Mercy's Manual of Martial Maneuvers

by MercyHeart

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Mercy's Manual

of Martial Maneuvers

Design Note

First of all, these feature is designed to slowly integrate into the original 5e version of these martial classes. One of the main purpose of martial class is to be the learning curve of new players or an inexperienced ones. But the lack of options like spells, invocations, or infusions, makes them less versatile or scaling poorly into higher tier of adventure unless their DM is kind enough to throw them some magic item to help with that. Which not every DM knows or sure how to do it, where the sky limit.

Whenever your martial class player decide that they want to stay with their favorite class and the DM want to help with their scaling to higher tier without throwing in too many magic items you made the caster player felt disregarded. I present to you, my own version of martial progression.

Martial Optional Feature

Additional features that is created to support the martial class at higher level when they start to fall short.

Martial-Focused Classes (barbarian, fighter, and monk). These optional features were meant to adjust and fix up old feature that couldn't keep up with higher tier adventure. When a spellcaster can cast wish or call down meteor swarm left and right, it's almost incomparable to what martial classes were given.

Expert Class (rogue). These optional feature is designed to increase their potential in combat but still stick with their roguish aesthetic.

Soul-Bonded Weapon. One of the major different is, while a higher level caster can still stand their ground with monster. Martial is at the mercy of their DM to throw them few magic items to their hand. So I give them a feature that could evolve their weapon accordingly. The world of magic and dragon is a world of story, and since story has power here. I think it's safe to say your journey with a trusted weapon can create a little something.

Martial Feat

Giving weapon master feat for every type of weapon. Improving underused weapons significantly.

Revised Subclass

Martial subclasses are being fixed with their wording and given some utility feature to use outside of roleplay, usually in a form of another 1st tier feature that gives proficiency bonus, cantrip, or a certain out of combat feature.

Martial Optional Feature

Martial Class

Some of these features requires you to have level in martial class. This means that you can only have these feature once per character even though you multiclass into 2 martial classes or more. But the level you put into martial class will still give you the benefit of these feature.

Martial Class Level Class
1 Barbarian, Fighter, Monk, Rogue
1/2 Artificer, Paladin, Ranger,
0 Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

So a character with 5 level in fighter and 5 level in ranger, you will be considered to have 7 level in martial class (5 + 5/2 round down).

Martial Class Level Feature
1 -
2 Martial Maneuvers
3 -
4 -
5 +1 Soul-Bonded Weapon, Martial Extra Attack
6 Bonus Proficiency
7 -
8 Bonus Proficiency (2)
9 -
10 Extra Attunement Slot (4)
11 +2 Soul-Bonded Weapon
12 Bonus Proficiency (3)
13 Ability Score Improvement (1)
14 Saving Throw Proficiency (1)
15 Extra Attunement Slot (5)
16 Bonus Proficiency (4)
17 Ability Score Improvement (2)
18 Saving Throw Proficiency (2)
19 Bonus Proficiency (5)
20 +3 Soul-Bonded Weapon

Martial Maneuvers

2nd-level martial class

At 2nd level, you can fuel a maneuver by rolling a d4 and using it instead of expending a superiority die. You can use a maneuver this way once per round. 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 class. 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).

  • You gain 2 superiority dies, which is a d8 (this die is added to any superiority dice you have from another source). 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 long rest.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one maneuver you know with a different maneuver.

Soul-Bonded Weapon

5th-level martial class

Your weapon that has been fighting side by side with you has been enhanced with your fighting spirit. Even if it's not magical, it has evolved itself to catch up with your growth. Whenever you finish a long rest, you can touch a weapon and imbue it with fighting spirit, turning it into a magic weapon if it isn't already.

This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 and +3 when you reach 11th and 20th level in martial class. If your weapon already has a bonus to its attack and damage rolls, applies whichever is higher.

You can only have one Soul-Bonded Weapon and only you can benefit from this feature. When the weapon is not in your possession, it turns dormant and becomes non-magical if it originally is, trying to bond with another weapon results in the same effect to your first weapon.

Martial Extra Attack

5th-level martial class

When you take the Attack action, you can replace one of your attacks with one of the following actions:

  • Climb onto a Bigger Creature. A suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it. The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check.
  • End a Condition. If a condition requires an action to end it, you can instead use one of your extra attack to end that condition instead. Such as to escape from entangle or to shake the creature out of hypnotic pattern.
  • Escape a Grapple. A grappled creature can use its action to escape. To do so, the grappler must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
  • Healing Surge. A character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.
  • Tumble. A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. You can move around within the hostile creature's space, treating the space as difficult terrain. You can also try to makes a Strength (Athletics) or Dexterity (Acrobatics) check contested by the hostile creature's Strength (Athletics) or Dexterity (Acrobatics) check. If you win the contest, you can move through the hostile creature's space as normal terrain.

Bonus Skill Proficiency

6th-level martial class

You gain a proficiency in a skill of your choice. At 8th, 12th, 16th, and 19th martial level, you gain one skill proficiency.

Extra Attunement Slot

10th-level martial class

You gain one extra attunement slot. At 15th level, you gain another attunement slot.

Ability Score Improvement

13th-level martial class

When you reach 13th level, and again at 17th 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Saving Throw Proficiency

14th-level martial class

You gain a proficiency in a saving throw of your choice. At 18th level, you can choose one more saving throw to gain this benefit. If you already have proficiency in all saving throw, you can instead choose to take Ability Score Improvement or a feat of your choice.

Martial Class: Barbarian

As a martial who relies on their instinct and their senses, it's safety to say that they are faster to response to danger. Hence, they should have more time to react. Either it will be the complex equation (Intelligence), power of mind (Wisdom), or force of personality (Charisma). Hence, my Improved Danger Sense feature.

In a day, barbarian might spend 2-4 uses of Rage which leaves many unspent. So I design Indomitable Resistance feature to allow the barbarian an alternative use of Rage. It's definitely useful but also burn through your most important resource.

Competent Rage

3rd-level barbarian

You can add your rage bonus damage to your melee, thrown, or improvised weapons and unarmed strikes.

Fast And Furious

5th-level barbarian

When you move on your turn in combat, you can expend one use of your rage to double your speed until the end of the turn.

Replenish Force

5th-level barbarian

After you finish a short rest, you regain 1 use of your Rage.

Improved Danger Sense

9th-level barbarian

Your danger sense has allowed you to make a quickened reaction to even the most complex or puzzling danger. As a reaction when you are forced to make Intelligence, Wisdom, or Charisma saving throws, you can grant yourself advantage on that saving throw. To gain this benefit, you can’t be incapacitated.

Indomitable Resistance

15th-level barbarian

When you are forced to make a saving throw, you can expend one use of your rage to make the saving throw with your Constitution saving throw instead.

Barbaric Sovereign

20th-level barbarian

If you've already taken your reaction, you may spend 10 hit point to take an additional reaction. You can use only one reaction per triggering effect. This hit point cost cannot be reduced in any way, and it can reduce to the minimum of 0 hit point.

Each you use this feature again before the start of your next turn, the hit point cost is doubled.

Martial Class: Fighter

The problem with fighter is that sometime the feature given at higher level is too basic, too boring even. While other classes can do the unthinkable at level 20, you gain one additional attack. Don't get me wrong, it is powerful but the point is it's too basic and anticlimactic.

In my version of fighter, I think battle master should not be a subclass but integrating into the class itself as a unique feature. Hence you will have Combat Superiority as general fighter class feature.

Another point, I want to give a fighter the 20th level feature they deserve. Hence, Valiant Legend feature.

Combat Superiority

3rd-level fighter

You learn one maneuver of your choice, which are detailed under Battle Master's Maneuvers. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have 2 superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Valiant Legend

20th-level fighter

You gain 1 additional reaction which can only be used in the following ways:

  • Valiant Avenger. When an ally within 60 feet of you is attacked, you can make one attack against the attacker. If you cannot reach the target you can move up to your speed, then if your attack reaches you can make one attack.
  • Valiant Protector. When an ally within 60 feet of you is reduced to 0 hit point, you can expend a use of your Second Wind feature. The chosen ally regains hit point equal to your fighter level and temporary hit point equal to your fighter level times 5. The temporary hit points last for 1 minute.
  • Valiant Watcher. You make a Wisdom (Perception) check as a reaction in your turn. When you use this feature, you gain a 60 feet of blindsight until the end of your next turn.

Martial Class: Monk

Monk has always been the infamous class for being either too weak against enemies or too powerful in PVP. Which I understand, monk was supposed to be the marter of martial arts with or without their weapon. Because to them, they are the weapon.

Spirit Cultivation. To create a very distinguished path from the caster, monk's ki related feature are now considered as pseudo-magical.

Every brewer debates if we should give monk more ki point. Will it break the game? Will it be enough? I'm one of the brewer who believe that monk should at least always have 1 ki point in their arsenal. So I create Ki Combatant feature.

Stunning Strike has been a loved-hated relationship between the monk and their DM. It's either too overpowered or irrelevant, monsters with large amount of Constitution score can basically ignore your stunning strike and monsters who doesn't will become a stunned target the entire combat. I gives the monk more options of what to do with their strike in Skillful Strike.

Improved Unarmed Strike aids the monk of how their unarmed strike rarely has a magic item that increases their attack and damage rolls (generic +1/+2/+3 weapon).

Cleansing of Mind is self-explanatory, you'll regain 1 ki point at the start of your turn with this additional feature, I think it's safe to say you won't running out of resource easily.

