
Ranger
| Level | Instincts Known |
|---|---|
| 1st | 1 |
| 2nd | 2 |
| 3rd | 2 |
| 4th | 2 |
| 5th | 2 |
| 6th | 2 |
| 7th | 3 |
| 8th | 3 |
| 9th | 3 |
| 10th | 3 |
| 11th | 4 |
| 12th | 4 |
| 13th | 4 |
| 14th | 4 |
| 15th | 5 |
| 16th | 5 |
| 17th | 5 |
| 18th | 6 |
| 19th | 6 |
| 20th | 6 |
The Rogue
Class feature changes
The Rogue falls through the cracks a bit with this update. They don't get Extra Attack, meaning they aren't technically considered a Martial class and don't get Maneuvers. At the same time, they don't get spells to offset this either. To accomodate for the fact that Rogues will be mostly unaffected by more sweeping changes to other classes, the Rogue will gain access to more of their Class options than any other class except Warlocks, 7, while only trading in 5 of their features. The following features have been moved to the Rogues Exploits: Expertise (6th level), ASI (10th level), Reliable Talent, and Blindsense. Additionally, the Cunning action feature now only allows you to take the Disengage and Hide Actions as a Bonus action by default (an additional Exploit is available to return these functions to your cunning action if you so wish)
Exploits
Rogues come in many shapes and sizes. Many, but not all, are stealthy and you'll never see them coming. Others will beguile you and throw you off with a quick tongue and a sharp sword. One thing all Rogues have in common, however, is their ability to Exploit a situation to their own advantage. When you gain certain Rogue levels, you gain Exploits of your choice, as show in the Exploits known Column of the Rogue table. A list of Exploits available can be found in Appendix C under the Rogue section at the end of this document.
Additionally, when you gain a level in this class, you can choose one of the Exploits you know and replace it with another Exploit that you could learn at that level.
If a Exploit has prerequisites, you must meet them to learn it. You can learn the Exploit at the same time that you meet it's prerequisites. A level prerequisite refers to your level in this class.
The following column is added to the Rogue table:
Rogue
| Level | Exploits Known |
|---|---|
| 1st | ─ |
| 2nd | 1 |
| 3rd | 1 |
| 4th | 1 |
| 5th | 2 |
| 6th | 2 |
| 7th | 2 |
| 8th | 3 |
| 9th | 3 |
| 10th | 4 |
| 11th | 4 |
| 12th | 4 |
| 13th | 5 |
| 14th | 5 |
| 15th | 5 |
| 16th | 6 |
| 17th | 6 |
| 18th | 6 |
| 19th | 7 |
| 20th | 7 |
The Sorcerer
Class feature changes
The Sorcerer falls into something of an interesting position on these changes. While the Sorcerer is a full caster class (and definitely benefits from it), it also suffers from a rather low number of spells known and their Sorcery point pool is particularly small which prevents them from feeling particularly unique in a wide number of cases. Many Sorcerer Empowerments will focus on broadening their spells known, Metamagics, or Sorcery Point pool. The Sorcerer has very few features to move to their Empowerments pool and as such only the Sorcerous Restoration feature will be moved there.
Empowerments
Everyone originates somewhere, but Sorcerers are among few individuals who can truly derive Power from their Origin. Regardless of their Origins, Sorcerers know Power on an intimate level, and as such can learn specific ways to Empower themselves on their journey. When you gain certain Sorcerer levels, you gain Empowerments of your choice, as show in the Empowerments known Column of the Sorcerer table. A list of Empowerments available can be found in Appendix C under the Sorcerer section at the end of this document.
Additionally, when you gain a level in this class, you can choose one of the Empowerments you know and replace it with another Empowerment that you could learn at that level.
If a Empowerment has prerequisites, you must meet them to learn it. You can learn the Empowerment at the same time that you meet it's prerequisites. A level prerequisite refers to your level in this class.
