Table of Contents
Intro 3
Berserker & Battlerager Rework 4
College of Valor Rework 5
Trickery Domain Rework 6
Circle of the Land Rework 7
Fighter Rework 9
Way of the Four Elements Rework 14
Assassin Rework 16
Wild Magic Rework 17
School of Necromancy Rework 18
Alternate Weapon Table 19
Houserules 20
Hexgrids & Overworld Travel Mechanics Guide 21
Rebalanced PHB Feats 25
Homebrew Feats 30
Intro
Hello. My name is c0re. I’ve been playing 5th edition since the very early playtest, and have seen just about everything possible in the 5e ruleset. I’ve ran two full campaigns from 1 to 20, numerous other games spanning a variety of levels, and spent over 5000 hours playing 5e on roll20. Throughout my time with this game, I’ve noticed a bunch of smaller issues that I felt like didn’t quite fit with the rest of the game, and had slowly introduced houserules, homebrews, and other similar fixes to get things where I want them. I’ve shared bits and pieces of my work with different people in numerous 5e communities all over the internet, but wanted to compile them all in a single source to make it easier for people to find and use my tweaks for their own games.
I like 5e the way it is. Why would I use your stupid rules?
Don’t use them. I could not care less. I have zero interest in trying to convince someone who wants to play the game as written to change their mind and make tweaks to improve the experience. If you want to try to make the game as fair, balanced, and fun as possible, and are willing to change some of the core rules, then this can be a great resource for you. If you are of the opinion of "the narrative comes first and I don’t care about the rules" I would say you’re playing the wrong game, and D&D isn’t that kind of game, but I’m not here to tell you you're having bad-wrong-fun. Just know that this document is almost completely mechanically focused, and if you don’t care about the mechanics of 5e and just want to tell a story, rules be damned, then this probably isn’t for you.
This all just looks like a bunch of junk for min-maxers
Absolutely. D&D is a game with rules, and as such, those rules can be learned, studied, and mastered. There’s nothing wrong with that! Playing a game, using the rules provided, to the best of your ability is nothing to be ashamed of, or looked down on, despite what many members of this community say otherwise. This document is designed for players who have mastered 5e, and realize its shortcomings. It can also be for DM's who want to ensure their players have a fair and balanced play field, and more options to promote diversity without some players feeling bad for choosing less than optimal choices. Some DM's and players enjoy sub-optimal game play. That's fine too. I’m not here to tell you to min-max. If everyone is having fun playing the game, that’s the ONLY thing that matters. These rules can be used by anyone; even the narrative focused sub-optimal guys who hate the rules.
What these rules DON'T do
I’m not here to rewrite 5e. I LOVE 5e. I’d say my changes are extremely minor in the grand scheme of things, and work perfectly fine with a totally RAW (rules as written) playstyle. I tend to stick by the rules TO THE T, and if there’s a rules interaction I’m not a fan of, I would rather step back, figure out the root issue causing the problem, and solve it at its core rather than just put a band-aid on top.
Design Philosophy
My main goal here was to rebalance specific portions of the game. As you may or may not know, the game saw many sweeping changes at the very end of its playtest, and there was virtually no time for feedback before the game was sent to print. As such, there are a lot of parts that could have used more thorough playtesting, and math to calculate output discrepancies. Things like warlocks getting added at the last second of the playtest and their interaction with sorcerer was not thoroughly tested, and has proven to be quite broken, while things like champion fighter prove to be incredibly underwhelming both playstyle-wise and number-wise. I have played a LOT of 5e, and have found a lot of these kinds of issues throughout the player’s hand book. My goal is to make the less desirable options more desirable, to allow for more player diversity, and to give players the choice to play what they want, and not be forced to take something they don’t just because it’s that much better than the other options.
Playing D&D Online
If you didn’t know, tens of thousands of people play D&D online. It’s a very popular and booming part of the D&D community. I made sure to think about how a rule would play online when designing it, and even made some changes based purely on the fact it would work better online without affecting offline players.
Created By c0re
You can add me on discord @ c0re#0999
Special Thanks
- Lorez#8070, for help balancing various archetypes
- Nice#0367, for proofreading and spell checking
- Astranauta#9036, for proofreading spell checking
- Chronische#7903, for helping create and balance some feats
- /r/bronze_johnson, for giving me a solid foundation for my homebrew feats
- K.A.#0864, for help balancing and tweaking feats
- Sammun#7468, for help balancing and tweaking feats
- Crowy#4372, for help proofreading and spell checking
- Kittenhugs#6752, for helping with the artificer rework and other random stuff
- Nine#2745, for help balancing and for the reworked sharpshooter feat
- Bewby#9375, for help with the fighter rework
- DMB#0377, for help with balancing and feat wording
Path of the Berserker
For some barbarians, rage is a means to an end- that end being violence. The Path of the Berserker is a path of untamed fury, slick with blood. You thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. You can enter one frenzy with no negative effects. If you enter a frenzy on a subsequent rage, then you suffer one level of exhaustion (as described in appendix A) when that rage ends. You regain the ability to enter a frenzy with no negative effects after a long rest.
At 11th level, you can enter a frenzy with no negative effects twice before needing a long rest.
Mindless Rage
Beginning at 6th level, you can't be charmed or frightened while raging, and you can enter a rage as a reaction when affected by an effect that would cause you to be charmed or frightened. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Intimidating Presence
At 10th level, you gain proficiency in the Intimidation skill. If you are already proficient in it, you gain proficiency in another skill from the barbarian class features. Your proficiency bonus is doubled for any ability check you make that uses Intimidation.
Also, beginning at 10th level, you can use your action to frighten creatures with your menacing presence. Roll a number of d8 equal to your barbarian level; the total is how many hit points of creatures you can affect. Creatures of your choice within 30 ft. are affected in ascending order of their current hit points.
Starting with the creature that has the lowest current hit points, each creature affected is frightened and must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to run. Once a creature has spent at least 1 minute without line of sight to you or more than 60 ft. away, the effect ends for that creature. Taking damage ends the effect.
When you use this feature, you can't use it again until you complete a long rest.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. In addition, when you take damage that reduces you to 0 hit points from a creature that is within 5 feet of you, you can make a free melee weapon attack against that creature. If you hit, this free melee weapon attack is always a critical hit. When you use this feature, you can't use it again until you complete a long rest.
Path of the Battlerager
Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body and giving themselves over to the fury of battle.
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. While you are wearing spiked armor, you can use a bonus action to 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. You can also use this armor to make an attack as part of the attack action on your turn to any creature you currently have grappled.
Additionally, when you grapple a creature, the target takes 3 piercing damage if your grapple check succeeds. If the creature attempts to escape your grapple and fails, they take 3 piercing damage.
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution Modifier plus 1 (minimum of 1). They vanish if any of them are left when your rage ends.
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker and any target you are currently grappling takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.
Spiked Armor
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
Cost: 75 gp
AC: 14 + Dexterity modifier (max 2)
Stealth: Disadvantage
Weight: 45 lb.
College of Valor
Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.
Bonus Proficiencies
When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
Inspiring Presence
Also at 3rd level, you learn to inspire others in battle. When you use a bonus action on your turn to grant a creature bardic inspiration, you can instead choose up to 2 targets, and gain the ability to grant bardic inspiration to yourself. This uses only a single die from your bardic inspiration pool, as if you were granting it to a single creature.
The amount of creatures you can target changes when you reach certain levels in this class. You can inspire 3 creatures at 10th level, and 4 creatures at 15th level.
Coordinated Attack
Starting at 6th level, when you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
Valor's Mantle
Also at 6th level, you add Valor's Mantle to the list of spells you can cast, which is detailed below.
Valor's Mantle
3rd-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
Inspiring power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures.
Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 damage when it hits with a weapon attack.
Battle Magic
At 14th level. you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
Trickery Domain
Gods of trickery-such as Tymora, Beshaba, Olidammara, the Traveler, Gari Glittergold, and Loki-are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
Trickery Domain Spells
Cleric Level | Spells |
---|---|
1st | charm person, disguise self |
3rd | mirror image, pass without trace |
5th | blink, counterspell |
7th | dimension door, polymorph |
9th | dominate person, modify memory |
Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to bless a willing creature other than yourself within 30 feet to give it advantage on Dexterity (Stealth) or Dexterity (Sleight of Hand) checks. This blessing lasts for 1 hour or until you use this feature again.
In addition, when you choose this archetype at 3rd level, you gain proficiency in the Sleight of Hand and Stealth skills if you don’t already have it.
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute. When you take damage while this feature is active, you must make a Constitution saving throw with a DC of 10. If you fail, the ability ends. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion (or you and one illusion) are within 5 feet of a creature that can see the illusion, they have disadvantage on attacks rolls against you, given how distracting the illusion is to the target.
Channel Divinity: Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to vanish. As a bonus action, you become invisible until the end of your next turn, and you can immediately make a Stealth check to Hide. You become visible if you attack or cast a spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Improved Duplicity
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Circle of the Land
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.
Circle Empowerment
Your mystical connection to the land infuses it the characteristics of that region and you gain the ability to cast certain spells. Starting at 2nd level you are empowered by it, and at 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.
Choose that land—arctic, coast, desert, forest, grassland, mountain, or swamp—and consult the associated sections.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
In addition, you gain one 1st level spell based on your circle that you can innately cast on instinct. You can cast this spell at its lowest level without expending a spell slot and it does not use concentration. If it is not a druid spell, you do not know it, and cannot cast it normally. Once you have cast it, you cannot cast it again until you finish a short or long rest.