Improved Martial Techniques is what I think how it should scale. What's letdown of the monk feature is that their unique skill looks like a slightly worse version of another class with even more expensive price tag.

Enlightened Soul is the 20th level feature that I believe is worthy of tier 4 adventure. At this point, other classes could shape the world in their image, and the monk deserves the same level of awe. My inspiration was the Buddhist monk and their path to enlightenment.

Spirit Cultivation

3rd-level monk

Your ki is a spiritual energy, hence it is not magical. Which means your class feature is functional in an antimagic field or similar effect.

Ki Combatant

3rd-level monk

Your experience allows you to draw more ki into your body. You gain the following benefits:

  • Combat Ki. When you take the Attack action, as a bonus action you can spend one of your monk's Hit Die to regain ki points equal to one roll of your Martial Arts die.
  • Ki-Boosted Reflexes. Your senses have become enhanced by your usage ki. You gain a bonus to your initiative rolls equal to your Wisdom modifier.

Skillful Strike

5th-level monk

You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack or your unarmed strike, you can spend 1 ki point to attempt one of your skillful strikes:

  • Disarming Strike. The target must succeed on a Strength saving throw or drop one item of your choice that it’s holding.
  • Sweeping Strike. The target must succeed on a Dexterity saving throw or be knocked prone.
  • Psychic Strike. The target must succeed on a Intelligence saving throw or its concentration ends.
  • Menacing Strike. The target must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spiritual Strike. The target must succeed on a Charisma saving throw or its movement speed is halved and it cannot take a reaction until the end of your next turn.

Improved Unarmed Strike

6th-level monk

You gain a +1 bonus to attack and damage rolls made with your unarmed strike. The bonus increases to +2 and +3 when you reach 11th and 20th level in this class.

If your unarmed strike already has a bonus to its attack and damage rolls, applies whichever is higher.

Cleansing of Mind

7th-level monk

You can spend 1 ki point to end charmed or frightened condition (no action required).

Improved Martial Techniques

9th-level monk

You have learned to channel your ki in new and superior ways. Your ki features improve in the following ways:

  • Flurry of Blows. When you use this ability, you can make one additional unarmed strike.
  • Patient Defense. You gain a number of temporary hit points equal to a roll of your martial art die plus your Wisdom modifier when you use this ability.
  • Step of the Wind. You no longer spend ki when you use this feature, and your jump distance now triples instead of doubles until the end of your turn.
  • You can take an additional reaction. You can use only one reaction per triggering effect.

Improved Ki Combatant

15th-level monk

Your body has been purified out of poison of mind. Your ki features improve in the following ways:

  • Combat Ki. When you use this feature, you can forgo regaining your ki points to regain hit points equal to one roll of your Martial Art die + your Wisdom modifier.
  • Ki-Boosted Reflexes. You can't be surprised while you are conscious and creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Enlightened Soul

20th-level monk

You have gained mastery over your spiritual energy, you can achieve a feat beyond mortals:

  • You can take another additional reaction. You can use only one reaction per triggering effect.
  • You gain immunity to exhaustion, paralyzed, petrified, and unconscious conditions.
  • You don’t need to breathe. You stop aging and you can't die of old age.
  • If you are killed, your body will reform after 7 days at the spot where you took a long rest of your choice.
  • You can only die if you choose to die; if you die this way, you can choose not to reincarnate. Your soul will dissipate and become part of nature. No deity or otherworldly being has power over your soul.

Martial Class: Rogue

Technically, rogue is not a martial-martial class. They are an expert class who's focused on their skill and expertise. But they are also a non-caster which leaves them in a tight spot same as any other non-caster class. This optional feature was not intended to make the rogue turn into even more combat focused, but to the trickster they were meant to be (without magic of course).

Bag Full of Tricks

3rd-level rogue

As long as you have your thieves' tools or a disguise kit with you, you can pull a trick out of the bag. You learn three trick of your choice, which are detailed under “Tricks” below. Many tricks enhance an attack in some way. You can use only one trick per attack.

You learn one additional tricks of your choice at 7th, 10th, and 15th level. Each time you gain a level in this class, you can also replace one trick you know with a different one.

Trickery Dice. You have four trickery dice, which are d8s. A trickery die is expended when you use it. You regain all of your expended trickery dice when you finish a short or long rest.

You gain another trickery die at 7th level and one more at 15th level.

Saving Throws. Some of your tricks require your target to make a saving throw to resist the trick’s effects. The saving throw DC is calculated as follows:

Trick save DC = 8 + your proficiency bonus + your Dexterity modifier

Tricks

Unlike magic, trickery is what the outlaw, like a rogue, thrives on. Their mastery over misleading and lies make them the most illusive trickster. All of the tricks are made by equipment and mechanics, they are non-magical and still functional in an antimagic field or similar effect. However, your tricks require you to have either thieves' tools or a disguise kit in your inventory.

Believable Speech

Prerequisite: 9th level

You give a speech with so much belief that even you believe in your own lie. It feels like anything is possible. By spending 10 minutes giving a speech and one trickery die. You and 5 creature of your choice that can hear your speech gain temporary hit points equal to your trickery die + your rogue level. The creature who receives temporary hit points from your Believable Speech cannot receive a benefit of another Believable Speech until they finish a long rest.

Boo!

You attempt to frighten a creature with your trick. When you hit a creature with your melee attack, you can expend your trickery die to force a creature to make a Wisdom saving throw or be frightened of you for 1 minute. It can make another saving throw at the end of each turn.

Cheat

When you make a Dexterity check or saving throw, or a Gaming Set check, you can expend your trickery die to add the trickery die to the roll.

Disappear

Prerequisite: 5th-level

You have created an escape way that looks almost magical to the eyes. As a bonus action, you can expend your trickery die to disappear in a puff of smoke and reappear to an unoccupied space within 30 feet that you can see or remember.

Distraction

As a reaction when a creature within 60 feet of you makes an attack roll, you can expend your trickery die to force it to reroll. It uses the lower result.

False Divinity

Prerequisite: 5th level

You play a trick even the dead can be fooled. As an action, you can expend your trickery die to pretend to channel divine power. Undead creatures within 30 feet of you must succeed an Intelligence saving throw or it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. A turned creature makes another Intelligence saving throw at the end of its turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your False Divinity trick for the next 24 hours

False Inspiration

Prerequisite: 5th level

You create a placebo effect of a bardic inspiration to your ally. As a bonus action, you can expend one trickery die and choose a creature within 60 feet that can hear or see you. The creature add your trickery die to one of its attack roll, ability check, or saving throw. Each creature can only have one False Inspiration at a time and it lasts for 1 minute. The creature who receives your False Inspiration cannot receive another False Inspiration until they finish a long rest.

False Persona

Prerequisite: 5th level

You can expend your trickery die to spend 10 minutes creating a new persona for you or a creature of your choice. You must have a Disguise Kit for this trick. The creature that you disguise will have a new appearance. The disguise can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs.

To discern the disguise, a creature can use its action to inspect the appearance and must succeed on an Intelligence (Investigation) check against your Trick save DC.

The disguise lasts for 12 hours or until you clear off the disguise as an action.

Fire in the Hole

Prerequisite: 5th level

You create an explosive with gunpowder or alcohol and use it to replicate the infamous fireball. When you make a ranged weapon attack, you can expend your trickery die to attach your trick to the end of your weapon. Every creature within a 20-foot radius of the point where your weapon landed must succeed a Dexterity saving throw. On failure, they take 2d6 fire damage and half on success. You can spend an additional trickery die to increase the damage by 2d6 per die, up to a maximum of 8d6.

Flashbang Grenade

Temporarily blinds and disorients enemies in the area of effect. As an action, you can expend your trickery die to use a flashbang, creatures within 10 feet of a point you choose within 30 feet that you can see must succeed a Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, the blinded creature can make another Constitution saving throw.

Grand Distraction

Prerequisite: 9th level

As an action, you can expend your trickery die to cause an extravagant distraction. Creatures within 20 feet radius from a point of your choice within 60 feet has to make a Wisdom saving throw or be charmed by your trick for 1 minutes. While charmed by this trick, the creature is incapacitated and has a speed of 0.

The trick ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Grand Distraction trick for the next 24 hours.

Grappling Gun

As a bonus action, you can expend your trickery die to shoot a grappling hook to grab an object or surface within 30 feet that you can see. The object must be within your line of sight:

  • If the object is lighter than 10 pounds, you can choose to pull it towards you. The object moves in a straight line towards you until it reaches your hand or lands at your feet if you are not holding it. If the object is being held by another creature, you must make a Strength (Athletics) check contested by the creature's Strength (Athletics) or Dexterity (Acrobatics) check to pull it from their grasp.
  • If the object weighs more than 10 pounds or is secured to a surface, you can instead choose to pull yourself towards the object. You can move up to 30 feet in a straight line towards the object, passing through any unoccupied space along the way. If you encounter an obstacle or creature in your path, you must succeed on a Strength (Athletics) check contested by the creature's Strength (Athletics) or Dexterity (Acrobatics) check to push past it.

Heavy Hit

Prerequisite: 9th level

You convince a creature that your attack deals much more damage than it actually does, either by creating a booming noise or a false explosion. When you hit a creature with an attack, you can expend your trickery die to force the creature to make an Intelligence saving throw. On failure, they take 3d6 psychic damage and half on success. You can spend an additional trickery die to increase the damage by 3d6 per die, up to a maximum of 12d6.

