Class, Archetype, & Feat Revision Link Page

by DMB

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DMB's

Dungeons &

Dragons

Revised Feat List

These revisions are all intened to be used alongside one another, including this Revised Feat List for balance. Although you may of course pick and use whatever changes you'd like should anything tickle your fancy.

Barbarian

Fighter

Monk

Ranger

Rogue

Sorcerer

Warlock

Crafting Rules

Character Bulding

Feel free to ignore the Race lists for what is and isn't allowed. That's for my own players to reference.

New Weapons

Monster Races Expanded

Revised and Homebrew Spells


I didn't do all this on my own. I've borrowed ideas minor and complete to make these changes, so credit where credit is due. Some of this isn't mine yet I don't know who to credit, so if you do know, then let me know.

c0re

He made the Fighter rework, as well as his Feat revisions being the base for my Feat revisions. I've bounced many an idea off him. Couldn't have done all this without him. You can contact him through Discord, his tag is c0re#0999.

Rick Kittenhugs

He has a Patreon here, I borrowed a vast wealth of changes from him. He's creating more homebrew yet, from classes to archetypes to monsters, so if you're interested in other things he's made check him out.

Changelog

Barbarians

Class

  • Level 15 rolled in to Rage, no longer requires constantly attacking or being attacked to sustain a rage.
  • Bonus 1d4/1d8 damage on weapon attacks at 11th and 18th level to help with Barbarian damage scaling.
  • New level 15 is Legendary Resistance 1/long rest while raging.
Battlerager
  • Spiked armor actually worth wearing at all times.
  • Better scaling for the thp.
  • Dash improves your attack or grapple.
  • New capstone that allows a reaction attack when damaged instead of 3 piercing damage.
Berserker

Grants a bonus to Intimidation checks at 3 and makes its Intimidating Presence useful.

Storm Herald

This is a minor change, just a small buff to the 3rd level features, and the allowance of changing elements without requiring a level up.

Bellower

A homebrew I made that is a Barbarian 1/3rd caster that casts by shouting while raging. Limited spell list.

Muscle Wizard

A fun and flavorful homebrew I borrowed.

Bards

College of Swords

You gain proficiency with shields.

Rogues

Assassin

Assassinate made much easier to use. Focus on poison and disguises starting at 3rd level rather than coming in later.

Scout

Skirmisher can be used even if you have used your Reaction, as long as that Reaction was to use Uncanny Dodge.

Enforcer

A strength rogue homebrew designed for more up close and personal fighting.

Fighters

Class

  • All Fighters are now partial Champions and Battlemasters, gaining the archetype features at different times, and with reduced potency in regards to Battlemaster.
  • This helps Fighters in total feel more distinct from other martials at early levels and more engaging to play as a whole.
  • Indomitable is now a short rest ability.
Battlemaster

Buffs the archetype to keep it competitive with other archetypes now that they use Battlemaster as a base.

Cavalier

Unwavering Mark is regained on a short rest.

Champion

A rehaul/buff to Champion by using the UA Brute Fighter archetype, but retaining a slightly better Remarkable Athlete.

Purple Dragon Knight/Banneret

A buffed up version that scales based on your Charisma and level, instead of just level, for its features.

Samurai

Fighting Spirit is now a second usage of Second Wind, which grants you Advantage as well when you use it. Elegant Courtier's roleplay aspect was also lowered to 3rd level.

Druids

Wild Shape

When you transform, you retain your own hit points and Hit Dice. If you drop to 0 hit points, you revert to your normal form.

Circle of the Moon Wild Shape

You gain 4 temporary hit points for each Hit Die the beast for your Wild Shape has. It also allows you to add your Wisdom modifier to your AC and damage rolls while transformed by Wild Shape.

Paladins

Oath of Devotion

Channel Divinity may be made as a Bonus Action.

Oath of Redemption

You gain Shield of Faith: You have faith that no harm will come to you, a belief that is willed into existence beginning at 3rd level. While not wearing armor, your AC becomes 13 + your Charisma modifier. You can wear a shield and benefit from this feature as normal.

Monk

Class

  • Disrupting Strike gained at 5th level, imposes disadvantage on a creature that fails its save for 1 ki.
  • Stunning strike cost increases to 2 ki.
  • Strength Monk option added as an option to replace standard Dexterity Monk.
Four Elements

Shamelessly taken from here.

Kensei

This gives the Kensei some increased scaling at 11th level and at its capstone, as well as a way to improve Kensei Strike at 11th level to where it's worth spending ki on (I think at least).