Arctic
You can see clearly when lightly obscured, and you’re naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Druid Level | Circle Spells |
---|---|
Instinct | bane |
3rd | hold person, spike growth |
5th | sleet storm, slow |
7th | freedom of movement, ice storm |
9th | commune with nature, cone of cold |
Coast
You have a swim speed equal to your normal speed, and you can breathe air and water.
Druid Level | Circle Spells |
---|---|
Instinct | fog cloud |
3rd | mirror image, misty step |
5th | water breathing, water walk |
7th | control water, freedom of movement |
9th | conjure elemental, scrying |
Desert
You do not suffer the effects of exhaustion until you have reached the 2nd level, and you can go 3x as long without water.
Druid Level | Circle Spells |
---|---|
Instinct | create or destroy Water |
3rd | blur, silence |
5th | create food and water, protection from energy |
7th | blight, hallucinatory terrain |
9th | insect plague, wall of stone |
Forest
You and your allies are not slowed by non-magical difficult terrain when traveling at a normal pace, and you can quickly identify if a plant or mushroom is poisonous.
Druid Level | Circle Spells |
---|---|
Instinct | entangle |
3rd | barkskin, spider climb |
5th | call lightning, plant growth |
7th | divination, freedom of movement |
9th | commune with nature, tree stride |
Grassland
Your speed increases by 5ft.
Druid Level | Circle Spells |
---|---|
Instinct | expeditious retreat |
3rd | invisibility, pass without trace |
5th | daylight, haste |
7th | divination, freedom of movement |
9th | dream, insect plague |
Mountain
You have a climb speed equal to your normal speed and you’re acclimated to high altitude, including elevations above 20,000 feet
Druid Level | Circle Spells |
---|---|
Instinct | feather fall |
3rd | spider climb, spike growth |
5th | lightning bolt, meld into stone |
7th | stone shape, stoneskin |
9th | passwall, wall of stone |
Swamp
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Druid Level | Circle Spells |
---|---|
Instinct | jump |
3rd | acid arrow, darkness |
5th | water walk, stinking cloud |
7th | freedom of movement, locate creature |
9th | insect plague, scrying |
Animal Companion
At 6th level, the druid can call on the assistance of the wild. They gain the ability to cast the find familiar spell, can only cast it as a ritual, and requires no material components. They can summon any CR 0 beast, and it does not become a celestial, fey or fiend. You do not know this spell, and it cannot be cast normally. Your animal companion acts on your turn and does not roll initiative, but otherwise has all of the actions and limitations presented in the find familiar spell.
Land’s Stride
Starting at 6th level, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
You also leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Nature’s Ward
When you reach 10th level, you can’t be charmed or frightened while outdoors, and you are immune to poison damage, the poisoned condition, and disease.
In addition, you are resistant to nonmagical bludgeoning, piercing and slashing damage from Beasts.
Nature’s Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
In addition, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
The Fighter
Level | Proficiency Bonus | Features | Maneuvers Known |
---|---|---|---|
1 | +2 | Fighting Style, Practiced Draw, Second Wind | — |
2 | +2 | Action Surge, Combat Superiority | 3 |
3 | +2 | Martial Archetype | 3 |
4 | +2 | Ability Score Improvement, Martial Versatility | 3 |
5 | +3 | Extra Attack | 3 |
6 | +3 | Ability Score Improvement | 5 |
7 | +3 | Martial Archetype Feature | 5 |
8 | +3 | Ability Score Improvement | 5 |
9 | +4 | Indomidable | 5 |
10 | +4 | Martial Archetype Feature | 5 |
11 | +4 | Extra Attack (2) | 7 |
12 | +4 | Ability Score Improvement | 7 |
13 | +5 | Indomidable (two uses) | 7 |
14 | +5 | Ability Score Improvement | 9 |
15 | +5 | Martial Archetype Feature | 9 |
16 | +5 | Ability Score Improvement | 9 |
17 | +6 | Action Surge (two uses), Indomitable (three uses) | 9 |
18 | +6 | Martial Archetype Feature | 9 |
19 | +6 | Ability Score Improvement | 9 |
20 | +6 | Extra Attack (3) | 9 |
Fighter Rework 2.4
Reworking fighter to use superiority die baseline has been a very popular talking point amongst the community for quite a while. A friend of mine tweeted the 5e developers and asked them their thoughts, and Mike Mearl's reply was "I think that would've been my preferred approach to the fighter, looking back." and "in fact, initial martial dice design worked that way."
My design goals here were to make the fighter have more meaningful and interesting options in combat while giving them a minor buff.
My original version of this rework removed action surge and extra attack (3) in exchange for full damage baseline maneuvers. This worked out mathematically, but was found to be pretty unpopular. Turns out, people REALLY like action surge, even when presented with a mathematically superior alternative.
I went back to the drawing board and decided to remove the damage and number of uses from maneuvers, so you can use a maneuver once per turn, every turn. I moved the ability to deal damage with maneuvers to battlemaster.
All Archetypes from the PHB, XGE and TCE are compatible. Use the included modified battlemaster instead of the PHB battlemaster.
Class Features
Hit Points
- Hit Dice: 1d10 per fighter level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiencies
- Armor: All armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: none
- Saving Throws: Strength, Constitution
- Skills: Choose two skills from Acrobatics, Animal Handling, Athletics. History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment:
- (a) chain mail or (b) leather, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Fighting Style
You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Fighting Style: Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Fighting Style: Defense
While you are wearing armor, you gain a +1 bonus to AC.
Fighting Style: Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Fighting Style: Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Fighting Style: Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Fighting Style: Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Fighting Style: Superior Technique
You learn one additional maneuver of your choice from among those available to any archetype.
Fighting Style: Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Fighting Style: Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Fighting Style: Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Practiced Draw
Through repetition and and discipline, your weapons have become an extension of your arms. You can draw or stow up to two weapons as part of taking the attack action, and you can don or doff a shield as a bonus action.
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 fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
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, but only once on the same turn.
Combat Superiority
As a 2nd level fighter you learn maneuvers that can be used in combat to control the tides of battle.
Maneuvers. You learn three maneuvers of your choice, which are listed in the Fighter Maneuver list. The full list of maneuvers is detailed at the end of the fighter section.
Your Martial Archetype will let you choose from an expanded list of maneuvers when you learn a maneuver, which are listed in the Archetype Maneuver list. Many maneuvers enhance an attack in some way. You can use only one maneuver per turn.
You learn two additional maneuvers of your choice at 6th, 11th and 14th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one. When you choose a martial archetype at level 3, you may replace any number of maneuvers with ones from the expanded list.
Hit Dice. Many maneuvers will ask you or your target to roll a hit die. The hit dice are not consumed, but only used to determine the strength of the effect. You add your constitution modifier to the result of the hit die roll, as usual.
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 = 8 + proficiency bonus + your Strength or Dexterity modifier (your choice)
Fighter Maneuvers
All fighters have access to the following maneuvers: Commanding Presence, Feinting Attack, Grappling Strike, Lunging Attack, Parry, Pushing Attack, Quick Toss, Second Wind, Sweeping Attack, Tactical Assessment. These are also listed in the Archetype Maneuvers table and detailed at the end of the fighter section.
Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. There are many choices available to you, one of which is the Battle Master, detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one or both of the following, as you shift the focus of your martial practice:
- Replace a fighting style you know with another fighting style available to fighters.
- You can replace one maneuver you know with a different maneuver.
Extra Attack
Beginning at 5th 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 11th level in this class and to four when you reach 20th level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Battle Master
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
Student of War
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Master of Battle
In addition at 3rd level, once on each of your turns when you hit a creature with a weapon attack and use a maneuver, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target.
Know Your Enemy
Starting at 7th level, 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 two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
Improved Combat Superiority
At 10th level, your Master of Battle damage die turns into a d10. At 18th level, it turns into a d12.
Relentless
Beginning at 15th level, your maneuvers in combat relentless assault your foes until they fail. If an enemy passes their saving throw against one of your maneuvers, you can use a second maneuver before the end of your turn.
Archetype Maneuvers
This is a list of maneuvers available to fighters of different archetypes. The Fighter Maneuver list is available to all fighters regardless of archetype, and the archetype specific lists are available to fighters who choose that particular archetype at 3rd level. You may choose maneuvers only from the lists you have access to. The maneuvers themselves are detailed at the end of this document.
Archetype Maneuvers
Archetype | Maneuvers |
---|---|
Fighter | Commanding Presence, Feinting Attack, Grappling Strike, Lunging Attack, Parry, Pushing Attack, Quick Toss, Second Wind, Sweeping Attack, Tactical Assessment |
Arcane Archer | Ambush, Disarming Attack, Evasive Footwork, Precision Attack, Trip Attack |
Battlemaster | All |
Cavalier | Disarming Strike, Distracting Strike, Goading Strike, Maneuvering Attack, Rally |
Champion | Brace, Aggressive Maneuver, Precision Attack, Riposte, Trip Attack |
Eldritch Knight | Commander's Strike, Distracting Strike, Goading Strike, Maneuvering Attack, Menacing Attack |
Psi Warrior | Ambush, Commander's Strike, Precision Attack, Menacing Attack, Pushing Attack |
Rune Knight | Ambush, Disarming Strike, Distracting Strike, Evasive Footwork, Trip Attack |
Purple Dragon Knight | Bait and Switch, Commander's Strike, Disarming Attack, Goading Strike, Rally |
Samurai | Brace, Aggressive Maneuver, Evasive Footwork, Precision Attack, Riposte |
Maneuvers
Aggressive Maneuver
As a bonus action you can move up to your speed toward a hostile creature that you can see.