Magician

When you choose this trick, you learn 2 cantrips from Warlock or Wizard spell list, using your Trick save DC and Dexterity attack modifier. If it has a casting time of an action, you can expend your trickery die to cast it with a bonus action.

Even though you cast a cantrip, they are made from your Bag Full of Trick. Which means they are not magical, just look like one.

Mind Trick

Prerequisite: 15th level

You have enhanced your mind with trickery and chaos. When you learn this trick, you know when someone is trying to read your mind or speak to you telepathically, or trying to discern if you are telling the truth.

In additional, you are undetectable when a creature uses mind sense, for example: detect thought.

As a reaction, when a creature tries to interact with your mind, you can expend your trickery die to create whatever truth you want them to know. You can make them think you're telling the truth if they read your thought, you can make them see a false memory if they are looking into your memory.

Pickpocket

When you hit a creature with your melee attack, you can expend your trickery die to try to pickpocket one item that they are holding or in a container. Make a Dexterity (Sleight of Hand) check contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. On success, you pickpocket the item.

Play Dead

Prerequisite: 15th level

When you take damage that would put you at 0 hit point, you can expend one trickery die and remain at 1 hit point instead. You fall prone to the ground and remain motionless, a creature can use its action to inspect your body and must succeed on an Wisdom (Medicine) check against your Trick save DC or else it thinks you had truly died.

As a reaction, you can stand up from prone and move up to your movement speed without provoking an attack of opportunity. Any creature who sees you get up or sees you alive, knows they were tricked and is immune to your Play Dead trick for the next 24 hours.

Play Dirty

As a bonus action, you can expend your trickery die to throw a handful of dirt or similar object to a creature you can see with 30 feet of you, they have to succeed a Dexterity saving throw or be blinded until they use their action to clean themselves.

Poker Face

When you make a Charisma check or saving throw, you can expend your trickery die to add the trickery die to the roll.

Quick Response

Prerequisite: 15th level

Once per round, when there is an effect that would trigger your reaction. You can expend your trickery die to use that reaction immediately even if you already use your reaction in this round. Only one reaction can be used per triggering effect.

Quick Thinking

When you fail a saving throw, you can expend your trickery die to reroll again. You can only use this feature once per saving throw.

Smoke Bomb

Prerequisite: 5th level

As an action, you can expend your trickery die to creates a cloud of smoke, providing cover and allowing you to disappear from sight. You become invisible for 1 minute, the effect ends early if you speak, attack, or cast a spell.

Tracking Device

When you touch or hit a creature with an attack, you can expend your trickery die to place a small device that allows you to track the location of the target or object. You know the general direction if it is within the same plane of existence as you.

To discern that it is being tracked, a creature can use its action to inspect your tracking device and must succeed on an Intelligence (Investigation) check against your Trick save DC.

The tracking devise ceases to function after 24 hours or when you use your action to dismantle it.

Winning Shot

Prerequisite: 15th level

When you hit a creature with an attack, you can expend your trickery die to make the creature believes it was a critical hit. The creature must succeed a Wisdom saving throw or you roll the damage as if the attack was a critical hit.

Alternatively, you can use this feature on an ability check as well. The creature must succeed a Wisdom (Insight) check or it believes your ability check was a natural 20.

The creature who you used Winning Shot trick on, is immune to this trick for the next 24 hours.

Martial Feat

Axe Master

Prerequisite: -

You have mastery over battleaxe, greataxe, and handaxe, you gain the following benefits when you attack with a battleaxe, greataxe, or handaxe:

  • You can treat damage rolls of 2 or lower as 3.
  • When you hit a creature with a melee attack, you can move yourself and the creature 5 feet forward from your direction as part of the attack.
  • 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.

Bow Master

Prerequisite: -

You have mastery over shortbow and longbow, you gain the following benefits when you attack with a shortbow or longbow:

  • Attacking at long range does not impose disadvantage on the attack roll.
  • You ignore half and three-quarters cover when you attack.
  • At the beginning of your turn, when you make an attack, you can use your bonus action to forgo all the movement in this turn to gain a +5 bonus to your next attack roll.

Brainiac

Prerequisite: -

Your intellect responses to the danger you face, you can come up with a solution to avoid the worst possible outcome:

  • Your Intelligence score increases by 1, to a maximum of 20.
  • When you are forced to make a Dexterity saving throw, you can make an Intelligence saving throw instead. You can use this feature a number of times equal to you Intelligence modifier. You regain all expended uses when you complete a long rest.

Fatality

Prerequisite: 8th martial level

You are a natural killer, even the largest of foe can be taken down by you:

  • You gain proficiency in Intimidation, your proficiency bonus is doubled for any ability check you make that uses a Charisma (Intimidation) check.
  • When you deal damage that cause a creature to drop below 20 hit points or 20% of its hit point maximum, whichever is lower. The creature is reduced to 0 hit point and it dies.

Feral Fight

Prerequisite: 4th martial level

Your anger make your attack much more terrifying but it also makes you vulnerable:

  • 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 point maximum increases by an additional 1 hit points.
  • When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Forceful Persona

Prerequisite: -

Your force of personality is so intense, even your will power is enhanced as well:

  • Your Charisma score increases by 1, to a maximum of 20.
  • When you are forced to make a Wisdom saving throw, you can make a Charisma saving throw instead. You can use this feature a number of times equal to you Charisma modifier. You regain all expended uses when you complete a long rest.

Scythe Master

Prerequisite: -

You excel at sickle weapon fighting, while you are using sickle it gains the following benefits:

  • When you hit a creature with a sickle, it deals additional damage equal to your proficiency bonus.
  • Once per turn, when you hit a creature with a melee attack, the creature is grappled. The DC to escape equals to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • Sickle you wield gain the finesse property.

Spear Master

Prerequisite: -

You have mastery over pike, spear, and trident, you gain the following benefits when you attack with a pike, spear, or trident:

  • When you hit a creature with a pike, spear, or trident, it deals additional damage equal to your proficiency bonus.
  • You have advantage on an attack of opportunity. If you hit a creature with an attack of opportunity, the creature’s speed is reduced by 10 feet until the start of your next turn.
  • When you take the Attack action, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
  • Spear and trident you wield gain the reach property.

Thrown Weapon Master

Prerequisite: -

You excel at thrown weapons and gain the following benefits:

  • Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attacks made with thrown weapons.
  • When you make a ranged attack 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 to throw a weapon with the Thrown property, you may immediately use a bonus action to make two more attacks with a Thrown weapon. These must also be thrown attacks.
  • 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 interaction.

War Pick Master

Prerequisite: -

You master the art of war pick and gain the following benefits:

  • When you hit Large or smaller creatures with a war pick, the creature gains a -1 penalty to its armor class (to a maximum of -3), until the start of your next turn.
  • While wielding war pick, you gain a climbing speed equal to your walking speed. While you are climbing, you cannot make an attack with your war pick.

Whip Master

Prerequisite: -

You master the art of whip and gain the following benefits:

  • When you hit Large or smaller creatures with a whip, the creature’s speed is reduced by 10 feet until the start of your next turn.
  • When you hit a creature with a whip, it deals additional 1d6 damage.
  • When you hit a creature or an object with a whip, you can forgo damage dealt and choose to either pull the creature 5 feet closer to you if it's Large or smaller or you can pull yourself 5 feet close to the creature or object (no size limit).
  • Whips you wield gain the light property.

Witchhunter

Prerequisite: 4th martial level

You have practiced techniques useful in melee combat against spellcasters, 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. The creature must succeed a Constitution saving throw as to maintain its concentration. On failure, the spell they are casting fails, expending its resource normally.
  • 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.
  • If you are forced to make a saving throw against spell or magical effect, you can add half of your proficiency bonus to the saving throw if you are not proficient already.

Rage Origin

To infuse a mystical rage essence into your barbarian PC (or NPC), consider introducing a secondary subclass. The barbarian's rage origin emphasizes utility and uniqueness for activities outside of combat.

Barbarian: Rage Origin

Each Rage Origin provides a distinct flavor and set of abilities, transforming the barbarian into a multifaceted force on the battlefield. This not only adds utility to the class but also introduces a layer of narrative depth, allowing players to explore the rich backstory and origins of their barbarian characters.

As you learn the origin of your anger, your rage grant you the power within to create supernatural effects which adds more when you gain level in this class. These effects are not magical in nature hence they are not affected by antimagic field or similar effect. You can use these effect following the similar rule of spellcasting but still you are not casting a spell, hence they can still be used while you are raging.

Saving Throws. Some of your rage origin features require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Rage Origin save DC = 8 + your proficiency bonus + your Constitution modifier

I categorized barbarian's rage origin into 4 subclasses: Justice, Mind, Pain, and Spirit.

Justice

Driven by a sense of justice, this rage is activated when characters witness or experience perceived injustices. It fuels a desire to right wrongs and protect others. They harness their rage to address societal injustices and protect those who cannot defend themselves.

Resolute Advocate

3rd-level barbarian

You have a strong sense toward a creature who has committed acts of cruelty or injustice. As a reaction, after you make a Wisdom (Insight) check or an Intelligence (Religion) check, you can reroll. You make this decision after you see whether the roll succeeds or fails. You must use the result of the second roll.