The following column is added to the Sorcerer table:
Sorcerer
| Level | Empowerments Known |
|---|---|
| 1st | ─ |
| 2nd | ─ |
| 3rd | ─ |
| 4th | ─ |
| 5th | ─ |
| 6th | 1 |
| 7th | 1 |
| 8th | 1 |
| 9th | 1 |
| 10th | 1 |
| 11th | 2 |
| 12th | 2 |
| 13th | 2 |
| 14th | 2 |
| 15th | 2 |
| 16th | 3 |
| 17th | 3 |
| 18th | 3 |
| 19th | 3 |
| 20th | 3 |
The Warlock
Class feature changes
The Warlock is, in my opinion, in just the right spot in so many ways. Warlocks can be played in diverse and multitudinous ways and pretty much anyone can benefit from a few levels of Warlock. The downsides to Warlocks, I think, is that their Lore hints at using Intelligence as their Casting Modifier, not Charisma. It's also a rather odd decision given that there was only 1 Intelligence based caster (Barring Sub-classes) from the PHB but there are 4 Charisma Based Casters. Additionally, most casters tend to get a bit too much from Multiclassing into Warlock, as it's the only way outside of Magical items for them to get more than 4 spell slots of a particular level (which, in retrospect, is super weird).
The following section is added to the Warlock Class at the start of their Entry:
Making a Warlock
Warlocks are not as cut and dry as other classes are with respect to where they derive their source of power from. While all Warlocks make a Pact in one way or another with a magical being, the balance in power of those relationships isn't always one sided. Some Warlocks make pacts with relatively minor creatures, and through their Intelligence find better ways to employ the limited powers they gain or find ways to empower their Patron. Others bargain with mighty creatures, relying on their wit and Charisma to weedle better boons from the binds of their Contract.
When you make a Warlock, choose either Intelligence or Charisma. All of your Warlock Class and Otherworldly Patron features will use your chosen modifier whenever only your Charisma Modifier is referenced, including your Pact Magic feature. Additionally, if you choose Intelligence, you gain proficiency in Intelligence saving throws as opposed to Charisma Saving throws. The above only applies to Warlock Specific class or Otherworldly Patron features and not things like Skill or ability checks.
You may determine at some point in your adventuring career that the nature of your Pact has changed, and as such may wish to change your modifier decision. Discuss this with your DM, and with their approval you may change the modifier you use after gaining a level in Warlock
Changes to Pact Magic
While the title of this says that this is a change to Pact Magic, it's more specifically a change to how Pact Magic interacts with Spellcasting features under the Multiclassing section of the PHB. The Pact Magic section on page 164 of the PHB now has an additional paragraph added at the end
Additionally, your Pact Magic Spellslots will override any spellslots of the same Level, and only of that level, that you may have from a Spellcasting feature.
For example, Gendy is a 5th level Sorcerer, 2nd Level Warlock. Because of his 5 levels in Sorcerer, Gendy would have four 1st level slots, three 2nd level slots, and two 3rd level slots. Due to his levels in Warlock, however, Gendy has two 1st level slots that recover on a short rest, three 2nd level slots, and two 3rd level slots. If Gendy were to choose to take another level in Warlock, bringing him to 3rd level Warlock, he would instead have four 1st level slots, two 2nd level slots (ShortR slots), and two 3rd level slots.
The Wizard
Class feature changes
Once again we go from a Class on one extreme of the 5e power curve to another class on the other end. The Wizard is definitely the strongest class in game in terms of flexibility and actual throughput. While the only class that benefits less from a Short Rest than the Wizard is the Sorcerer (because the Sorcerer has NO functions based on them) the Wizard isn't far behind. While almost every other class has had a mild to moderate increase in flexibility or actual power, the Wizard will be moving their flexibility. I've made some changes to the Wizard's Spellcasting feature that brings down it's power level a bit, which opens up opportunities to add class features later. Due to lack of features, only the Spell Mastery feature was moved to the Wizard Breakthroughs
Spellcasting
The following replaces the second paragraph in the Preparing and Casting Spells section of the Wizard's Spellcasting feature:
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). You may prepare no more than 1 spell from any given school of magic (such as Abjuration or Evocation), ignoring any cantrips you know. The spells must be of a level for which you have spell slots.