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can add your Constitution modifier to the roll, provided you aren't incapacitated
Bait and Switch
When you're within 5 feet of a creature on your turn, you can switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to your Constitution modifier.
Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to make one attack against the creature, using that weapon.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can add your Constitution modifier to the ability check.
Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
Disarming Attack
When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at your feet.
Distracting Strike
When you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork
When you move on your turn, you can roll one hit die and add the number rolled to your AC until you stop moving.
Feinting Attack
You can use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You cannot target the same creature you targeted last round. You have advantage on your next attack roll this turn against that creature.
Goading Attack
When you hit a creature with a weapon attack, you can to attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action.
Lunging Attack
When you make a melee weapon attack on your turn, you can choose to increase your reach by 5 feet for melee weapon attacks made with that weapon until the end of your turn.
Maneuvering Attack
When you hit a creature with a weapon attack, you can to maneuver one of your comrades into a more advantageous position. Choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
When you hit a creature with a weapon attack, you can to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and parry the blow, reducing the damage of the attack by an amount equal to your proficiency bonus.
Precision Attack
When you make a weapon attack roll against a creature, you can roll a hit die and add half of the total to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with a weapon attack, you can to attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw with disadvantage. On a failed save, you push the target up to 10 feet away from you.
Quick Toss
As a bonus action, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack.
Rally
On your turn, you can use a bonus action to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature can gain temporary HP equal to 1d4 plus your constitution modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
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 fighter level. Once you use this maneuver, you must finish a short or long rest before you can use it again.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. It takes damage equal to your original attack or your fighter level, whichever is lower.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can add your Constitution modifier to the ability check.
Trip Attack
When you hit a creature with a weapon attack, you can to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Way of the Four Elements
You follow a monastic tradition that teaches you to harness the elements. When you focus your chi, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks of this tradition tattoo their bodies with representations of their chi powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Chi
Your connection with the elements grant you a new source of mystic energy, called Chi. Your access to this energy is represented by a number of Chi points. Your monk level determines the number of points you have, as shown in the Chi Points column of the "Chi and Elemental Disciplines" table below.
When you spend a chi point, it is unavailable until you finish a long rest, at the end of which you draw all of your expended chi back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chi points.
Disciple of the Elements
You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend chi or ki points in any ratio each time you use it.
You know the Elemental Attunement discipline and two other elemental disciplines of your choice. You learn additional elemental disciplines as you gain levels in this class, as shown in the "Chi and Elemental Disciplines" table below.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.
Once you reach 5th level in this class, you can spend additional chi or ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional chi or ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 chi or ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 chi or ki points plus 1).
The maximum number of chi or ki points you can spend to cast a spell in this way (including its base chi or ki point cost and any additional chi or ki points you spend to increase its level) is determined by your monk level. At 5th level, you may spend up to 3 chi or ki points; this increases to 4 chi or ki points at 9th level, 5 at 13th level, and 6 at 17th level.
Chi and Elemental Disciplines
Monk Level | Chi Points | Elemental Disciplines Known |
---|---|---|
1 | - | - |
2 | - | - |
3 | 3 | 3 |
4 | 4 | 3 |
5 | 5 | 3 |
6 | 6 | 5 |
7 | 7 | 5 |
8 | 8 | 5 |
9 | 9 | 5 |
10 | 10 | 5 |
Monk Level | Chi Points | Elemental Disciplines Known |
---|---|---|
11 | 11 | 7 |
12 | 12 | 7 |
13 | 13 | 7 |
14 | 14 | 7 |
15 | 15 | 7 |
16 | 16 | 7 |
17 | 17 | 10 |
18 | 18 | 10 |
19 | 19 | 10 |
20 | 20 | 10 |
Breath of Winter (17th Level Required). You can spend 6 chi or ki points to cast cone of cold.
Breath of the Dragon (6th level required). You can spend 3 chi or ki points to cast aganazzar's scorcher.
Circle of the Elements. You can spend 2 chi or ki points to cast Absorb Elements.
Clench of the North Wind (6th Level Required). You can spend 3 chi or ki points to cast hold person.
Elemental Attunement. You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
- Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
- Instantaneously light or snuff out a candle, a torch, or a small campfire.
- Chill or warm up to 1 pound of nonliving material for up to 1 hour.
- Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Eternal Mountain Defense (17th Level Required). You can spend 6 chi or ki points to cast stoneskin, targeting yourself.
Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 chi or ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 chi or ki point when the attack hits, it also deals an extra 1d10 fire damage.
Fist of Four Thunders. You can spend 2 chi or ki points to cast thunderwave.
Fist of Unbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 chi or ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional chi or ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
Flames of the Phoenix (11th Level Required). You can spend 4 chi or ki points to cast fireball.
Flesh to Flames. (17th level required). You can spend 6 chi or ki points to cast immolation.
Gong of the Summit (6th Level Required). You can spend 3 chi or ki points to cast shatter.
Leaping Tiger Stomp. You can spend 2 chi or ki points to cast earth tremor.
Mist Stance (11th Level Required). You can spend 4 chi or ki points to cast gaseous form, targeting yourself.
Ride the Wind (11th Level Required). You can spend 4 chi or ki points to cast fly, targeting yourself.
River of Hungry Flame (17th Level Required). You can spend 5 chi or ki points to cast wall of fire.
Rush of the Gale Spirits. You can spend 2 chi or ki points to cast gust of wind.
Shape the Flowing River. As an action, you can spend 2 chi or ki points to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
Sweeping Cinder Strike. You can spend 2 chi or ki points to cast burning hands.
Tsunami Fist (11th level required). You can spend 4 chi or ki points to cast tidal wave.
Water Whip. You can spend 2 chi or ki point as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, phis an extra 1d10 bludgeoning damage for each additional chi or ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
Wave of Rolling Earth (17th Level Required). You can spend 6 chi or ki points to cast wall of stone.
Assassin
You are a smooth talker, suave negotiator, and an excellent liar. You trick and deceive your targets into allowing you into their homes freely, then strike when they least expect it. You eliminate your targets with a sudden and surprising strike that catches your unprepared victims completely defenseless.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, and can choose it as a target of expertise.
Surprising Strike
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. If you attack a creature who did not consider you an active threat in the last 6 seconds, they are considered surprised, and your first attack against them has advantage. If they were already engaged in combat with a creature other than you, they are no longer surprised at the start of their next turn.
In addition, any hit you score against a creature that is surprised is a critical hit.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You have advantage on Dexterity (Disguise Kit) checks to disguise yourself as someone else, and Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. If you successfully pass yourself off as a different person, other creatures believe you to be that person until given an obvious reason not to.
Impostor
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. You do not have to make any Charisma (Deception) or Charisma (Performance) checks to pass yourself off as this person, and can only be revealed if others are given an obvious reason to stop believing you.
Quick Witted
Also at 13th level, you can add your proficiency bonus to your initiative rolls, and gain advantage on initiative rolls when combat involves a surprised creature that isn't one of your allies.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, double the damage of the attack. If the creature's CR is equal to or less than 1/3 your level, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, it is instantly killed, or unconscious (your choice).
Wild Magic
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, the mysterious Far Realm, or it could be a fluke of your birth, with no apparent cause or reason.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, you must roll a d6. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic and doesnt require concentration.
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
After using this feature, whenever you roll a d6 after casting a Sorcerer spell of 1st level or higher to determine if a wild magic surge takes place, you make that roll with disadvantage, rolling 2d6 and choosing the lower of the two. Once a Wild Magic Surge has been triggered in this fashion, you regain the use of this feature at the beginning of your next turn and stop rolling with disadvantage.
Wondrous Power
Starting at 6th level, you can draw from a well of mysterious and unknown energy to cast a random effect. You can use an action to choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll a d20 and consult the Wondrous Power table.
If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, random ones are affected.
You can use this feature a number of times equal to your Charisma Modifier, after which you cannot use this feature again until you complete a long rest.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table or the Wondrous Power table, you can choose to roll again but must use the new roll.
Spell Bombardment
Beginning at 18th level, when you roll damage for a spell and roll the highest number possible on any of the dice, you can spend 1 sorcery point, roll those dice again and add the new values to the damage total. If any of these rolls are also the maximum value, roll it again. Keep rolling each die until a number is rolled that is not the maximum value, adding the number to the damage total each time. (Exploding Dice)
Wondrous Power Table
d20 | Effect |
---|---|
1 | You are stunned until the start of your next turn, believing something awesome just happened. |
2 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target. |
3 | You shrink yourself as if you had cast enlarge/reduce on yourself. |
4 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured for 10 minutes. |
5 | An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. |
6 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
7 | You cast faerie fire. |
8 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. |
9 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |
10 | You cast gust of wind. |
11 | You cast darkness. |
12 | You cast stinking cloud. |
13 | You cast slow. |
14 | Tall, overgrown grass grows on the ground in a 60-foot radius centered on the target and is considered difficult terrain. |
15 | You cast lightning bolt |
16 | You cast fireball. |
17 | You cast invisibility on yourself. |
18 | You cast Haste on yourself. |
19 | You can use any metamagic of your choice, even one you do not know, without expending sorcerer points before the end of your next turn. |
20 | You can cast any spell you currently know and it does not use a spell slot. This includes casting a lower level spell using a higher-level spell slot. |
School of Necromancy
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress. you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Undead Thrall
At 2nd level, you learn to use your magic to create a powerful undead thrall.