Mighty Guardian

5th-level barbarian

As a reaction, when you roll for an initiative, you can force creature of your choice within 60 feet of you to make a Wisdom saving throw. On a failed save, they have disadvantage on attack rolls against a creature other than you until the start of your next turn.

Unyielding Shield

9th-level barbarian

As a reaction, when a creature within 60 feet of you is hit with a critical hit, you can expend one use of your rage to turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

Righteous Defender

13th-level barbarian

Your dedication to greater goods leads you to find the path. Whenever you make a Wisdom check, you can expend one use of your rage to make the check with your Strength (Athletics) instead.

Warrior of the Heart

18th-level barbarian

While raging, no attack roll has advantage against creature other than you within 5 feet of you while you aren't incapacitated.

Mind

Fueled by heightened cognitive processes, this rage is a result of strategic thinking and calculated aggression. Characters may enter a state of focused intensity, making tactical decisions during combat. Your rage is not a rage out of logic, but a rage of necessity and calculation.

Tactical Awareness

3rd-level barbarian

You gain a keen sense of your surroundings during your rage. As a reaction, after you make a Wisdom (Perception) check or an Intelligence (Investigation) check, you can reroll. You make this decision after you see whether the roll succeeds or fails. You must use the result of the second roll.

Mighty Warden

5th-level barbarian

As a reaction, when an ally within 60 feet of you is attacked, you can move up to your movement speed. If you can reach within 5 feet of your chosen ally, you can redirect the attack to yourself instead.

Focused Assault

9th-level barbarian

After you hit a creature with your attack, you can expend one use of your rage to learn all of the target's damage vulnerabilities, damage resistances, damage immunities, and condition immunities. If there is no information given, you deal force damage equal to your Constitution modifier + your proficiency bonus to the target instead.

Cognitive Focus

13th-level barbarian

You tap into heightened cognitive processes, turning their rage into a calculated and strategic force. Whenever you make an Intelligence check, you can expend one use of your rage to make the check with your Strength (Athletics) instead.

Warrior of the Mind

18th-level barbarian

While you are raging, no attack roll has advantage against you while you aren't incapacitated.

Pain

Originating from past traumatic experiences, this rage is a coping mechanism or a response to overwhelming adversity. Characters may channel their pain and anger into a formidable force. Their strength came from their pain, what doesn't kill them only makes them stronger.

Shrouded Pain

3rd-level barbarian

You channel to anger to an extreme focus over control of your body. As a reaction, after you make a Dexterity (Strealth) check or a Charisma (Deception) check, you can reroll. You make this decision after you see whether the roll succeeds or fails. You must use the result of the second roll.

Mighty Juggernaut

5th-level barbarian

While raging, you force your way out of a bad situation. You can spend 10 feet of your movement to get out of any non-magical or magical restrain. Non-magical or magical difficult terrain do not cost you extra movement.

At 15th level, you can move through a creation of magical force by spending 2 feet of movement for every 1 foot you move through the force object. You take 1d10 force damage if you end your turn inside a force object.

Lingering Fury

9th-level barbarian

Your past traumas have strengthened your spirit, making you more resistant to external influences. Gain advantage on Wisdom saving throws against being charmed or frightened.

Ephemeral Echoes

13th-level barbarian

Your connection to past trauma enhances your reflect. Whenever you make a Dexterity check, you can expend one use of your rage to make the check with your Strength (Athletics) instead.

Warrior of the Scar

18th-level barbarian

If you have successfully made a saving throw to resist or end a condition, you can choose to etch it into your flesh as a scar. For the next 24 hours or until you take a long rest, you are immune to the chosen condition. You can have multiple conditions scarring on you this way.

Spirit

Originating from a connection to higher powers, nature, or spiritual entities, this rage is infused with mystical energy. Characters draw strength from a metaphysical source, manifesting as a potent force in battle.

Beastial Magnetism

3rd-level barbarian

You gain a keen sense of your surroundings during your rage. As a reaction, after you make a Wisdom (Animal Handling) check or a Charisma (Persuasion) check, you can reroll. You make this decision after you see whether the roll succeeds or fails. You must use the result of the second roll.

Mighty Vanguard

5th-level barbarian

As a reaction, when you roll for an initiative, you can make a jump to an unoccupied space that you can see. The distance of your jump is equal to twice of your walking speed. This movement doesn't provoke an attack of opportunity. When you land, creatures within 10 feet of you must make a Strength saving throw or fall prone.

Intimidating Assault

9th-level barbarian

After you hit a creature with your attack, you can expend one use of your rage to for the target to make a Wisdom saving throw or be frightened of you for 1 minute. The target can make another saving throw at the end of its turn.

Instinctual Leadership

13th-level barbarian

Your instinctual nature makes you a natural leader. Whenever you make a Charisma check, you can expend one use of your rage to make the check with your Strength (Athletics) instead.

Warrior of the Soul

18th-level barbarian

While raging, you can add your Constitution modifier to any saving throw made by an ally within 30 feet of you while you aren't incapacitated.

Ki Cultivation

If you want to add in a flavor of mystical cultivator to your monk PC (or NPC), you can offer them a secondary subclass. Monk's cultivation technique focuses on utility and out-of-combat spell.

Monk: Cultivation Technique

As you learn the path of your way, your ki energy grant you the power within them to create supernatural effects which adds more when you gain level in this class. These effects are not magical in nature hence they are not affected by antimagic field or similar effect. You can use these effect following the similar rule of spellcasting but still you are not casting a spell.

You can spend a number of ki point equals to the level of these spell to cast it once without expending a spell slot unless it's a cantrip. Once you cast a spell in this way, you can’t do so again until you finish a long rest. These spells don't require spell components unless it's a costly material component. Wisdom is your spellcasting ability.

I categorized monk's cultivation technique into 4 subclasses. Depending on which path of cultivation they had taken, they will to spend their ki to create a different effect. Some master the art of life and death, some can control mind of others, some build a deeper connection to nature, and some choose to walk in the path of shadow:

  • Force Ki
  • Life Ki
  • Mind Ki
  • Primal Ki
  • Shadow Ki

Force Ki

Force Ki is basic fundamental of energy, people who use this power has connected to the higher force of the universe.

Monk Level Spells
2nd magic missles, magic stone, shield
5th enhance ability, magic weapon
9th fly, haste
13th freedom of movement, resilient sphere
17th dawn, wall of force

Life Ki

Life Ki is either be foud or afraid of. Being able to heal and protect while they are still associated with power beyond life.

Monk Level Spells
2nd druidcraft, false life, healing word
5th lesser restoration, prayer of healing
9th revivify, speak with dead
13th aura of life, death ward
17th greater restoration, raise dead

Mind Ki

Mind Ki is the power of mind, those who study the art of mind bending as a martial art sometime were considered evil. But now time has changed, still people are afraid.

Monk Level Spells
2nd disguise self, message, silvery barbs
5th detect thoughts, hold person
9th intellect fortress, sending
13th confusion, locate creature
17th dream, modify memory

Primal Ki

Primal Ki is the force of nature, ki is originated from your life force and the path of cultivation that you are moving forward is to lead deeper into nature.

Monk Level Spells
2nd goodberry, shillelagh, speak with animals
5th beast sense, pass without trace
9th plant growth, speak with plants
13th charm monster, guardian of nature
17th awaken, commune with nature

Shadow Ki

Shadow Ki is the power of the world beyond, darkness and light, those who choose to cultivate this type of ki gain access to the power of illusion and trickery.

Monk Level Spells
2nd hex, prestidigitation, silent image
5th invisibility, misty step
9th major image, nondetection
13th greater invisibility, shadow of Moil
17th passwall, seeming

Expertise

In case of expert class (ranger and rogue), I want to present the idea of their secondary subclass. This mechanic has been use in other TTRPG (ex. PF2e) and it gives much more room for versatility and flavor to the expert class.

In a way, this is my approach to fix the ranger. Who is also one of the most infamous class that is in need of revision or optional feature. Since the rogue has their optional feature, their secondary subclass might not be as powerful as ranger's.

Ranger: Ranger Expertise

Comparing to a rogue, ranger need more revision at early level and overall. which is why their 2nd subclass comes at 3rd level.

I categorized their secondary subclass into 3 subclasses:

  • Companion Expert
  • Warden Expert
  • Zoology Expert

You choose your ranger expertise at 3rd level. Your choice grants you features at 3rd level and again at 5th, 9th, 13th, and 18th level.

Companion Expert

Companion expert ranger is a skilled individual who has a deep understanding of the monsters that inhabit the world around them. They have the ability to capture and train these creatures, using them to battle other monsters, explore dangerous territories, and even aid them in their daily lives.

Beast Training Expertise

3rd-level ranger

You learn the find steed spell and you can cast this spell without expending a spell slot once per a long rest. It is considered a ranger spell for you. Wisdom is your spellcasting modifier.

Your Beast Companion can be any beast that has a challenge rating of 1/4 or lower that is Large size or smaller. Your steed is considered a Ranger Beast Companion. Beside its normal attributes from find steed and its racial traits, it is altered in the following ways:

  • If your Beast Companion has any DCs in its attacks or features, you can replace it with your ranger spell save DC if it's higher.
  • It gains proficiency in 2 saving throws of your choice. At 12th level, it gains another saving throw proficiency.
  • It gains proficiency in 4 skills of your choice. At 8th, 12th, 16th, and 19th level, it gains another skill proficiency.

Coordinated Strike

5th-level ranger

Your Beast Companion's natural weapon is considered magical. The number of Beast Companion's natural weapon damage die increases by 1.