To compensate a significant loss in flexibility, each of the Wizard Arcane Traditions gain an additional feature at 2nd level, the Blank is replaced with the name of their corresponding school of magic:
______ Specialist:
You may prepare any number of _____ spells when you prepare your spells for the day, as long as the total number of spells prepared does not exceed your Intelligence Modifier + your wizard Level.
Breakthroughs
Masters of the Arcane, all Wizards are constantly studying, learning, and growing. While each Wizard chooses a particular Arcane Tradition to follow, all Wizards will have Breakthroughs in their research at one point or another.. When you gain certain Wizard levels, you gain Breakthroughs of your choice, as show in the Breakthroughs known Column of the Wizard table. A list of Breakthroughs available can be found in Appendix C under the Wizard section at the end of this document.
Additionally, when you gain a level in this class, you can choose one of the Breakthroughs you know and replace it with another Breakthrough that you could learn at that level.
If a Breakthrough has prerequisites, you must meet them to learn it. You can learn the Breakthrough at the same time that you meet it's prerequisites. A level prerequisite refers to your level in this class.
The following column is added to the Wizard table:
Wizard
| Level | Breakthroughs Known |
|---|---|
| 1st | ─ |
| 2nd | ─ |
| 3rd | ─ |
| 4th | ─ |
| 5th | ─ |
| 6th | 1 |
| 7th | 1 |
| 8th | 1 |
| 9th | 1 |
| 10th | 1 |
| 11th | 2 |
| 12th | 2 |
| 13th | 2 |
| 14th | 2 |
| 15th | 2 |
| 16th | 3 |
| 17th | 3 |
| 18th | 3 |
| 19th | 3 |
| 20th | 3 |
Appendix A
Keywords
General Keywords
- Expertise: When a feature states that you gain Expertise in a skill or ability check, this means that you add twice your [PB] to the roll. If multiple features would grant expertise, you only benefit from one of them.
- (ShortR): This indicates that the feature has limited uses and recovers all of it's uses after you finish a short or long rest.
- (LongR): This indicates that the feature has limited uses and recovers all of them after you finish a Long rest.
- [PB]: This is short hand for your Proficency Bonus.
Spellcaster specific Keywords
- Full Caster: Used in reference to classes. This indicates that all of your class levels contribute progress in your spellcasting feature.
- Half Caster: Used in reference to Classes. This indicates that 1/2 of your class levels contribute progress in your spellcasting feature.
- Third Caster: Used to reference Sub-classes. This indicates that 1/3 of your class levels contribute progress in your spellcasting feature.
- Known Caster: This Keyword indicates that the spellcasting ability granted by the class or feature grants you specific spells known. You do not need to prepare your spells, rather you know a specific list of spells of which you choose from the appropriate spell list. If the feature is granted by a class, you choose from the class list and must choose spells from that list for which you have spell slots available that are granted by that class. All Classes with a Known Caster spellcasting feature will also indicate on your class progression table how many spells you know. To cast one of these spells, you must expend a slot of the spell's level or higher. Spellcasting Features are LongR features unless otherwise indicated.
- Prepared Caster: This keyword indicates that the spellcasting ability granted by the class or feature grants you access to a list of spells, of which you must choose which spells you prepare after finishing a long rest. The number of spells you can prepare is equal to your spellcasting modifier plus the appropriate class level. In the case of Half casters, you divide this number by 2 (Round Down, minimum of 1 spell prepared). In order to prepare spells, you must spend at least 1 minute per spell level for each spell on your list. To cast one of these spells, you must expend a slot of the spell's level or higher. Spellcasting features are LongR features, unless otherwise indicated.