With 8 hours of work and the expenditure of 50 gp worth of spell components, you call forth an undead from the abyss to serve as your faithful servant. You can summon either a skeleton or a zombie.
At the end of the 8 hours, your undead thrall appears and gains all the benefits of your Servant's Bond ability. You can have only one undead thrall at a time.
If your undead thrall is ever destroyed, the magical bond you share allows you to return it to service. With 8 hours of work and the expenditure of 25 gp worth of spell components, you call forth your undead thrall’s spirit and use your magic to create a new body for it. You can return an undead thrall to service in this manner even if you do not possess any part of its body.
If you use this ability to return a former undead thrall to service while you already have one, your current undead thrall leaves you and is replaced by the restored undead thrall.
Servant’s Bond
Your undead thrall gains a variety of benefits while it is linked to you.
The servant obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your servant acts on its own.
Your undead thrall has abilities and game statistics determined in part by your level. Your servant uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an undead thrall also adds its proficiency bonus to its AC and to its damage rolls.
Your undead thrall becomes proficient with all saving throws.
All the benefits granted to your undead thrall do not extend to any other undead under your control, regardless of their source.
For each level you gain after the 2nd, your undead thrall gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your servant’s abilities also improve. Your servant can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your servant can’t increase an ability score above 20 using this feature.
Grim Harvest
At 6th level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you and your undead thrall regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. Alternatively, you can choose to apply the healing only to your undead thrall. If you do so, it regains hit points equal to three times the spell's level, or four times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
Inured to Undeath
Beginning at 10th level, while your thrall can see you, it has advantage on all saving throws. In addition, whenever an attacker that your thrall can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
Soul Leash
Starting at 14th level, you can cast spells through your undead thrall. You can treat your servant as the origin point for any spell you cast while it can see you. If the spell requires you to see or hear your target, you, not the thrall, must be able to do so. In addition, you can choose to make your undead thrall immune to the effects of any spell you cast. Finally, you can choose to allow any transmutation or abjuration spell you cast on yourself to also effect your undead thrall. If the spell requires concentration, then the undead thrall taking damage will trigger a concentration check, which you have advantage on.
Alternate Weapon Table
Weapons
Dice | Properties | Cost | Weight | Example Names |
---|---|---|---|---|
Simple Melee Weapons | ||||
d4 | Light, Finesse, Thrown (range 20/60) | 2gp | 1 lb | Dagger, light hammer, throwing hammer, sai |
d6 | [Versatile (d8) or Light] & Thrown (range 20/60) OR Thrown (30/120) | 1 gp | 2 lb | Hand axe, javelin, spear, trident, mace |
d8 | Two-Handed | 5sp | 10 lb | Club, sledgehammer, pickaxe, scythe |
Simple Ranged Weapons | ||||
d4 | Finesse, Thrown (range 20/60) OR Ammunition (range 30/120) | 1sp | - | Darts, throwing star, shuriken, sling, slingshot |
d6 | Ammunition (range 80/320), two-handed | 25gp | 2 lb | shortbow, yumi |
d8 | Ammunition (range 80/320), loading, two-handed | 25gp | 5lb | light crossbow, musket |
Martial Melee Weapons | ||||
d4 | [Versatile (d6) OR Finesse] & Reach | 2gp | 3 lb | Whip, spiked chain, snake sword |
d6 | Finesse, Light | 15gp | 2 lb | Scimitar, short sword, tonfa, wakizashi, gladius |
d8 | Versatile (d10) OR Finesse | 20gp | 3 lb | Longsword, saber, falchion, katana, rapier, battleaxe, flail, morningstar, war pick, warhammer |
d10 | Heavy, Reach, two-handed | 15gp | 10 lb | Halberd, glaive, pike, fauchard, guisarme, voulge |
2d6 or d12 | Heavy, two-handed | 40gp | 8 lb | greatsword, greataxe, maul, boar spear |
Martial Ranged Weapons | ||||
d6 | Ammunition (range 30/120), light, loading | 75gp | 3 lb | Hand Crossbow, Pistol |
d8 | Ammunition (range 150/600), heavy, two-handed | 50gp | 2 lb | Longbow, Rifle |
d10 | Ammunition (range 100/400), heavy. loading, two-handed | 50gp | 18 lb | Heavy crossbow, musket, spear launcher |
Houserules
These are merely a few houserules I use in some of my campaigns. Theres not much to explan here except they change the tone of the game to fit a bit better with a particular style of campaign, or solve some smaller design issues I have with the core mechanics.
Balance Changes
- While in the defensive stance granted by tunnel fighter, polearm master's opportunity attacks do not trigger Sentinel's ability to reduce a target's speed to zero
- Familiars cannot use the Help action
- The revised ranger bulletpoint under the natural explorer feature that reads "Your group can't become lost except by magical means." now reads: "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you."
Identification
We will use the "More Difficult Identification" variant rule; DMG, pg136. In addition, the Identify spell will always consume the material components used to cast the spell and cannot be cast as a ritual.
Feats
We will not use the PHB for feats. Instead, all feats will be selected from this document, which includes rebalanced versions of the feats from the PHB.
Casting Quietly
You cannot cast a spell quietly, or subtly, without the Sorcerer metamagic Subtle Spell. Your spell's verbal components must always be said in a loud, firm voice, and the somatic gestures must be wild and dramatic.
Difficult Resurrection
- Resurrection spells require their specific components to be cast, and not just the gold cost.
- Resurrection spells below 9th level require the entire body, and spells that say otherwise in their description have that portion removed. Superficial parts missing such as arms, legs, ears, etc. still allow resurrection to take place, but do not restore the missing pieces unless the spell description specifically states that it restores them.
Mounted Combat
Mounts will not be allowed to act on their own, and will not be given their own turn in the initiative order. They will be treated as a temporary speed bonus, with its own HP pool and AC specified in its stat block. All other rules listed under the mounted combat section still apply.
Contested Advantage
Advantage and Disadvantage cancel each other on a 1:1 basis. If you have two sources of advantage, and one source of disadvantage, you will still roll your attack roll, ability check, or saving throw with advantage.
Resting
A long rest always begins with a short rest; this way, if your rest is interrupted, you still have the ability to regain class features that recharge on short rests.
Forced Cooperation
PvP will not be allowed. D&D is a cooperative game, and your characters will need a reason to work together and have no reason to betray each other. Write your backgrounds accordingly.
In addition, another player can stop a character from doing something against the parties wishes. If one player tries to Leroy Jenkins, the rest of the players can veto his action and prohibit the player from ruining their fun. The party must work together and be on the same page.
Free Feat at Char Gen House Rule
At char gen, every character can start with a racial feat. An ability score cannot be higher than 17 regardless of circumstance.
Humans can choose their free feat from any source, assuming they meet the prerequisites. Variant humans not allowed. If you are playing a race that does not have a racial feat, we can work on a custom solution.
Alternatively, you can choose one of the following: Athlete, Charger, Dungeon Delver, Durable, Healer, Heavily Armored, Lightly Armored, Moderately Armored, Ritual Caster, Tavern Brawler, Tough, Weapon Master
Sorcerer Hotfix
Sorcerers will be given a list of free spells based on their character concept, similar to those from the cleric's domain spell list. These will not count against their spells known, and will often be from the superior spell lists of other classes. Below is an example of a sorcerer spell list I would give a dragon sorcerer who specializes in ice magic
Sorcerer Level | Spells |
---|---|
1st | armor of agathys, ice knife |
3rd | dragon's breath, hold person |
5th | sleet storm, slow |
7th | elemental bane, ice storm |
9th | cone of cold |
Quickened Short Rests
Short rests will now last 15 minutes.
Dragonborn Hotfix
The dragonborn breath weapon damage is increased to the following: A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 5d6 at 6th level, 7d6 at 11th level, and 9d6 at 16th level.
Hexgrids and Overworld Travel
When your campaign has lots of overworld travel, the base rules in the player's handbook can be very lacking. It is best to consider using a hexgrid when dealing with campaigns that have large overworld travel sequences that need to be spiced up with exciting and effective mechanics. Your players can learn to interact with these mechanics, making overworld travel more engaging and interactive.
Are hexes right for my campaign?
Hexes are not for everyone - some styles of campaign may be negatively affected by adding mechanics to travel sequences. Depending on your Dming style, and the type of game your players enjoy playing; hexes can either add a fun new layer of interactivity to your game. Or they could instead create a boring grind that players are forced to slog through in order to reach their destination.
When to use Hexgrid maps for overworld travel:
- When your campaign focuses more on the journey than on the destination.
- When you want structured rules that help decide when and where events take place during travel.
- When you don't mind travel taking an entire session on its own.
When NOT to use hexgrid maps for overworld travel:
- When your players just want to get where they need to go.
- If you regularly use quests with time-sensitive objectives.
- If you don't enjoy both combat and noncombat focused random encounters sprinkled throughout the game.
The Dungeon Master's Guide briefly describes the scaling of hexes in relation to the size of the landmass (DMG, pg.14). This guide will not focus on any particular scale, however, it may mention them when relevant. I have found that the kingdom or continent scales (or some spot between the two) tend to be the best fit for campaigns that wish to implement hex map mechanics.
Maps
There are generally two ways to make a hexmap: 1. Either generate a hex map using tiles that each represent the climate, animals, or dominate vegetation (called a "Biome") in that particular hex, or 2. Take an existing map of a landmass and simply add hexes over the top.