In addition, when the Beast Companion uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from it. Both the Beast Companion and the ally gain temporary hit point equal to your ranger level. The temporary lasts for 1 minute or until your Beast Companion uses its Helpful feature on another creature.


Beast Companion

Tiny, Small, Medium, or Large Beast, Any Alignment


  • Armor Class 10 + your Wisdom modifier
  • Hit Points 6 + 4 per your ranger level
  • Speed 30 ft.

STR, DEX equal to your Wisdom score

CON, INT, WIS, CHA use your scores


  • Saving Throws 2 saving throws of your choice
  • Skills 4 skills of your choice
  • Senses Darkvision 60 ft., your passive Perception
  • Languages understand languages you speak
  • Proficiency Bonus your proficiency bonus
  • Challenge your ranger level

Actions

Extra Attack (5th level). When you take an attack action, you can attack twice.

Companion Strike. Melee Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + your Wisdom modifier bludgeoning, piercing, or slashing damage.

Bonus Actions

Helpful. Beast Companion can take the Dash, Disengage, Help, or Hide action as a bonus action.

Quickened Attack (14th level). Beast Companion can make one attack with a bonus action.

Reactions

Protect. Beast Companion can use its reaction to impose disadvantage on an attack roll against a creature of your choice within 5 feet of your Beast Companion

Adaptable Talent

9th-level ranger

After a short or long rest, you can grant your Beast Companion a climb, fly, or swimming speed equal to its walking speed. If you choose a swimming speed, it also gains an ability to breath both air and water.

In addition, choose one skill in which Beast Companion has proficiency. It gain expertise with that skill.

Survival Instinct

13th-level ranger

When it 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 failed.

In addition, Beast Companion has refined its skills to an exceptional degree. Whenever it makes an ability check that includes its proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.

Life And Death Companion

18th-level ranger

Whenever you or your Beast Companion take damage, you can choose to transfer the damage to one another as long as both of you are within 120 feet.

As a reaction when you or a creature of your choice is reduced to 0 hit point, you can dismiss your Beast Companion and the creature regains their hit point equal to the hit point your Beast Companion had remained. When you use this feature, you cannot summon your Beast Companion for the next 24 hours.

Warden Expert

Warden Expert is a ranger secondary subclass that specializes in protecting the natural world from harm. They are fierce defenders of the environment, and will go to great lengths to ensure that it remains safe and healthy.

Natural Exploring Expertise

3rd-level ranger

You had established a deep relation to the natural world. You gain the following benefits:

  • You can add your proficiency bonus to your initiative rolls.
  • You can take the Hide action as a bonus action.
  • You gain proficiency in Sleight of Hand and Stealth.
  • You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Warden's Eye

5th-level ranger

As a warden of nature, you have a +5 bonus to your passive Wisdom (Insight), Wisdom (Perception), and passive Intelligence (Investigation) scores.

When you enter initiative, you can immediately move up to half of your movement speed without provoking an attack of opportunity.

Primal Steed

9th-level ranger

After a short or long rest, you can conjure a primal spirit in a form of mighty steed, a Large creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace.

Your primal steed disappear if you use an action to dismiss it, when you use this feature again, or if the steed takes any damage.

Nature's Ward

13th-level ranger

You gain one additional reaction, you can use only one reaction per triggering effect.

When you or a creature of your choice within 60 feet take acid, cold, fire, lightning, or thunder damage. As a reaction, you can expend 1st level spell slot or higher to grant them the resistance to the triggering damage type until the start of their next turn.

Ancient Warden

18th-level ranger

You learn the tree stride spell and you can cast it at will.

In addition, you learn the plane shift and transport via plants spells. They count as ranger spells for you. You may cast each of these spells once without expending a spell slot. Once you do, you cannot do so again until you finish a long rest.

Zoology Expert

Zoologist expert ranger is a ranger who studies monsters and their behavior, both in the wild and in captivity. They have a deep understanding of monster biology, anatomy, physiology, and ecology, and use this knowledge to investigate the complex relationships between monsters and their natural habitat.

Bestiary Expertise

3rd-level ranger

As a bonus action or when you cast hunter's mark on a creature, you can study the creature within 120 feet that you can see. The creature is marked as your target of study with your knowledge of bestiary, you can pull a quick flash of how to handle them. You make an ability check according to the type of the creature, the DC for a relevant ability check equals to 10 or the creature's challenge rating whichever is higher. If the creature is your favored enemy by Favored Enemy feature or is targeted with hunter's mark spell cast by you, you'll have advantage on this skill check.

On success, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities. If there is no information given, you deal force damage equal to your Wisdom modifier + your proficiency bonus to the target instead.

You can this feature a number of time equals to your proficiency bonus. You regain all of its uses after a long rest.

Creature Type Skills
Aberration Arcana or Survival
Beast Animal Handling, Nature, or Survival
Celestial Arcana or Religion
Construct Arcana or Survival
Dragon Arcana, History, or Nature
Elemental Arcana or Nature
Fey Arcana or Nature
Fiend Arcana or Religion
Giant History or Survival
Humanoid History or Survival
Monstrosity Nature or Survival
Ooze Arcana or Survival
Plant Nature or Survival
Undead Arcana or Religion

Whether you success or fail a relevant ability check, for the next 1 minute, any attack roll you make against the target is a critical hit on a roll of 19 or 20 on the d20. This effect ends early if you use this feature to study another target.

At 9th and 18th level, your attack scores a critical hit on 18-20 and 17-20.

Beast Tongue

5th-level ranger

Beasts can understand your speech, and you gain the ability to decipher their noises and motions.

In addition, you can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your ranger spell save DC.

Bestiarist

9th-level ranger

You have extensive knowledge about monster to the point of having your own bestiary. If you have encountered a monster you met before, the DC of Ranger Monster Expertise is reduced by your proficiency bonus.

In addition, you gain proficiency in 2 skills of your choice.

Reliable Knowledge

13th-level ranger

When you use your Bestiary Expertise, can treat a d20 roll of 9 or lower as a 10.

Choose one skill in which you have proficiency. You gain expertise with that skill.

Lethal Strike

18th-level ranger

When you use your Ranger Monster Expertise, you can choose to increase the DC by 5. On successful check, your following attacks against the marked creature within this turn is considered a critical hit.

The next time you use this feature before you take a long rest, the DC goes up by 5.

Rogue: Roguish Expertise

Same as rangers, rogue has their own expertise, typically in assassination and infiltration. And because they are technically an expert class, it's somewhat okay to give them some additional combat related feature in their secondary subclass.

I categorized their secondary subclass into 3 subclasses:

  • Infiltrator Expertise
  • Skirmisher Expertise
  • Sniper Expertise

You choose your roguish expertise at 5th level. Your choice grants you features at 5th level and again at 9th, and 17th level.

Infiltrator Expert

A rogue expert in infiltration is a skilled and cunning individual who excels in sneaking into places unnoticed and gathering information or completing objectives without detection. I gave them the power to be near impossible to track even by magical mean. Plus. the power to erase a memory of their presence from anyone.

Infiltration Expertise

5th-level rogue

Your expertise in exploration and infiltration makes you difficult to find and harder to catch:

  • You gain 10 feet of blindsight.
  • You gain a benefit of half cover in dim light and three-quarters cover in darkness.
  • You gain a bonus to your Dexterity (Stealth) check equals to +2 in dim light and +5 in darkness.
  • When you make an attack while you're unseen or you are about to be spotted in some way while you're hidden, you can use your reaction to make a new Dexterity (Stealth) check to avoid detection.

Undetectable

9th-level rogue

You can't be targeted by any divination magic or perceived through magical scrying sensors. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Empty Mind

17th-level rogue

You are immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition.

Any spell or magical effect cannot read or alter your thought, read or alter you memory, affect your mind, or gain information about you. Unless you allow it.

Skirmisher Expertise

A rogue who is an expert in skirmishing is a highly skilled and nimble combatant who excels in hit-and-run tactics and maneuverability.

Skirmish Expert

5th-level rogue

Your uncanny dexterity shows in your movement and combat style:

  • Your speed increases by 10 feet.
  • Once per round, if you move at least 20 feet straight toward the target immediately before the hit with a melee attack, you deal additional damage to the target equals to 1d6 per 10 feet of your movement (to the maximum number of d6 equals to your proficiency bonus). The damage type is the same type as your melee attack.
  • When a creature misses you with a melee attack, you can immediately move 5 feet away from that creature without provoking an attack of opportunity.

Sneak Hit

9th-level rogue

If you move at least 10 feet straight toward a target. You can use your Sneak Attack against that target even if you don’t have advantage on the attack roll and no enemy of the target is within 5 feet of it, but not if you have disadvantage on the attack.

Free Spirit

17th-level rogue

You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.

You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Finally, being underwater imposes no penalties on your movement or attacks.

Sniper Expert

A rogue who is an expert in sniping is a highly skilled and patient combatant who excels in taking out targets from a distance with ranged weapons.

Sniper Expertise

5th-level rogue

Your ability to hit a target from a very far distance make you a force to be reckoned with:

  • Attack at long range with a ranged or throw weapon that you are proficient doesn't impose disadvantage on your attack roll.
  • At the start of your turn, you can reduce your speed to 0 and forgo all the movement in this turn to gain a +5 bonus to your next ranged attack roll. This effect ends early if you move or were forced to move from the current position.
  • You ignore half and three-quarters cover when you attack with a range or throw weapon that you are proficient.