Martial Specific Keywords
- Multi-Attack: This keyword can be found on Class specific options available to the different martial classes. If you have one of these features you may replace all of the attacks granted you when you take the Attack Action on your turn to execute the Multi-Attack. You must choose to execute a Multi-Attack when you take the Attack action and before making any attacks.
Appendix B
Feats and Focus Options
Listed below are the different Focus options with each feat listed as a bullet point below them. You must meet any prerequisite specified in a Focus to take a feat listed below it, and if you ever lose a Focus' prerequisite, you can’t use any feats under that Focus until you regain the prerequisite.
A feature may only be selected once, unless the description says otherwise. Whenever you gain a level, you may change one of your selections.
Armor Specialist:
You have studied the use of armor, and have improved your ability to use armor effectively.
-
Light Armor Proficiency You gain proficiency in light armor.
-
Light Armor Mastery While wearing light armor which you are proficient in, and you are damaged by a melee attack, you can use your reaction to move 5 feet in any direction without provoking an opportunity attack.
-
Light Armor Versatility You may wear a Chain Shirt or Hide armor as light armor for the sake of determining proficiency. When wearing a Chain Shirt or Hide armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
-
Light Armor Mobility While wearing light armor, opportunity attacks are made against you with disadvantage
-
Light Armor Defense While wearing light armor, you may add your armor's AC bonus to your Dexterity saving throws.
-
Medium Armor Proficiency You gain proficiency in medium armor (you must be proficient in light armor through a source other than this feat to choose this feature).
-
Armored Stealth Wearing medium or heavy armor which you are proficient in doesn't impose disadvantage on your Dexterity (Stealth) checks.
-
Armored Agility When you wear medium armor you are proficient in, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
-
Heavy Armor Proficiency You gain proficiency in heavy armor (you must be proficient in medium armor from a source other than this feat to choose this feature).
-
Armor Mastery While you are wearing medium or heavy armor you are proficient in, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your [PB]. If you select this feature a second time, the damage reduction applies to all bludgeoning, piercing or slashing weapons.
-
Heavy Armor Mobility You may ignore the minimum Strength requirement of heavy armor you are proficient in.
-
Shield Proficiency You gain proficiency in shields.
Battle Magic:
Prerequisite: Ability to cast at least one spell
Your magic has been honed to use in combat, your quick thinking and specialized training provide certain advantages while fighting with spells.
-
Elemental Adept Choose one of the following damage types: acid, cold, fire, lightning, poison or thunder. Spells you cast ignore resistance to damage of the chosen type. You may select this feature more than once with your three selections, if you do so you choose a different damage type. Alternatively, if you select this feature a second time, creatures with immunity to the damage type selected with a previous selection of this feature may be damaged as if they had resistance instead.
-
Reliable Spells When you roll damage for a spell you cast, you can treat any 1 on a damage die as a 2.
-
Spell Sniper When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
-
Spell Accuracy Your ranged spell attacks ignore half cover and three-quarters cover.
-
Mystical Sharpshooter Up to once on your turn you may add twice your [PB] to the damage roll of a spell attack you make instead of adding your [PB] to the attack roll.
-
Hardy Concentration You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
-
Warcaster You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-
Battlecaster When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Combat Reflexes:
Prerequisite: Dexterity 13 or higher
You are especially quick and nimble, and this provides you with benefits in your movement and reactions.
-
Nimble When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement, and you can make a running long or high jump after moving only 5 feet on foot, rather than 10 feet.
-
Fast Reflexes You gain a +5 bonus to initiative.
-
Alert You can't be surprised while you are conscious.
-
Uncanny Senses Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
-
Fleet Your speed increases by 10 feet.
-
Light Footed Difficult terrain doesn't cost you extra movement.
-
Combat Mobility You may take the disengage action as a bonus action. If you select this feature a second time, your movement does not provoke attacks of opportunity from creatures you can see.
Dual Weapon Specialist:
You are a master of fighting with two weapons at once. Your specialized training has provided you with certain advantages when employing two weapon fighting.