The map on the left is an example of what I call a "Terrain Based Map". The map on the right is what I call an "Art Based Map".
Terrain Based Map
A Terrain Based map uses each hex as a generic embodiment of the biome it represents. Each hex is a single biome, and the features of the map are made by placing these biomes next to each other to make up the smaller details a typical art based map would have. A mountain ridge would be illustrated by a long band of mountain biome hexes, and a river would be a series of water hexes cutting through the land based hexes on either side. This type of map works best when you care less about the specific details of each hex, but instead want each hex to represent a particular environment and works great with games that rely heavily on random encounter tables to make up a bulk of the campaign's content.
A Terrain based map can be generated relatively easily, and involves much less skill and finesse than an Art based map. When making this type of map, it's easy to accidentally make something that seems unrealistic and confusing to look at. Consider using a real world map of a region similar to the one you are creating, or an art based fictional map as reference while designing your terrain based map to ensure it keeps some level of realism.
Art Based Map
An Art Based Map uses a piece of existing art with a grid layered on top. Each hex is a form of measurement that does not account for the freeform nature of geography. Because of this, you will often have several different biomes and geographical features all within a single hex.
Because Hexes will not have uniform biomes like the Terrain Based Maps, you must account for the ever changing landmass that does not interact with the hexes above it. Typically the best way to do this will to be to have biomes be geographically dependent, meaning that you use the features of the map itself to choose the biomes of each hex. Instead of having a "Jungle Hex", you will instead have a portion of your map labeled "Stranglethorn Jungle" and all hexes that fit the geographic description will use the Jungle biome template. Essentially, instead of dictating what the map looks like based on the hexes, you dictate what the hex contains based on the map.
When adding a hex layer to your existing art, think carefully about how big the hexes should be. If your hexes are too big, then too many different geological features can take place in a single hex, which can cause your players to have to spend too long in one hex to fully explore everything it has to offer. If your hexes are too small, then travel can become tedious as your characters must interact with the travel mechanics too often between locations or geological features. Positioning the hex can be important as well. When adding the hex layer to your map, consider adjusting the size and placement to try to avoid hex overload if possible. Try to get cities and other points of interest alone in a hex by themselves. If something happens to lie exactly on a line between hexes, nudge your grid over a bit to ensure the POI is solidly in a single space.
Types of Hexes
The age old debate, Horizontal vs Vertical Hexes. Although no clear victor has been decided over the ages, there are valid arguments and design considerations to be make for either option. There is no right or wrong answer, so ill be outlining the upside of each hex type and leaving the final decision up to you.
Horizontal Hexes . . . . . Vertical Hexes
Vertical Hexes
This is the more common of the two hex grid styles. This is largely due to the fact that grid paper has come primarily in this orientation and used by GM's for many years. Most people assume this is the "correct" orientation for hexes by default, and that horizontal hexes appear to look strange at a first glance.
If your map is going to use a "bird's eye" or "Isometric" viewpoint, then you will want to use vertical hexes. This is due to the fact that details along the bottom edges of the hexes will be much easier to view if the side is facing the viewpoint directly. Also, in same vein, they can be stretched to be twice as wide as they are tall, which can give the appearance of depth when placing tall objects on the tiles that extend upwards in the 3rd dimensional axis.
Another argument for vertical hexes is that western text flows horizontally, and players from these regions will notice straight lines and uniformity along a horizontal axis more obviously than a vertical one. Since one of the major benefits to using hex grids is de-emphasizing straight lines and making movement appear to be omnidirectional, by using a vertical hex orientation you will minimize the overall sense of straight lines in the grid for players.
Horizontal Hexes
Horizontal hexes are primarily seen in beehives, where "The axes of honeycomb cells are always quasi-horizontal, and the non-angled rows of honeycomb cells are always horizontally (not vertically) aligned." If you are playing a primarily Bee-based campaign, you will want to use Horizontal Hexes. If your game consists of more humanoids than bees, there are still reasons to use horizontal hexes. One thing to mention could be a benefit or a downside, depending on the structure of your campaign. Traveling "Against the grain" is significantly more difficult than traveling with it. Most maps (especially art based hex maps) are made in a 16:9 ratio, meaning they are wider than they are tall. In this case, your players will be doing more horizontal movement than vertical, generally speaking. By using a horizontal orientation on a 16:9 map, you are making overworld travel much more straight forward. On a vertical orientation, to move from left to right you must move up and down as well, where as on a horizontal orientation, you can just move straight in either direction without interruption.
Travel Mechanics
You have decided to use a hex map, chose the hex orientation, the style of hex map, and now have your hex map complete and ready to go. Now you must create your hex travel mechanics and how your players will interact with them. I will explain the concepts behind these mechanics first, and then later give you example rules I have created and refined over many play sessions to use for yourself or as a base for your own creations.
I have found that keeping track of the players movement within a hex is relatively unimportant. Instead, I use the movement mechanics to allow players to move between hexes, and then encounter mechanics to decide what happens within the hex as they are traveling. Its assumed that the players are traveling across the hex, so keeping track of their exact position within it doesn't really accomplish anything. Putting points of interest in specific parts of a hex and making the players move across the hex to get to the POI is more like traditional map making but using hexes as a form of measurement. That is not what this guide is about, and other guides exist describing this more traditional map making technique in much better detail than I could provide.
Movement & Encounter Mechanics
There are two distinctly different mechanics in place on a hex grid overworld map. The first is "Movement Mechanics" or how you move between each hex. The second is "Encounter Mechanics" or what you will do or find within any given hex. Its important to keep these two mechanics separate so that you can balance your game in different ways by tweaking them independently.
Movement Mechanics
Your movement mechanics can be as in depth or shallow as you think you players will enjoy. The rules you put into place here will directly affect how long it takes your players to move across your map. Typically, you will have some kind of skill check to be performed by your players, and a DC for them to beat, with some type of failure penalty when they do not meet the DC, and the ability to move on to the hex of their choice on a success. The concept of "skill check -> DC -> Failure or success" is not the only way to make movement mechanics, but the one that fits best with the design philosophy behind 5th Edition Dungeons and Dragons.
The level of difficulty to successfully move to the next hex, and the harshness of your failure penalty, will directly affect how long it takes to get from one place to another during overworld travel. If you are running a primarily randomly generated campaign, where the journey is more important than the destination, then feel free to make these a bit more challenging. It will keep your players out in the world for longer, and make preparing for and surviving the harsh wilderness more of a concern.
Encounter Mechanics
You can go in two directions, with a spectrum of choices between. The two opposite ends of the spectrum are "Random Table Based" and "Points of Interest Based". You can of course do a combination of the two, but by putting specific POI's into your hexes, you limit the type of events you can add to your random tables, turning them into combat encounter tables very quickly.
Random Table Based
Random tables are great for games where you want some of the content of your game to be spontaneous and unplanned. If you're a GM who enjoys thinking on their feet, and doesn't mind the unexpected nature of a random number generator, then consider the random table end of the spectrum. Your players can be given a goal to move to the opposite end of the map, and everything that happens between here and there is 100% up to the dice. The benefits are that all the prep work is frontloaded, and even the GM doesn't know exactly what to expect from session to session.
It is very important to write your tables to be as general as possible, and never use proper Nouns. If you add the cult of Tiamat to your random table for forests, you will find that the same exact cultists keep popping up in random places in the world over and over again. This can really limit your story telling potential and make your game feel repetitive. Instead, make the entry on your table read something like "hostile cultists encounter, medium difficulty" which leaves you room to include your Cultists of Tiamat, but also any other cult that seems interesting at that moment. You can even have a sub-table of numerous different cults to roll on to decide which one appears for this event.
Do the same with your combat encounters. Don't say "20 goblins" instead say "deadly combat encounter". That way, you don't have to rewrite your tables every time the players level up. Writing tables with static monsters can be great at first, but that scary basilisk encounter that's supposed to make the world feel dangerous will soon become a trivial annoyance when the players level up, and the other weaker encounters on the table will feel even worse. Ive tried to make static encounter tables work many, many times, and the only way to make it keep the feelings you're trying to invoke are to rewrite it constantly as the players gain power. Its just not worth the amount of work. Using the term "Deadly combat encounter with a creature 1 CR higher than the average party level" will invoke the same level of danger in the world, while also scaling to whatever level the players are at the time.
Another important part of a random table based campaign is Non-Combat Encounters. These should be just as frequent as your combat encounters. In the examples I will provide later, you will see I broke my encounters into two groups, Major and Minor, where Major encounters are primarily non-combat focused, and minor encounters are primarily combat focused. I still add combat encounters to the Major encounter table, and the opposite for Minor encounters, not only to keep things interesting and fresh for the players, but to ensure there's a good mix of everything different types of players enjoy.
Point of Interest Based
POI based encounter mechanics are when you design specific ideas and distribute them throughout the world. An example would be adding the Cult of Tiamat headquarter's to a specific hex, or adding a Hard difficulty combat encounter to a particular type of hex.
Note that using POI based hexes can have some downsides, such as spending a lot of prep time preparing many unique and interesting POI's that your players never come across or get to see. Preparing the POI's and NOT distributing them in the world, but instead dropping them on to whatever hex your players move into when the time is right is typically the better way to go about it. If you go this route, you can prepare a list of POI's that you can add to a hex on the fly, or come up with a mechanic to add it to the world randomly. This could be in the form of a roll made every time a new hex is entered or you could tie it to the movement mechanics, and add a POI based on how high or low the skill check was.