Reactive Shot

9th-level rogue

When a creature that is 10 feet or further from you attacks you with a ranged attack, you can use your reaction to make a ranged attack back at the creature. Your ranged attack from this feature automatically triggers sneak attack.

One Shot One Kill

17th-level rogue

After a long rest, you can create up to 3 ammunitions filled with your fighting spirit. These ammunitions are magical.

When you make an attack roll with a ranged weapon using ammunition created by this feature. You can choose to take a -5 penalty to your attack roll. On hit, you instead use the highest number possible for each damage die (including your sneak attack).

You can use this feature only once per round.

The ammunitions turn inert after the next long rest. If you shot an ammunition out of your ranged weapon, it is destroyed after hit or miss the target.

Barbarian: Primal Paths

Barbarian subclass revision intend to solve and update some feature to keep up to post-TCoE. The revision part will be written in bold text to highlight the content.

The revision of barbarian subclass included:

  • Path of the Ancestral Guardian
  • Path of the Battlerager
  • Path of the Beast
  • Path of the Berserker
  • Path of the Storm Herald

There won't be a revision of some subclass that can hold their ground by themselves or with the help of my martial optional feature & Mercy's martial progression:

  • Path of the Totem Warrior
  • Path of the Zealot
  • Path of Wild Magic

Path of the Ancestral Guardian

Ancestral Guardian barbarian focuses on protecting their allies and conjures mighty spirits, who can guide and protect the living.

Ancestral Protectors

3rd-level Path of the Ancestral Guardian feature

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. When you enter your Rage, you can choose to conjure a 30-feet radius of

spirit aura around yourself that lasts for 1 minute or until you are incapacitated. Creatures of your choice within the aura gain the following effect:

  • When they start their turn within the aura, they gain d4s temporary hit point. The number of d4s is equal to your proficiency bonus.
  • They have advantage on saving throws against charmed and frightened.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spiritual Guidance

3rd-level Path of the Ancestral Guardian optional feature

You know the guidance cantrip. Constitution is your spellcasting ability.

After a short or long rest, you can perform 10-minutes ritual to ask for guidance from the spirits. You gain one skill or tool proficiency. You lose this proficiency when you use this feature to choose a different proficiency.

Vengeful Ancestors

14th-level Path of the Ancestral Guardian feature

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.

In addition, when a creature hit you with a melee attack, your spirit aura unleash wailing from beyond the grave at your enemy. The creature takes necrotic damage equal to your proficiency bonus.

Path of the Battlerager

Battlerager was meant to be a sea urchin of the barbarian class. But the design that involves an armor is counterproductive, it takes away the benefit of unarmored defense and unarmored movement. Also the race restriction is a buffoon.

Battlerager Armor

3rd-level Path of the Battlerager feature

When you choose this path at 3rd level, you gain the ability to conjure a spectral armor to protect yourself using the same bonus action when you enter your Rage. The armor lasts for 1 minute or until you are incapacitated. While wearing this armor, creatures of your choice that start their turn within 10 feet of you or enter into the radius for the first time must make a Dexterity saving throw against the DC equals 8 + your proficiency bonus + your Constitution modifier. The creature takes 1d4 + your Constitution modifier force damage on a failed save, or half as much damage on a successful one.

Additionally, when you use the Attack action to grapple a creature, the target takes force damage equal to your proficiency bonus if your grapple check succeeds.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Trust of the Faithful

3rd-level Path of the Battlerager optional feature

You become proficient in Religion, your proficiency bonus is doubled for any ability check you make that uses Intelligence (Religion) checks.

In addition, you have advantage on ability checks related to social interaction with a creature with acolyte, priest, cleric, paladin, or similar background.

Reckless Abandon

6th-level Path of the Battlerager feature

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. If a creature hits you with a melee attack while you have these hit points, the creature takes force damage equal to your proficiency bonus.

Battlerager Charge

10th-level Path of the Battlerager feature

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging. After you use the Dash action, when you move within 5 feet of creatures of your choice, it takes 1d6 force damage from come in contract of your spectral armor. A creature or object can take this damage only once during a turn.

War Cry

14th-level Path of the Battlerager feature, which replaces the Spiked Retribution feature

As an action, you assert your intimidating presence to your foe. Creatures of your choice must succeed a Wisdom saving throw against the DC equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature can only target you with its attack and hostile action. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your War Cry for the next 24 hours.

Path of the Beast

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

Form of the Beast

3rd-level Path of the Beast feature

When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you rage:

  • Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. As a bonus action, you can make one attack with your Bite. If you have more than half your hit point, you gain a number of temporary hit points equal to your proficiency bonus. If you have less than half your hit points when you hit, you regain a number of hit points equal to your proficiency bonus
  • Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d4 slashing damage on a hit. When you make a melee attack on your turn, you can make one additional Claws attack as part of the same action.
  • Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Part of the Beast World

3rd-level Path of the Beast optional feature

You can speak in all animal languages and they can understand you. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.

Bestial Soul

6th-level Path of the Beast feature

The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

  • Beast of the Land. You gain a climbing speed equal to your walking speed. As a bonus action, while you're on the ground you can jump to an unoccupied space within 15 feet that you can see without provoking an attack of opportunity.
  • Beast of the Sea. You gain a swimming speed equal to your walking speed. You can breath both air and water. As an action, you can grant 5 creatures that you can see within 30 feet an ability to breathe underwater for 8 hour.
  • Beast of the Sky. While raging, you gain a flying speed equal to your walking speed. As a reaction when you or a creature within 60 feet of you falls, choose up to five falling creatures within 60 feet, their descent slows to 60 feet per round for 1 minute.

Bestial Sense

10th-level Path of the Beast feature, which replaces the Infectious Fury feature

After a short or long rest, you can borrow a sense from a beastial spirit. You gain additional sense according until you use this feature to choose another one:

  • Eagle-Eyed. You can see up to 2 miles away and able to discern even fine details as though looking at something no more than 100 feet away from you.
  • Echolocation. You gain a 30-feet radius of blindsight. You can't use your blindsight while you are deafened.
  • Keen Sense. You have advantage on Wisdom (Perception) checks.

Bestial Size

14th-level Path of the Beast feature, which replaces the Call the Hunt feature

As an action, you can change the size of your body at will. Choose one from Tiny, Small, Medium, or Large. You gain the following benefit depending on your size:

  • Tiny. You gain a +5 bonus to Dexterity checks and saving throws.
  • Large or larger. Once on each of your turns, one of your attacks with a weapon or an unarmed strike deal an extra 2d6 damage to a target on a hit.

At 18th level, you can change your size up to Huge. If your size changes to Huge, your reach increase by 5 feet.

Path of the Berserker

With OneD&D version of exhaustion rule, this should help with Berserker by a mile.

Frenzy

3rd-level Path of the Berserker feature

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. When your rage ends, you takes a −1 penalty to all attack rolls, saving throws, and ability checks which can be stacked up to -5 if you reuse this feature. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.

Greater restoration spell or similar effect reduces the penalty by 1.

One D&D Exhaustion

If your DM opens to use One D&D exhaustion, you could say that this subclass gains 1 level of exhaustion after using their Frenzy instead.

Make Way

3rd-level Path of the Berserker optional feature

While you're raging, you ignore nonmagical difficult terrain. If the difficult terrain is magical, you can force your way through by making a Strength saving throw against DC 10. On success, you ignore magical difficult terrain for 1 minute. The next time you use this feature before you take a long rest, the DC goes up by 5.

You can also use this feature to force yourself out of grappled or restrained.

Unstoppable Fury

10th-level Path of the Berserker feature, which replaces the Intimidating Presence feature

If you are under the effect of incapacitated, paralyzed, petrified, or stunned. You can force your way through by your determination alone. You can use your reaction to make a Constitution saving throw against DC 10. On success, one condition ends. The next time you use this feature before you take a long rest, the DC goes up by 5.

In addition, once per day, you reduce 1 level of penalty from your Frenzy after a short rest.

Retaliation

14th-level Path of the Berserker feature

Starting at 14th level, you gain additional reaction which you can use it to take a reaction when you take damage from a creature that is within 5 feet of you, to make a melee weapon attack against that creature.

Path of the Storm Herald

The design of this subclass is pretty solid, a barbarian that could adapt to any harsh environment. But the limitation that you could only stick with one storm makes it falls short.

Storm Aura

3rd-level Path of the Storm Herald feature

Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. When you enter your Rage, choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below.

If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

  • Desert. When this effect is activated and as a bonus action on the following turn, all other creatures in your aura take fire damage equal to twice your proficiency bonus.
  • Sea. When this effect is activated and as a bonus action on the following turn, you can choose a creature you can see in your aura. The target must make a Dexterity saving throw. The target takes lightning damage equal to your barbarian level + your proficiency bonus on a failed save, or half as much damage on a successful one.
  • Tundra. When this effect is activated and as a bonus action on the following turn, each creature of your choice in your aura gains temporary hit points equal to twice your proficiency bonus, as icy spirits inure it to suffering.

Environmental Adaptation

3rd-level Path of the Storm Herald optional feature

Your Constitution saving throw can never be made with disadvantage. Your body is adapting to any environment you're in: extreme hot or cold, deep underwater or outer space. You can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors such as cloudkill or dragon's poison breath.