-
Heavy Dual Wielder You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
-
Defensive Dual Wielder You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
-
Quick Dual Wielding Whenever you use your interact with an object to draw or stow a weapon, you may do so with two one handed weapons at the same time. If you select this feature a second time, you may also stow an object you are holding or draw it as part of the same interaction.
-
Bonus Attacks You may use your bonus action to make an attack with a light weapon you are holding on your turn as long as you made a weapon attack with a different light weapon you are holding, even if you didn’t take the Attack Action. If you have the Heavy Dual Wielder feature, you may ignore the light weapon restriction.
-
Multi Attacker (Prerequisite: The Extra Attack Feature) You gain the Dual Weapon Flurry feature from the Martial Prowess table.
-
Weapon Versatility You gain proficiency in three one handed weapons of your choice.
Educated:
You have studied with a capable teacher, or at a college, perhaps learning lore, languages, or perhaps learning other skills through a mentor.
-
Linguist You learn three languages of your choice. Your understanding of communication allows you to communicate with a creature who speaks a language you don’t know on a rudimentary level after 10 minutes of interaction. In addition you may decipher a written language you don’t know on a rudimentary level after 10 minutes of study.
-
Coder You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your [PB]), or they use magic to decipher it. Your spellbook, if you have one, may be written in such ciphers preventing it from being copied by anyone who you have not taught the cypher to.
-
Skill Training Gain proficiency in a skill in which you are not proficient. This feature may be selected more than once.
-
Tool Training Gain proficiency in three sets of tools for which you are not proficient. You may add half your proficiency modifier on any ability check to use a set of tools for which you are not proficient.
-
Expert Education Gain expertise in a skill or tools for which you are proficient.
-
Studied You gain advantage on any intelligence ability check to recall information about any type of creature.
Magical Training:
You have learned the basics of magic, either through a teacher, or on your own initiative. This has given you rudimentary magic skills and/or the training to deal with spellcasters.
-
Magical Adept Choose one 1st-level spell from any spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. You use the same ability score as the class from which list you chose the spell. You may select this feature more than once.
-
Hedge Magic Choose 2 cantrips from any one spell list. You may cast those cantrips using the same ability score as the class from which you chose the cantrips. You may select this feature more than once.
-
Ritual Caster You gain the ability to cast 2 1st-level spells of your choice as a ritual. Choose one of the following classes: bard, cleric, druid, Sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you select this feature a second time, you may also select a 2nd level ritual spell from the same class that you may cast as a ritual. -
Ritual Book You have learned to cast wizard rituals from a ritual book that you possess. if you come across a wizard spell in written form, such as a magical spell scroll or spellbook, you might be able to add it to your ritual book. The spell must be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Intelligence is your spellcasting ability for these spells.
If you select this feature a second time, you may select another ritual casting class and may add their ritual spells to your ritual book. The spellcasting ability used for these rituals matches the class for which the rituals belong. -
Mage Slayer When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. If you select this feature a second time the reaction can be taken while the creature is in the process of casting a spell, and the attack hits, the spell is lost.
-
Spell Interruption 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.
-
Universal Spell Focus If you have the Spellcasting Focus feature from a class you have levels in, that spellcasting focus becomes an applicable focus for all spells from any class.
Mounted Combat Specialist:
You are a master of fighting while mounted. Your specialized training has provided you with certain advantages when fighting on horseback or another applicable mount.
-
Cavalry Attack You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. If you select this feature a second time, you also have advantage against unmounted creatures of equal size to your mount.
-
Mount Defender You can force an attack targeted at your mount to target you instead. If you select this feature a second time, that attack is made with disadvantage.
-
Durable Mount If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It may use your saving throw modifier if it is higher. If you select this feature a second time, your mount gains the same benefit against effects that allow it to make a Constitution saving throw.
-
Lance Charge If your mount moves at least 10 feet towards an enemy on your turn and you use the attack action to attack that enemy with a lance, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage. If you hit with your initial attack and have the extra attack feature, you may forgo your second attack and the hit is considered a critical hit and the enemy is knocked prone if they are no larger than your mount.
