##### 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
\pagebreakNum
### 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.
\columnbreak
#### 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)
\pagebreakNum
### 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.
\columnbreak
### 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.
\pagebreakNum
#### 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.
\columnbreak
#### 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.
\pagebreakNum
#### 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.
\pagebreakNum
## 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.
\columnbreak
##### 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.
\pagebreakNum
**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.
\pagebreakNum
# 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.
\columnbreak
### 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).
\pagebreakNum
## 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.|
\pagebreakNum
## 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.
\pagebreakNum
## 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|
*Use special weapons such as the lance, nets and blowguns as written in the PHB*
\pagebreakNum
### 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.
\columnbreak
#### 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.
\pagebreakNum
# 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.
\columnbreak