Depending on the type of POI's you decide to use, you can use proper nouns as long as the POI is in a static location. For example, if you know the headquarters for the Cult of Tiamat exists on hex 14G, then feel free to use their name specifically, since that particular object will always exist in the world in the same location. In addition, if you are planning to disperse your POI's as you go, use proper nouns and keep track of their exact location to use in the future if the party comes back through that specific hex again. The downside to this of course is that if your party decides to avoid hex 14G, then all the time you spent prepping that encounter is wasted.
Miscellaneous Mechanics
You may also want to spice up your map with other events to keep things interesting, or add flavor to your world. For example, in a game set in the Plane of Fire, you may have flaming tornadoes move randomly around the map, keeping the players from entering the hexes they occupy. These type of events can be great for keeping the players from just taking the most optimal route directly towards their objective and to think ahead when planning where to go next.
Hexes could also contain buffs and debuffs to encourage/discourage travel to those hexes. This will make the players take more indirect paths to either collect the positive benefits of buffed hexes or to avoid the negative benefits of debuffed ones. Buffs can include natural boons that make survival easier. A hex can have much more food or water than normal, or less combat encounters, or take less time to travel through. It will encourage the party to not just take the shortest path, and to instead weave a path between these hexes to make the journey easier.
One last mechanic you could add are landmarks that must be explored for a reward. These can be a dungeon the party members are sent to by a NPC in exchange for a reward, or a location told to the party members that contains the reward directly. This represents a major detour and risk, in exchange for a permanent bonus that would make the rest of the trip easier, like a magic item, spell scrolls etc.
Example Mechanics
The Guide
When moving between hexes, the party must designate a Guide to make a survival check for them. The DC of the check will be generated by the DM. The DC is 8+d4+Travel Difficulty. Travel Difficulty is a number between 1 and 6, determined by the DM, based on the type of hex you are moving into and any environmental hazards that may impede progress. A player who is proficient in the survival skill can help the Guide by making their own survival check as well. If they pass, the Guide gets advantage on their roll.
Travel
Travel time is determined by the survival roll. Failing the roll makes travel take 12 hours. Passing the roll, 6 hours.
On a success you move to the desired hex. On a fail, roll a d6. On a 5 or 6, you get lost. If you get lost, roll another d6. You will move randomly to the hex corresponding to the number rolled on the d6. 1 is up, 3 is down right, 6 is up left, etc. If you fail the check by 5 or more, you automatically get lost. The party can choose to all take 1 level of exhaustion to avoid getting lost. This level of exhaustion cannot be cured except by a full nights sleep in a bed located in a place of civilization.
You can search for resources while in a hex by using a survival roll. The Difficulty DC will be determined by the Foraging DC's illustrated on pg. 111 of the Dungeon Master's Guide. If you fail the check, a negative event will occur. If you succeed, you will find either enough water to fill all waterskins, or 1d12 rations (player's choice).
Additional Travel Options
Searching for Resources
You can also search for resources as you travel between hexes. Declare that you would like to do so when moving to the next hex. This will make the survival DC to move to the next hex significantly more difficult. The d4 will be rolled with advantage, and Travel Difficulty will be doubled. If you pass the survival check, you move on to the next hex like normal and will use NO water OR rations for this travel period. If you fail, the regular navigation failure rules will apply like normal, but you will still use no water or rations.
Running out of Resources
Running out of food or water prompts a CON save with a DC equal to 10+ # of days you have been starving. On a failed save, gain one level of exhaustion. You can only remove this exhaustion after eating food. Running out of water gives you an automatic level of exhaustion. You can only remove this exhaustion after drinking water. You must make these checks after arriving in a new hex.
Rebalanced Feats
Alert
Always on the lookout for danger, you gain the following benefits:
- You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
Athlete
You have undergone extensive physical training to gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you are prone, standing up uses only 5 feet of your movement.
- Climbing doesn't cost you extra movement.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Actor
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- 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.
Charger +
If you move at least 15 feet in a straight line immediately before making an attack, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove prone and you succeed).
Crossbow Expert -
Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding. This shot is always made at disadvantage, regardless of circumstance.
Defensive Duelist +
Prerequisite: Dexterity 13 or higher
Once per round, when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. You regain the ability to use this feature at the begining of your next turn. You can use this feature again before regaining the ability to do so, but it requires your reaction.
Dual Wielder +
You master 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.
- Once on each of your turns when you take the Attack action and attack with a melee weapon that you’re holding in one hand, you can attack with a different melee weapon that you’re holding in the other hand as a part of the same attack action.
- 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.
Dungeon Delver +
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You have advantage on saving throws made to avoid or resist traps, and to find hidden doors.
- You have resistance to the damage dealt by traps.
- You can search for traps while traveling at a normal pace, instead of only at a slow pace.
Durable +
Hardy and resilient, you gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When you roll a Hit Die to regain hit points, regain double the amount rolled.
Elemental Adept
Prerequisite: 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, you can treat any 1 on a damage die as a 2.
- You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Grappler +
Prerequisite: Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- If you successfully grapple a creature on your turn, you can attempt to knock it prone as a bonus action
- You have advantage on attack rolls against a creature you are grappling.
- You can grapple creatures 1 size larger than normal.
Great Weapon Master
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy 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.
Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
- 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.
Heavily Armored
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency with heavy armor.
Heavy Armor Master +
Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by an amount equal to your proficiency bonus.
Inspiring Leader
Prerequisite: Charisma 13 or higher
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 your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Keen Mind +
- Increase your intelligence score by 1, to a maximum of20.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset
- You can accurately recall anything you have seen or heard within the past month. The DM must provide you with an accurate description.
Lightly Armored
You have trained to master the use of light armor, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with light armor.
Linguist +
You have studied languages and codes, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn three languages of your choice.
- You can understand the general concept behind basic statements you can hear that are in a language you can't understand. Your DM can have you roll a d20 + your Intelligence modifier to determine if you understand more complex statements, with a DC equal to its level of complexity.
Lucky -
You have inexplicable luck that seems to kick in at just the right moment.
- You have 1 luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend your luck point to roll a second d20. You can choose to spend your luck point after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. If you were already rolling a second d20, you cannot use this feature.
- 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 luck point when you finish a short rest.
Mage Slayer +
You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:
- 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.
- 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.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you, and creatures within 5 feet of you have disadvantage on spell attacks made against you.
Magic Initiate -
Choose a class: bard, c1eric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell from that same list. You do not learn that spell but can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock: Wisdom for cleric or druid: or Intelligence for wizard. If you're using the warlock rework, use intelligence.
Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter c1ass. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus +your Strength or Dexterity modifier (your choice).
- The superiority die is added to any others you have, no matter when you gain them: otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Medium Armor Master
Prerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:
- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Moderately Armored
Prerequisite: Proficiency with Light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with medium armor and shields.
Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- 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.
Observant +
Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- 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.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. In addition, you can choose to use your passive value instead of rolling a Wisdom (Perception) and Intelligence (Investigation) check. You must choose to use the passive score before rolling.
Polearm Master -
You can keep your enemies at bay with reach weapons. You gain the following benefits:
- When you take the Attack action and attack with only a glaive, spear, trident, pike, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. You cannot add your ability score modifier to this damage without the two weapon fighting style unless you are holding it in two hands.
- While you are wielding a glaive, spear, trident, pike, halberd, or quarterstaff, you can use your reaction to make a single melee weapon attack when a creature enters your reach.
Resilient
Choose one ability score. You gain the following benefits:
- Increase the chosen ability score by 1, to a maximum of20.
- You gain proficiency in saving throws using the chosen ability.
Ritual Caster
Prerequisite: Intelligence or Wisdom 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. 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 c1ass 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 come across a spell in written form, such as a magical spell scroll or a wizard's spell book, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can 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.
Savage Attacker +
- Increase your Strength score by 1, to a maximum of 20.
- When you roll damage for a melee weapon attack, you can roll the weapon's damage die twice, and use either value.
Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature makes an attack against a creature other than you (and the target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Sharpshooter -
You have mastered ranged weapons and can take shots that others find impossible. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
Shield Master +
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
- If you take the Attack action on your turn, you can use a bonus action to 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 that you can see.
- lf 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.
Skilled +
You gain proficiency in 3 skills of your choice, or 2 skills of your choice and any combination of 2 tools, weapons or languages of your choice.
Skulker
Prerequisite: Dexterity 13 or higher
You are an expert at slinking through shadows. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
Spell Sniper
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; Intelligence for wizard.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- 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 grapple the target.
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- 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.
Weapon Master +
You have practiced extensively with a variety of weapons, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with martial weapons.
Homebrew Feats
This section contains a compiled list of homebrew feats. Keep in mind that the following content is entirely experimental and subject the change at the DMs slightest desire.
Axe master
You’re a master of the axe and your heavy blows cleave through your foes. The following benefits apply only to the hand axe, battle axe, and great axe
- Increase your Strength score by 1, to a maximum of 20.
- When you reduce a creature to 0 hit points or score a critical hit with an axe, you can use your bonus action to make a single attack with an axe.
- When you hit with a weapon attack made by an axe and one of the weapon's damage dice rolls its maximum value, roll one of that die again and add the total to the first roll. If the new roll is also the maximum value, roll again and add its value to the damage total. Keep doing this until a number is rolled that is not the maximum value, adding the number to the damage total each time. (Exploding Dice)
Battle Hardened
Prerequisite: Character level 5 or higher
Your reflexes have been honed by years of conflict, and you don’t scare or go down easily. You gain the following benefits:
- You gain a +5 bonus to initiative
- You gain Advantage on Saving Throws to avoid being frightened.