-
Mounted Combat Mastery If your mount is controlled, it is not restricted in the actions you can have it make. (normally a controlled mount is restricted to the Dodge, Dash or Disengage actions). If you select this feature a second time, you may control a mount even if it is not trained for combat.
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Weapon Versatility You gain proficiency in the Lance, and two other martial weapons of your choice.
Ranged Combat Specialist:
You are a master in the art of ranged attacks in combat. Your specialized training has provided you with certain advantages when using weapons that attack at range.
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Fast Loader You ignore the loading property of ranged weapons with which you are proficient.
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Point Blank Shot Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
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Fast Firing When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one handed ranged weapon or thrown weapon that you are holding or may draw as part of the bonus action.
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Long Range Sniper Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover. If you select this feature a second time, you may attack with your weapon up to twice the weapons maximum range, attacks over the maximum range of the weapon impose disadvantage on the attack roll.
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Deadly Aim When you add your [PB] to the damage roll of a ranged weapon you are using, you may instead add twice your [PB] to the roll.
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Fast Thrower You may draw weapons with the thrown property as part of the attack with that weapon.
- Weapon Versatility You gain proficiency in three ranged weapons or weapons with the thrown property.
Savage Combatant:
Prerequisite: Strength 13 or higher
You are a crazed attacker on the battlefield. Your bloodlust has granted you certain advantages while fighting with unmatched zeal.
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Brutal Charge When you use your action to take the Dash action and end your movement within range of a target with a melee weapon you are holding, you may make the attack action as part of the same action. If you chose to shove a creature with the attack action gained as part of a Dash, you may choose to shove the creature up to 10 feet and knock them prone with the same shove attack.
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Street Fighter You are proficient with improvised weapons and your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to shove the target.
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Grappler You may use a bonus action to grapple an opponent that is prone.
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Athlete You gain proficiency in Athletics, if you are already proficient, you gain expertise.
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Savage Attack Once per turn when you roll damage for a melee weapon attack, you may roll the weapon’s damage dice twice and select the better result. If you are adding additional dice to the damage roll (such as after scoring a critical hit or a sneak attack), those dice are rolled normally. If you select this feature a second time, once you may inflict the maximum possible result of the weapon’s damage dice rather than rolling (ShortR).
Sharp Intellect:
Your mind is always working, allowing you to notice the finer details, remember relevant facts, the speech and mannerisms of others, and process your thoughts quickly.
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Perfect Memory You always know the number of hours left before the next sunrise or sunset, and you always know which way is north, you have advantage on any ability checks to avoid getting lost, in addition, you can accurately recall anything you have seen or heard within the past month. If you select this feature a second time, your memory becomes so acute you can accurately recall even the most finite details of anything you’ve seen or heard within the last month to the point that you could duplicate a key or a spellbook that you have observed.
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Lip Reader If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. In addition, you can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
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Intuitive Assessment If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to it's Intelligence and Wisdom scores. If you select this feature a second time, you may know precisely the Intelligence and Wisdom scores of an observed creature, as well as it's [PB] and any Vulnerabilities it may have.
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Arcane Intellect You understand the nature of magic, allowing you to identify spells when cast by a spellcaster. If you perceive a spell being cast, the spell’s effect, or both, you can make an Intelligence (Arcana) check to identify the spell being cast. The DC equals 15 + the spell’s level. If you select this feature a second time, you make the roll with advantage.
Single Handed Weapon Specialist:
You are a master of fighting with one handed melee weapons and versatile weapons. Your specialized training has provided you with certain advantages when employing these weapons.
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Nimble Warrior When you use a melee weapon one handed, and nothing in the other, it is treated as if it had the finesse property.
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Disable Before you make a melee attack with a weapon that you are proficient with, and you are holding nothing in your other hand, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, the target of the attack suffers disadvantage on the next weapon attack roll it makes before the end of its next turn. If you select this feature a second time, the target of the attack suffers disadvantage on its next two weapon attack rolls it makes before the end of its next turn.