Storm Soul

6th-level Path of the Storm Herald feature

At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

  • Desert. You gain resistance to fire damage. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
  • Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed equals to your walking speed.
  • Tundra. You gain resistance to cold damage. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Fighter: Martial Archetypes

Fighter subclass revision intend to solve and update some feature to keep up to post-TCoE. The revision part will be written in bold text to highlight the content.

The revision of fighter subclass included:

  • Arcane Archer
  • Battle Master
  • Cavalier
  • Champion
  • Purple Dragon Knight
  • Samurai

There won't be a revision of some subclass that can hold their ground by themselves or with the help of my martial optional feature & Mercy's martial progression:

  • Eldritch Knight
  • Psi Warrior
  • Rune Knight

Arcane Archer

Arcane Archer has a potential to be the equivalent of Battle Master in term of versatility. There are many interesting option in their Arcane Shot. And I think it's okay to give them a little more option.

Arcane Shot

3rd-level Arcane Archer feature

When you choose this archetype at 3rd level, you learn arcane shots that are fueled by Arcane Ammo.

Arcane Shot. You learn three empowered shots of your choice, which are detailed under “Arcane Shot” below. Many arcane shot enhance an ranged weapon attack in some way. You can use only one arcane shot per turn. An arcane shot counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You learn two additional arcane shots of your choice at 7th, 10th, and 15th level. Each time you learn new arcane shots, you can also replace one arcane shot you know with a different one.

Arcane Ammo. You have 4 Arcane Ammo. An Arcane Ammo is expended when you use it. You regain all of your expended Arcane Ammo when you finish a short or long rest. You gain Arcane Ammo at 7th level and one more at 15th level.

Saving Throws. Some of your Arcane Shots require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Arcane Shot save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Magic Arrow

7th-level Arcane Archer feature

Removing this feature.

Arcane Step

10th-level Arcane Archer optional feature

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Twin Arcane Shot

18th-level Arcane Archer optional feature

You can use up to two arcane shot per turn.

Revised Arcane Shot Options
  • Seeking Arrow Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, this attack gain a +10 bonus to your attack roll. The arrow ignores three-quarters cover and half cover. The arrow deals an extra 1d6 force damage. The force damage increases to 2d6 when you reach 18th level in this class.
Additional Arcane Shot Options
  • Splitting Arrow. When you make an attack with a ranged weapon, you can expend one Arcane Ammo to fire a piece of ammunition that splits into two, targeting two different creatures within 10 feet of each other with the same attack roll. At 18th level, the piece of ammunition splits into three, targeting up to three different creatures.
  • Teleporting Arrow. When you make an with a ranged weapon, you can expend one Arcane Ammo to teleport to within 5 feet of the target of the attack (the target of an attack does not need to be a creature), the maximum range you can teleport with this is five times your fighter level. If the attack hits a creature you can attempt to swap places with it, that creature must pass a Charisma saving throw or is teleported to your current location when you teleport.

Battle Master

Using the same feature.

Combat Superiority

If you use my fighter's martial optional feature, the Battle Master subclass will have 50% more use of their Combat Superiority dice. As a DM, you could say that if the player choose Battle Master subclass, they can only have one feature of Combat Superiority (not both). If an overpowered fighter is what you concern about.

If it was up to me, as in my table. I would say it's okay that they could take both. It increases the versatility and options of a martial class which is the main purpose of this compendium. A maneuver like: Ambush, Commanding Presence, and Tactical Assessment are more utility or roleplay focused, they are overshadowed by the important of combat as a fighter in original 5e version.

Cavalier

The revised Cavalier is an archetype related to a mount riding fighter, as the name suggests. Many of the revised or new feature is intended to support the playstyle of a mount riding cavalier.

Born to the Saddle

3rd-level Cavalier feature

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

As a bonus action, you can conjure part of your fighting spirit as a mighty steed. The steed shares your initiative and you can verbally command the steed (no action required by you). While your steed is within 1 mile of you, you can communicate with each other telepathically. See its game statistics in the accompanying Mighty Steed stat block, which uses your proficiency bonus (PB) in several places.

You can't have more than one steed at a time. You can also dismiss your steed at any time as an action, causing it to disappear.

Unwavering Mark

3rd-level Cavalier feature

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Warding Maneuver

7th-level Cavalier feature

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

In addition, your Mighty Steed attack counts as magical. It can also perform Warding Maneuver to defend you. The Steed can use this feature a number of times equal to half your proficiency bonus, and it regains all expended uses of it when it finish a long rest.

First In Line

10th-level Cavalier feature, which replaces the Hold the Line feature

After a short or long rest, you can grant your Mighty Steed and yourself a climb, fly, or swimming speed equal to their walking speed. If you choose a swimming speed, they also gains an ability to breath both air and water.

You can shout a rally call to all of your allies. As an action, you choose up to 8 creatures, they can use their reaction to move up to 60 feet toward you without provoking an attack of opportunity. You can use this feature once, and you regain it use when you finish a short or long rest.

Master Rider

15th-level Cavalier feature, which replaces the Ferocious Charger feature

While riding on your Mighty Steed, you gain the following benefits:

  • Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.
  • Opportunity attacks against you are made with disadvantage.
  • You can't be dismounted against your will if you're conscious.

Mighty Steed

Large Beast, Unaligned


  • Armor Class 14 + your proficiency bonus
  • Hit Points 10 + five times your fighter level (the steed has a number of Hit Dice [d10s] equal to your fighter level)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 13 (+1) 15 (+2) 11 (+0)

  • Saving Throws Str +4 plus PB, Dex +1 plus PB
  • Skills Athletics +4 plus PB
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus equals your PB
  • Challenge equals your PB

Charge. If the Steed moves at least 20 feet straight toward a creature and then hits it with a Steed Strike attack on the same turn, that target must succeed on a DC (8 + Steed's Strength modifier + your PB) Strength saving throw or be knocked prone. If the target is prone, the Steed can make another attack with its Steed Strike against it as a bonus action.

Actions

Steed Strike. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Bonus Actions

Sprint. Mighty Steed can take the Dash action as a bonus action.

Reactions

Coordinate. As a reaction when you make an attack roll while you are on the Steed, the Steed grants you advantage on the attack roll.

Champion

Champion is the most original of the fighter, I think they deserve some more original approach. By improving their fighting stype and giving Additional Fighting Style early.

Additional Fighting Style

3rd-level Champion optional feature

At 3rd level, you can choose a second option from the Fighting Style class feature. You choose another choice at 10th level.

Improved Critical

3rd-level Champion feature

At 3rd level, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.

Remarkable Athlete

7th-level Champion feature

Starting at 7th level, when you make Strength, Dexterity, or Constitution checks or saving throw. You can choose to expend one use of this feature to grant advantage on that check or saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Superior Critical

7th-level Champion feature

Starting at 7th level, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.

Improved Fighting Style

10th-level Champion feature, which replaces the Additional Fighting Style feature

At 10th level, you can choose the Fighting Style you have to gain its improved version. You choose another choice at 15th level.

  • Archery. You gain a +2 bonus to damage rolls you make with shortbows and longbows.
  • Blind Fighting. Your blindsight increases to 30 feet.
  • Defense. While you are wearing armor, you gain a +1 bonus to all of your saving throw.
  • Dueling. When you are wielding a melee weapon in one hand and another creature damages you with an attack, you can use your reaction to reduce the damage you take by half.
  • Great Weapon Fighting. When you make with a melee weapon that you are wielding with two hands, you can choose to take the average number of your damage die. You can do this after seeing the result.
  • Interception. You can reduce the damage the target taken by 10, with a total of 1d10 + 10 + your proficiency bonus damage reduction (to a minimum of 0 damage).
  • Protection. While you are wielding a shield, you can use your bonus action to raise your shield up. Doing this, you grant yourself and creatures within 5 feet of you half cover.
  • Thrown Weapon Fighting. When you make an attack with a thrown weapon that deals damage, the standard range is 60 and the long range is 120. When you hit a creature with a ranged weapon attack, you can use your reaction to impose disadvantage on that creature’s next attack roll.
  • Two-Weapon Fighting. When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can make an additional attack against the same target with a second light melee weapon that you’re holding in the other hand. Your follow-up attack, however, has a -5 penalty to its attack roll and you don’t add your ability modifier to the damage of this additional attack, unless that modifier is negative.
  • Unarmed Fighting. You gain a +2 bonus to attack rolls you make with unarmed strike.

Legendary Critical

15th-level Champion feature, which replaces the Superior Critical feature

Starting at 15th level, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.

Purple Dragon Knight

A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The concept of them is a fighter with bravery, and fidelity to the code of chivalry. So I design them to be a very charismatic and utilize social interaction.

Hold the Banner

3rd-level Purple Dragon Knight feature

As a bonus action, you can hold up your banner which will inspire your allies for 1 minute or until you are incapacitated. When you do so, creatures of your choice within 30 feet of you gain the following benefits at the beginning of their turn:

  • They have advantage on saving throw to end or resist charmed or frightened.
  • If they are above half hit point maximum, they gain a temporary hit point equal to 1d6 + your Charisma modifier.
  • If they are below half hit point maximum, they regain a hit point equal to 1d6 + your Charisma modifier.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Royal Envoy

3rd-level Purple Dragon Knight feature, which replaces the Rallying Cry feature

Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Strength modifier.

You gain proficiency in the Persuasion skill. Your proficiency bonus is doubled for any ability check you make that uses Persuasion.