Long Death

The capstone is no longer just a bad version of Open Palm.

Sun Soul

Uses Wisdom for its dragonball energy blasts instead of dexterity. Flaming hands now deals radiant damage and Sunburst uses a d8 damage die, and deals half damage on a failed save instead of no damage. Sun Shield is now a passive instead of using your reaction, but deals less damage.

Way of the Dragon

A fun homebrew I helped make.

Sorcerer

Class

  • Font of Magic lets you regain sorcery points equal to half your level once when you finish a short rest.
  • Extra Metamagics, and an extra known Metamagic at both 6th and 14th levels.
  • You gain Sorcerous Focus at 10th level, 1 free 4th level spell slot per long rest.
  • Sorcerous Restoration grants you sorc points at initiative rolls instead of at a short rest.
  • Innate Spells added based on archetype, similar to cleric domain spells.
Wild Magic

Wild Magic Surge now reads: When you cast a non-cantrip sorcerer spell roll a d20 and add the level of the spell; on a 21 or higher a Wild Magic Surge is triggered. Tides of Chaos now now improves your Wild Magic Surge with a +5 bonus to the roll. You regain your use of Tides of Chaos if you trigger a Wild Magic Surge. Bend Luck costs 1 sorcery point. Spell Bombardment can be used a number of times equal to your Charisma modifier per turn, instead of only once per turn.

Rangers

Class

  • Heavily revised class borrowing from Revised Ranger, but scaling it a little better. Favored Enemy renamed Hunter's Lore, moved almost entirely to roleplay and flavor.
  • Land's Stride moved to 1st and 6th level.
  • Hide in Plain Sight improved and can be used to help camouflage allies.
  • Vanish moved to 10th level alongside Hide in Plain Sight.
  • Evasion added to replace Vanish at 14th level.
  • Foe Slayer modified.
  • Ranger's Wit and Gambits added, granting Rangers improved utility. Similar to Battlemaster maneuvers but defensive and utility focused, no bonus damage.
Beastmaster

Much like Re-Revised Ranger, this is a mixture of base Beastmaster and Revised Beastmaster from the UA. It makes the archetype more balanced than either, and makes the beast companion actually usable.

Horizon Walker

Planar Warrior deals 1d6 bonus damage, but is now part of the attack instead of a bonus action. Scales to 2d6 at 11th level.

Hunter Conclave

Scaling on the 3rd level feature, Steel Will is now free, and Volley and Multiattack are better at hitting multiple enemies making them occasionally better than using your extra attack for groups.

Monster Slayer

Slayer's Prey is now part of the Attack action, and scales up to 2d6 bonus damage at 11th level.

Bounty Hunter

A homebrewed archetype for Ranger that focuses on utility and grit to get the job done, borrowing some features from Rogue.

Warlock

Class

  • Eldritch Blast is now a class feature that scales with level, and comes with Agnonizing Blast (cha to damage).
  • Agonizing Blast now imposes disadvantage on a creature's next attack roll or concentration check.
  • Pact of Blade grants medium armor and shields, and charisma to weapon attacks and damage rolls. Conjuring your Pact Weapon only costs a bonus action, and you can use a Pact Weapon as a spellcasting focus.
  • Pact of Chain grants your familiar bonus hitpoints based on your level, and it can make an action on its own turn, in addition to using your proficiency bonus and adding it to its damage rolls.
  • Extra invocations learned.
  • Invocations that required a Warlock spell slot now do not, instead they can be used 1/long rest.
  • Lifedrinker moved to 11th level, does not require Pact of Blade, and changed to deal bonus damage based on Warlock level instead of using charisma, due to change to Pact of Blade.
Archfey

Just a buff up to the base archetype, which was super weak. Still very reliant on charm and frighten, which is off or on in 5e, but it's a bit better at it at least.

Hexblade

Removed for now, due to being partially integrated into Pact of Blade and Chain.

Great Old One

Bonus psychic damage on warlock spells based on warlock level. Not the strongest feature until higher levels, and somewhat uninspired, but it is a combat buff to a mostly roleplay oriented archetype.

The Undying

Spare the Dying restores 1 hit point at 6th level, Indestructible Life is now a passive always on at a weaker scale instead of a burst heal.

Wizards

Chronomancer

A very nice homebrew that avoids the pitfalls of most attempts at integrating Chronomancy into 5e. You can find it here.

 

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