- When your required to make a death saving throw, you only die if you fail your forth save, rather than your third.
Blind Fighting
You are exceptionally good at fighting opponents you cannot see. You gain the following benefits:
- When you attack a target that you can’t see, you do not have advantage or disadvantage due to visibility.
- When fighting a creature you are aware of and have seen at least once in the last minute, you know its general direction, a rough idea of its distance from you, and it cannot get advantage against you due to visibility.
- If you do not have Darkvision, you gain normal Darkvision. If you already have darkvision, you gain improved darkvision
Blunt Weapon Master
You’re a master of blunt weaponry and know exactly where to land heavy blows. The following benefits apply to only the club, great club, mace, flail, maul, and Warhammer
- When you damage a creature with any of the listed weapons, their speed is reduced by 5 feet until they regain hit points. The effects of this feature are not cumulative with itself.
- When you deal damage to a creature that has non-magical or natural armor, you reduce its AC by 1 until the target uses an action to repair the damage. The effects of this feature are not cumulative with itself.
Brawler
You have fists of iron and your enemies won’t be forgetting any time soon
- Your unarmed strikes deal 1d6 + your Strength modifier damage, rather than 1 + your Strength modifier.
- Your unarmed strikes count as light weapons for the purposes of two-weapon fighting.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
Brutal Killer
You’re piss ugly and that’s scary.
- You gain proficiency in Charisma (Intimidation)
- A negative Charisma modifier functions as a positive Charisma Modifier on Charisma (Intimidation) Checks. For example, a -1 becomes a +1, and a -2 becomes a +2.
- When an attack you make reduces a creature to hit points less than or equal to twice your proficiency bonus, it is instead reduced to 0 hit points
Caller
Prerequisite: The ability to cast 3rd-level spells
You’re well-studied in the varieties of conjuration magic.
- You add the spell Conjure Animals to the list of spells you know or can prepare.
- You can expend your bonus action to teleport an unattended object you can see within 30 feet, weighing 5 pounds or less, to your hand.
- Creatures summoned by you gain a +1 bonus to attack rolls.
Charismatic
Rooms never go unalerted to your presence. Spells and other effects infrequently override your force of will
- Your charisma score increases by 1, to a maximum of 20.
- When you would make a Wisdom saving throw, you can instead make a Charisma saving throw. Once you use this feature you cannot do so again until you finish a short or long rest.
Commander
- As an Action, you can direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
- When you direct one of your companions to strike, you can use your reaction to grant them advantage on the attack, but once you use your reaction to do so, you must finish a short or long rest before you can use it again.
Controller
You excel at spells that control the battlefield. You gain the following benefits:
- When using a spell that does not deal damage, you can use your Bonus Action to choose one creature within the area of effect who automatically succeeds the saving throw.
- When using a spell that does not deal damage, you can choose one creature who passes the saving throw and cause them to be forced to attempt the save again. You cannot do this again until you have completed a short or long rest.
Deadly Illusionist
Prerequisite: The ability to cast at least one spell
Your illusions invade the deepest crevice of your enemies’ minds and leave them scarred.
- You add one Illusion spell of a level you can cast, from your class spell list to the list of spells you can prepare of cast.
- If a creature fails their initial saving throw or ability check against an illusion spell of 1st level or higher, you can choose for them to take psychic damage equal to the spell’s level + your spell casting ability modifier, if the spell does not already deal damage.
Dervish
Standing still is boring! You’re always on the move.
- Your speed increases by 10 feet
- When you hit a creature with a melee attack, you can move 5 feet at no movement cost as part of the attack.
- After making an attack roll on your turn, any additional attacks you make on your turn that are against creatures you have not yet attacked have advantage.
Dexterous Grappler
You don’t waste any time when apprehending criminals, monster or a combination of the two.
- When you attempt to grapple a creature on your turn and fail, you can use a bonus action to attempt to grapple the same target again.
- You no longer have a speed penalty while dragging a grappled creature.
- You can use Dexterity (Acrobatics) to grapple, not just to resist or escape a grapple.
Diehard
It’s never quite your time. You refuse to die
- Increase your Constitution score by 1, to a maximum of 20.
- You gain a +5 bonus to death saving throws.
- When you are reduced to 0 hit points, you can immediately move half your speed without provoking opportunity attacks.
Duelist
When wielding a one handed melee weapon in one hand, and nothing in the other, you gain the following benefits.
- You gain a +1 bonus to AC.
- When you take the Attack action and attack with a melee weapon, you can use a bonus action to make a melee attack with the hilt of the weapon; this attack uses the same ability modifier as the main attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
Enhanced Transmutation
Prerequisite: The ability to cast a 3rd level spell
When you choose this feat, add Enhance Ability to your spell list. If it is already there, choose another transmutation spell of equal or lower spell level from your class spell list. You always have Enhance Ability prepared
- You can now cast Enhance Abilities once as a bonus action without expending a spell slot or using concentration. While the target is under the effects of the spell, you cannot choose it to be the target of another transmutation spell.
- As a reaction to an ally within 5ft making a skill check, you can cast Enhance Abilities on them by expending a 2nd level spell slot, using the ability score related to the skill check being performed. This casting uses concentration.
You can only use either of the features once, and regain the ability on a short or long rest
Enchanting Illusionist
Prerequisite: The ability to cast at least one spell
You’ve unlocked the true potential of mixing illusions and Enchantment magic.
- When you make a Charisma (Persuasion) or Charisma (Intimidation) ability check, you can replace your Charisma Modifier with your spellcasting ability modifier.
- A creature charmed or frightened by a spell you cast gains disadvantage on the next saving throw or ability check made to resist an Illusion spell of equal or higher level you cast.
Escape Artist
- If you add your proficiency bonus to an ability check made to end the grappled or restrained condition on yourself, you can instead add twice your proficiency bonus.
- When you escape a creature’s grapple on your turn you can immediately use your bonus action to attack the creature you escaped.
Expert Grappler
Prerequisite: Proficiency in Strength (Athletics)
- When you add your proficiency bonus to an ability check made to grapple, you can instead add twice your proficiency bonus.
- You benefit from half cover while you grapple a creature.
- You can expend your bonus action to deal your Strength modifier in damage to any creature you currently grapple.
Expert Scout
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to spot and locate strategic vantage points or other areas of interest such as enemy camps, cave entrances, or ideal hunting grounds.
- You can move at full travel speed when traveling stealthily. Others traveling with you also gain this effect.
Field Medic
You’re an expert of saving people in the most dire of circumstances.
- Allies within 50 feet of you must fail an additional death saving throw to die.
- You can use your bonus action to move half your speed towards a creature at 0 hit points without provoking opportunity attacks.
- As an action, you can spend one use of a healer's kit to tend to a creature and end one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Glib Tongue
Yours is the face that suckers like to trust, and you have a pretty way with words; you’ve probably sold someone a bridge, and you might do it again. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20
- You reduce the cost of equipment purchased after character generation by 20%. This only applies to smaller purchases, worth a standard market value of 100gp or less.
- On your turn, you can use your Action to thoroughly distract a creature you can see within 60 feet that can hear you. Provided that you or your companions aren’t fighting the creature, make a Charisma (Deception) check, contested by the Wisdom (Insight) of the creature. If you succeed, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature or unusual occurrence, other than you, for up to 1 minute. This effect ends if you are incapacitated or can no longer speak.
Helper
- You can use your Bonus Action to help an ally within 10 feet, granting them advantage on their next attack roll or ability check. You and the target of your help must remain within 10ft of each other to benefit from this ability.
Hemophobic
You have a large number of phobias and fears but your greatest is seeing your own blood.
- When you take damage, you can use your reaction to move 10 feet away from the source. This movement does not provoke attacks of opportunity
- Your speed is increased by 10 feet while you are at or below half hit points.
Hooked Weapon Master
While unconventional weapons, you have found picks and sickles suit your fighting style well.
- You do not need a free hand to grapple while you are wielding a war pick or sickle.
- When you hit a creature with a war pick or sickle on your turn, you can use your bonus action to attempt to grapple the targeted creature.
- If you successfully grapple the creature while wielding a sickle or a war pick, the creature takes damage equal to your Strength Modifier. The damage is slashing if you use a sickle and bludgeoning if you are using a war pick.
Idiot Savant
Prerequisite, Intelligence or Wisdom of 8 or lower.
- Choose Intelligence or Wisdom, then choose 2 skills based off that Ability score. If that Ability score is ever raised above 8, you lose the benefit of this feat.
- You have Advantage on any Ability Checks made using those skills. You gain proficiency with and can add your proficiency bonus twice to any checks made using these skills. Both bonuses do not apply to your passive score, only active skill checks.
- If you roll a Natural 1 on the dice when making an ability check using those skills, you can reroll the die, and must use the new roll.
Inheritance
- You can choose a single uncommon magical item from a list provided by your DM. This item is delivered to you as an inheritance from a character from your background. You cannot take this feat more than once. You do not have access to every item available in the DMG, only a predefined list supplied by your DM. This feat is unavailable to Variant Humans at level 1.
Light Armor Master
Prerequisite: Proficiency with light armor
You know how best to use the thin armor that protects you
- While wearing light armor, you gain a +1 bonus to armor class whenever you are at least 20 feet from where you started your turn. This bonus last until the start of your next turn.
- One attacker of your choice per turn has disadvantage on its Attack of Opportunity against you.