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Parry When you are wielding a weapon with which you are proficient and nothing in your other hand, and another creature hits you with a melee attack, you can use your reaction to add your [PB] to your AC for that attack, potentially causing the attack to miss you. If you select this feature a second time, after you use this feature, you retain a +2 to your AC against melee attacks until the beginning of your next turn.
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Deadly Swing When you add your [PB] to the damage roll of a versatile weapon you are using, you may instead add twice your [PB] to the roll.
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Extended Reach When you make an attack roll with a melee weapon with the versatile property and holding nothing in your other hand, you may make the attack as if the weapon had the reach property.
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Parry Missile When wielding a melee weapon that lacks the heavy or two handed property, you may use the weapon to attempt to deflect a missile attack. After the attack roll is made, you may use your reaction to add your proficiency modifier to your AC against that attack, potentially causing the attack to miss you. If you select this feature a second time, after you use this feature, you retain a +2 to your AC against ranged attacks until the beginning of your next turn.
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Close Quarters Fighting After making an attack with the benefit of your proficiency modifier against a creature within 5 feet with a melee weapon you are holding in one hand, you may use your bonus action to make a shove or grapple attack with your free hand.
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Weapon Versatility You gain proficiency in three one handed weapons of your choice.
Skulker:
You are an expert at skulking and scouting in dangerous locations, like dungeons, dark hallways in an enemy lair, or caverns.
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Stealthy You gain proficiency in the Stealth skill, if you already have proficiency, you gain expertise. If you select this feature a second time, moving stealthily does not hamper your movement.
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Inventive Sneaking You can try to hide when you are lightly obscured from the creature from which you are hiding.
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Hidden Sniper When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. If you select this feature a second time, you may use your reaction to make another hide check if your position is revealed after hitting with a ranged weapon attack.
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See in the Shadows Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. If you select this feature a second time, you may see in darkness as if you had darkvision (60 feet), or if you already have darkvision, the range is increased by 30 feet.
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Sharp Hearing You have advantage on Wisdom (Perception) checks relying on sound.
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Trap Avoidance You have advantage on saving throws made to avoid or resist traps.
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Trap Resistance You have resistance to the damage dealt by traps.
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Alert Traveler Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.
Survivor:
You have a knack for surviving the most harrowing of situations, and you have a talent for keeping those in your care alive.
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Combat Medic When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
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Doctor As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
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Inspiring Leader You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to ½ your level (rounded up). A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. If you select this feature twice, the temporary hit points are equal to your level. If you select this feature three times, the temporary hit points are equal to your level + your Charisma modifier.
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Fortunate You have a luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend the luck point to roll an additional d20. You can choose to spend your luck point after you roll the die, but before the outcome is determined. You choose whether to use your roll or the initial result. You can also spend your luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck point when you finish a long rest. You may select this feature more than once.
Tactician:
In combat you are careful and employ enhanced tactics that make you especially deadly.
- Combat Tactician You gain the Martial Prowess feature with a Prowess Level of 1, though you may not add your Intelligence modifier to the number of Maneuvers you know. You may take this feature a second time. If you do, you may add your Intelligence modifier to the number of Maneuvers you know and if you have a Martial Prowess feature from another source, you may increase your Prowess Level by 1.
- Disabling Strike When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
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Immovable When you take the Brace action on your turn, the amount of reduced damage you take is equal to your [PB] + your Strength Modifier, instead of 1 + your Strength Modifier.
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Sentinel Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
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Opportunist When a creature within range of a melee weapon you are holding makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
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Patient Combatant (Prerequisite: The Extra Attack Feature) When you ready the Attack action on your turn, you may make as many attacks as your Extra Attack feature allows when you perform that readied action.
Tough as Nails:
Prerequisite: Constitution 13 or higher
You are especially hardy, you are wounded less and irrepressible even when wounded, recovering with surprising speed.