- You have advantage on Acrobatic checks made to break or contest a Grapple
- You can conceal light armor under your cloths or robe, making yourself appeared unarmored.
Master Swordsman
Your expertise with the blade is unmatched; few rival your skill.
- While wielding a longsword and you take the dodge action, you can use your bonus action to make a single melee attack.
- While wielding a sword and attacking at disadvantage, you can choose to ignore the disadvantage and instead attack with advantage. Once you use this feature, you must complete a short or long rest before you can use it again.
- When attacking with a sword, you can choose to deal bludgeoning, piercing, or slashing damage, rather than the normal damage type. You must choose the damage type of the attack before making the attack roll.
Metamagician
Prerequisite: The ability to cast at least one spell
You gain a deeper understanding of the functioning of metamagic.
- You gain one sorcerer metamagic option.
- If you already have a pool of sorcerer points, you gain 2 more. If you do not, you can use the metamagic option granted by this feature once without expending sorcerer points, and cannot do so again until you finish a short or long rest. If you ever gain a pool of sorcerer points, you increase the pool by 2 and lose the ability to cast the metamagic for free.
Mind Breaker
Prerequisite: The ability to cast at least one spell
Your enchantments scar their victim’s minds. The wound left behind is easily recognizable by those who know where to look.
- You are aware of all creatures within 10 feet that have been affected by a 1st level or higher Enchantment spell you cast.
- When the Effects of a 1st level or higher Enchantment spell, with duration 1 minute or greater, end on a creature, it takes psychic damage equal to the spell’s level + your spellcasting ability modifier. You can choose not to inflict the damage.
- When all creatures affected by an Enchantment spell you cast succeed on a saving throw to resist the spell and the spell has no effect, you do not expend the spell slot used to cast the spell. Once you use this feature, you must complete a long rest before you can use it again.
Mystic Reservoir
Prerequisite: The ability to cast at least one spell
You have tucked away a bit of extra magic in the back of your mind, ready to be used in dire straits.
- You gain an additional spell slot of second highest level you can cast, to a maximum of 4th level. This bonus spell slot changes as the highest level spell you can cast changes. The spell slot given by this feature can only be used to cast a single spell, designated when you regain spell slots after a long rest.
Necromantic
Prerequisite: The ability to cast at least one spell
You’ve recently got in touch with your dead side. Aside from slowly rotting, things are pretty great.
- You add 1 Necromancy Spell from your class spell list, of a spell level you can cast, to the list of spells you know or can prepare.
- After completing a short rest, you gain temporary HP equal to your level.
- As an action, you can detach or reattach one of your hands. While detached, your hand functions as a Crawling Claw (Monster Manual, pg. 44) that obeys your commands.
One Step Ahead
- You gain a +5 bonus to initiative rolls.
- You can choose to switch your initiative total with the creature directly before you in the initiative order. Once you use this feature, you cannot do so again until you finish a short or long rest.
- If another creature has the same initiative total as you, you can choose to go before them.
Performance Master
Prerequisite: Proficiency in Performance
- Increase your Charisma score by 1, to a maximum of 20.
- Your proficiency bonus is doubled for any ability check you make that uses Performance.
- Any money earned from your performance is doubled.
Quick Witted
Great ideas come to you naturally, often when they would save your life.
- Your Intelligence score increases by 1, to a maximum of 20.
- When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. Once you use this feature you cannot do so again until you finish a short or long rest.
Reckless
You fight with reckless abandon, but not to your disadvantage. Countless wounds have desensitized you to pain.
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit points maximum increases by an additional 1 hit point
- When another creature within 5 feet misses you with a melee attack, you can use your reaction to subtract your proficiency bonus from your AC, potentially causing the attack to hit you. If the attack hits and deals damage, you can make a melee weapon attack with advantage against the creature who attacked you, after their attack is resolved.
School Specialist
Prerequisite: The ability to cast at least one spell
You’ve spend most of your time researching a specific school of magic. When you cast a spell of a chosen school of magic at a higher level you get a benefit based on the type of spell:
- If the spell includes a spell attack, you gain a +1 bonus to the attack roll
- If the spell includes a saving throw, you increase the spell save DC by 1
- If the spell has neither, its range is increased by 10ft.
- If the spell has a range of self, it has a range of touch.
- If it normally receives no benefit when casting at a higher level, you can cast it at a higher level anyways and choose one of the benefits listed above. Its range also increases by 10ft.
You can only benefit from one of these bonuses for each spell. If it can be affected by more than 1, you can choose which bonus it receives as you cast it.
Shadow Caster
Prerequisite: The ability to cast at least one spell
You draw your magic from the shadow weave and may have pledged yourself to one of its dark patrons. Your physical appearance shifts to mimic the plane of shadow.
- You can see normally in magical darkness out to 5 feet
- When you cast a spell while in dim light or darker, you can remove the verbal and somatic components. Once you use this feature, you must complete a short or long rest before you can use it again.
- The bodies of creature slain by your spells are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment.
- You can cause a spell you cast to require a Wisdom saving throw, rather than its normal type. Once you use this feature, you must complete a long rest before you can use it again.
Shadow Rogue
You signed a pact with a Shadow Lord and at the charge of ferrying him your victims you gain the powers of darkness.
- You can see normally in magical darkness out to 5 feet
- The bodies of creature slain by you are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment.
- You can attempt to hide even in dim light.
- You can use your action to extinguish a lantern or any similarly or less bright light source that you can see within 50 feet.
Shadow Warrior
- You can see normally in magical darkness out to 5 feet
- The bodies of creatures slain by you are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment
- You gain 5 temporary hit points when you start your turn in dim light or darker. These temporary hit points fade as soon as you enter bright light.
- You gain Darkvision out to 60 feet. If you already have darkvision, increase its range by 30ft.
Shield Bearer
Sometimes others can benefit from your skill with a shield or more than you could.
- Your Strength or Constitution score increases by 1, to a maximum of 20.
- While wearing a shield, you can choose to impose disadvantage on any attack of opportunity made against a creature within 5 feet of you.
- You gain the protection fighting style. If you already know it, choose another from your classes list of available fighting styles.
Skirmisher
Your uncanny dexterity pervades throughout your combat style
- Your speed increases by 5 feet
- When a creature misses you with a melee attack, they expend 5 feet of movement. If they do not have any movement left to expend, they must make a Strength save (DC 12) to avoid falling prone.
- If you are 20 feet from where you started your turn, any melee weapons held by you gain the finesse property until the start of your next turn.
Slick Tongue
Prerequisite: Proficiency in either Persuasion or Deception
- Choose either Persuasion or Deception, you must be proficient in the skill you choose. You now can add your proficiency bonus twice to any checks made using this skill
- You learn two additional languages of your choice.
Slippery Archer
- Your speed increases by 10 feet.
- As an Action, you can use a ranged weapon to make a single Ranged Weapon Attack against a target within 5 ft without Disadvantage. If the attack hits, the target may not take Reactions until the start of its next turn. If it misses, you may use disengage as a Bonus Action.
Spell Breaker
Your tolerance to magic is notable and spells can’t keep a grip on you for long
- You can add half your proficiency bonus to a saving throw made against a spell if you do not already add your proficiency bonus.
Stalwart
When you hold position, your defenses become near impenetrable.
- At the start of your turn, you can reduce your speed to zero and impose disadvantage on the next melee attack made against you before the start of your next turn.
- When an effect causes you to move without expending your movement, you can choose to move half of the distance instead. Rounded down to the nearest 5-foot interval.
Studied Warrior
Your devotion to fighting transcends simple practice. You have studied the masters and learned their techniques.
- Your Strength or Dexterity score increases by 1, to a maximum of 20.
- You learn one fighting style that you do not already know.
Telekinetic
The natural world bends slightly to your will. You can apply minor forces with your mind.
- Your natural reach is considered 15 feet for the purpose of using your interactions. Should an interaction require an action to perform, you do not benefit from this feature.
- You can cast Shield as a 1st level spell. You can cast shield twice as part of this feature before you must complete a long rest to regain all uses. When you expend the second use of this feature, you take 10 necrotic damage (this damage cannot be reduced), immediately before you cast the spell.
Thesis Spell
Prerequisite: The ability to cast at least one spell
You’ve spend a good portion of your time researching and perfecting a single spell. Designate a single spell of 3rd level or lower that you can cast as your thesis spell.
- You can reroll an attack roll or cause a creature to reroll a saving throw against your thesis spell after you have seen the result. Once you use this feature, you must complete a long rest to use it again.
- You can cast your thesis spell at its lowest level once after completing a long rest without expending a spell slot.
- You can always recognize a casting of your thesis spell should you have the sensory ability to do so, and have advantage on saving throws against it.
Thrown Weapon Master
You have an uncanny knock for throwing things to deadly effect
- Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attacks made with thrown weapons.
- When you miss a creature within 20 feet with a thrown weapon, you can cause the weapon to immediately bounce back into or return to your hand.
- When you take the attack action and attack with a thrown weapon, you can draw the weapon as part of the attack made with it, without expending your interactions.
- The Short/Long range of your thrown weapons increase by 10 feet.
Whip Master
A whip in your hands become a deadly weapon. You gain proficiency in whips when you choose this feat.
- When you hit a large or smaller creature with a whip, the creature’s speed is reduced by 10 feet until the start of your next turn.
- Whips you wield gain the light property & the damage die of whips you wield increases from 1d4 to 1d6 while using two of them.
- When using a single whip and your off-hand is empty, the damage die of whips you wield increases from 1d4 to 2d4