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Tough Your hit point maximum increases by an amount equal to your level when you select this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional one hit point. You may select this feature twice, if you do so, you gain twice the benefit.
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Immovable When you take the Brace action on your turn, the amount of reduced damage you take is equal to your [PB] + your Strength Modifier, instead of 1 + your Strength Modifier.
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Durable When you spend Hit Dice to recover Hit Points, instead of rolling, you heal the maximum possible result. For example, if a Cleric (d8) spends 2 Hit Dice on healing, they automatically regain 16 Hit Points plus their modifier for Con on both dice.
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Tenacious Any saving throw to prevent your HP maximum from being lowered automatically succeeds.
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Hardy You do not suffer exhaustion when you fall to 0 Hit Points. If you select this feature a second time, you may recover up to two levels of exhaustion on a long rest.
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Resilient You gain proficiency in saving throws in the ability score of your choice.
Two Handed Weapon Specialist:
Prerequisite: Strength 13 or higher
You are a master of fighting with a weapon held in two hands. Your specialized training has provided you with certain advantages when employing a weapon this way.
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Ferocious Strike When you add your [PB] to the damage roll of a melee weapon you are using with two hands, you may instead add twice your [PB] to the roll.
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Merciless On your turn, when you score a critical hit or reduce a creature to 0 hit points with a weapon held in two hands, you can immediately make one more melee weapon attack using your bonus action. If you select this option a second time, you may make the additional attack without using your bonus action. You may only benefit from Merciless once on your turn.
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Pommel Strike When you take the attack action and make all attacks with a melee weapon you are holding in two hands with the benefit of your proficiency modifier, you can use a bonus action to make a melee attack with another part of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
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Readied Weapon While you are wielding a reach weapon you are holding in two hands, other creatures provoke an opportunity attack from you when they enter your reach. The weapon that provoked the attack must be used to make the attack in order to use this feature.
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Weapon Versatility You gain proficiency in three weapons with the two handed or versatile property.
Weapon and Shield Specialist:
Prerequisite: Proficiency in shields
You are a master of fighting with a weapon and shield. Your specialized training has provided you with certain advantages when employing weapon combat while you have a shield equipped.
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Shield Shove You can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you select this option a second time, you may, with a successful shove, both push the creature 5 feet and knock them prone.
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Shielded Position If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets you, and if that effect would inflict half damage on a successful saving throw, you can use your reaction to take no damage instead if you succeed on the saving throw. If you select this option a second time, you take only half damage if you fail the saving throw.
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Shield Bash You are proficient in the use of a shield as an improvised weapon, the shield has the light property and inflicts 1d4 bludgeoning damage on a successful hit. If you select this option a second time, a magical shield is considered a magical weapon for the purposes of overcoming resistance to bludgeoning damage.
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Rapid Ready You may equip or stow a shield with the same interact with an object you use to equip or stow a weapon. If you select this option a second time, you may stow a previously held weapon or draw it with the same interact with an object.
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Defensive Fighting Before you make a melee attack with a weapon that you are holding while wielding a shield in your other hand, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, the target of the attack has disadvantage on any attack rolls against you until the beginning of your next turn.
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Weapon Versatility You gain proficiency in three one handed weapons of your choice.
Appendix C
Class specific options
When I initially started with making Class specific options, I used the Warlock Invocations as a basis to make them. It didn't take me long to realize that with no other options than those presented in the PHB, a 20th level Warlock could take 8 total Invocations, out of a selection 32 options. A 4:1 ratio of Options available vs maximum options to choose seemed like a good place to be. As such, give or take a few, each class will have around that ratio of options available to them. Remember, when you level up you can switch out one option you have taken for another.
Also, to keep things as brief as I can here; unless a feature is specifically listed here all Optional Class features listed in Source Books like Tasha's Cauldron of Everything are added to that Class' list of Class options as they are written. The same applies to features that have been moved from the default class to their respective classes. Any class features that were gained by a class after 10th level also require you to be 11th level or higher in that class to take them.