Rallying Cry

7th-level Purple Dragon Knight feature, which replaces the Royal Envoy feature

You learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each creature has advantage on the next attack roll or saving throw they make.

Inspiring Surge

10th-level Purple Dragon Knight feature

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature gain one additional action in their next turn.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

Bulwark

15th-level Purple Dragon Knight feature

When you or a creature within your Hold the Banner aura are forced to make a saving throw, you can choose to spend one use of your Indomitable feature to allow creature of your choice within your Hold the Banner aura to reroll the save, including you.

Knight in shining Armor

18th-level Purple Dragon Knight optional feature

When you or a creature within 60 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to cause them to drop to 1 hit point instead, provided they can see or hear you.

Samurai

The design of Samurai is intended to be a very fast and flashy kind of fighter. Which I intend to fulfill on in this revision. It'll be a little anime-ish with some feature but it will fit in samurai aesthetic.

Elegant Courtier

3rd-level Samurai feature, which replaces the Bonus Proficiency feature

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.

You gain proficiency in two of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Fighting Spirit

3rd-level Samurai feature

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. You prepare yourself in fighting stance which lasts for 1 minute or until you are incapacitated. When you do so:

  • You gain temporary hit points equal to your fighter level + your proficiency bonus when you enter your Sighting Spirit and at the beginning of the following turn while your Fighting Spirit is active.
  • As a bonus action on the following turn, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Self-Control

7th-level Samurai feature, which replaces the Elegant Courtier feature

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

You have advantage on saving throws to resist or end charmed or frightened conditions.

Tireless Spirit

10th-level Samurai feature

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit left, you regain one use. If you have any use of Fighting Spirit remaining, you can choose to regain a use of your Second Wind instead.

Monk: Monastic Tradition

Monk subclass revision intend to solve and update some feature to keep up to post-TCoE. The revision part will be written in bold text to highlight the content.

The revision of monk subclass included:

  • Way of Shadow
  • Way of the Ascendant Dragon
  • Way of the Astral Self
  • Way of the Drunken Master
  • Way of the Four Elements
  • Way of the Kensei
  • Way of the Long Death
  • Way of the Open Hand
  • Way of the Sun Soul

There won't be a revision of some subclass that can hold their ground by themselves or with the help of my martial optional feature & Mercy's martial progression:

  • Way of Mercy

Way of Shadow

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. The only things I want to add into this amazing subclass is more skill proficiency and maybe one additional damage. This subclass is great with utility by itself, but usually monk subclass gives them bonus damaging feature in some way.

Shadow World

3rd-level Way of Shadow feature

You gain proficiency in Stealth and Sleight of Hand.

Once per turn, when you hit a creature after you come out of invisibility, unseen, or when you teleport to an unoccupied space within 5 feet of that creature. The creature takes additional 1d6 psychic damage.

This feature’s extra damage increases when you reach certain levels in this class: to 1d8 at 6th level and to 1d10 at 14th level.

Shadow Step

6th-level Way of Shadow optional feature

At 6th level, you gain the ability to step from one shadow into another. Once per turn, when you are in dim light or darkness, you can expend half of your movement speed to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness or to a shadow of a creature within 60 feet of you. If you choose to teleport to a shadow of a creature you will appear in an unoccupied space within 5 feet of that creature.

Way of the Ascendant Dragon

Since this subclass is recently published, most of its feature is already up to date. I would only slightly adjust some feature but stay with its original design.

Draconic Disciple

3rd-level Way of the Ascendant Dragon feature

You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:

Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can add your Martial Arts die to the roll. You can choose to do this after seeing the roll but before the DM says whether the roll succeeds or fails. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.

Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Wings Unfurled

6th-level Way of the Ascendant Dragon feature

When you use your Step of the Wind, you can unfurl spectral draconic wings from your back. While the wings exist, you have a flying speed equal to your walking speed which lasts for 1 minute or until you are incapacitated.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Ascendant Aspect

17th-level Way of the Ascendant Dragon feature

Your draconic spirit reaches its peak. You gain the following benefits:

Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. You can spend additional ki point, to a maximum of 5. For each ki point above one, your Augment Breath's damage dies increases by 2.

Blindsight. You gain blindsight out to 30 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.

Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).

Way of the Astral Self

Be the thoungsand attack Jojo move you dreamed to be.

Manifested Motivation

3rd-level Way of the Astral Self optional feature

You gain proficiency in Athletics and Acrobatics. Every times you roll a Strength (Athletics) check or a Dexterity (Acrobatic) check, you gain a bonus to the check equal to your Wisdom modifier.

Arms of the Astral Self

3rd-level Way of the Astral Self feature

Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
  • Once per turn, your melee attack deals additional force damage equal to your Martial Arts die.

Body of the Astral Self

11th-level Way of the Astral Self feature

When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.

Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).

Empowered Arms. When you take the Attack action on your turn, you can make one additional attack with your unarmed strike.

Awakened Astral Self

17th-level Way of the Astral Self feature

Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

While your astral self is awakened, you gain the following benefits.

Armor of the Spirit. You gain a +2 bonus to Armor Class.

Astral Barrage. When you take the Attack action on your turn, you can make one additional attack with your unarmed strike (a total of 2).

Astral Sight. You gain 120 feet of truesight.

Way of the Drunken Master

The Drunken Master should have special interaction with how drunk they are. Now they are someone who's an amazing combatant even when they are intoxicated.

Drunken Technique

3rd-level Way of the Drunken Master feature

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Your body has adapted to intoxication, poison has different effect on your body: Poisoned. You have disadvantage on ability checks but you gain a +1 bonus to your attack rolls, Dexterity saving throws, and armor class. The bonus increases to +2 and +3 when you reach 10th and 17th level in this class.

As part of a short or long rest, you can brew alcoholic drinks containing in a vial, provided you have ingredients and brewer’s supplies on hand. You can prepare enough of this drink equal to 4 + your proficiency bonus. These special drinks last 8 hours after being made. A creature can use a bonus action to eat one of those drink to gain temporary hit points equal to your Martial Art die + your proficiency bonus. A creature who consumes the drink has to make a DC 10 Constitution saving throw or be poisoned for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the poisoned ends.

When you drink this alcoholic drink, you can choose to fail the Constitution saving throw and be poisoned immediately.

Drunkard’s Luck

11th-level Way of the Drunken Master feature

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw, you can spend 1 ki points to reroll. You must use the new roll.

Intoxicated Frenzy

17th-level Way of the Drunken Master feature

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies:

  • When you take the Attack action, you can make 3 attacks with it.
  • When you use your Flurry of Blows, you can make up to 2 additional attacks with it.

Way of the Four Elements

It's not easy to revise the Four Elements monk, while trying to stay balance or with the aesthetic. But I want to give the most elemental monk as they can be.

Disciple of the Elements

3rd-level Way of the Four Elements, which replace the previous Disciple of the Elements feature

At 3rd level, you learn magical disciplines that harness the power of the four elements. You gain additional ki point equal to your proficiency bonus, these ki points can only be used to spend on Disciple of the Elements effect and you regain all expended ki points when you finish a long rest.

You learn the control flame, gust, mold earth, and shape water cantrips. As you gain level in this class, you learn more Disciple of the Elements. These Disciples are not magical in nature hence they are not affected by antimagic field or similar effect. You can use these effect following the similar rule of spellcasting but still you are not casting a spell.

You can spend a number of ki point equals to the level of these spell to cast it once without expending a spell slot unless it's a cantrip. Once you cast a spell in this way, you can’t do so again until you finish a long rest. These spells don't require spell components unless it's a costly material component. Wisdom is your spellcasting ability.

In addition, when you use your action to cast a spell from your Disciple of the Elements feature. You can make one attack as a bonus action.

Elemental Adapt

3rd-level Way of the Four Elements optional feature

You are more adapt to the elements. When you hit a creature with your unarmed strike, choose the damage type as per one of the element of your choice: lighting (air), acid (earth), fire (fire), and cold (water).

When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Elemental Martial Art

6th-level Way of the Four Elements optional feature

Your body and soul have a part of the four elements imbue to them, you gains the following benefits:

  • Deflect Missiles. The missile's range increases to 60 feet and a long range of 120 feet. It deals additional cold damage equal to your proficiency bonus and its speed is half until the end of its next turn. As you throw the projectile back, an icy touched consumes the missile.
  • Flurry of Blows. You can use a Flurry of Blows as a bonus action after you spend your ki point to cast a spell from your Disciple of the Elements feature as an action. When you do this, each of your unarmed strike from Flurry of Blows deals additional fire damage equal to your proficiency bonus.
  • Patient Defense. When you use this feature, you can add your proficiency bonus to your armor class until the beginning of next turn as rocks form protective barrier around you.
  • Step of the Wind. When you use your Step of the Wind, you have a flying speed equal to your walking speed until the end of your turn.

Primordial Recovery

11th-level Way of the Four Elements optional feature

You can regain an amount of elemental power you had used. After a short rest, you can choose to expend one use of one Disciple of the Elements to regain a use of another Disciple that you had used. The regain Disciple has to be at the same level of the one you expended.

Once you use this feature, you can’t use it again until you finish a long rest.

Primordial Investiture

17th-level Way of the Four Elements optional feature

As an action, you can imbue yourself with an aspect of the elemental plane which lasts for 1 minute or until you are incapacitated. You gain the following benefits:

  • You are immune to cold and fire damage.
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • Ranged weapon attacks made against you have disadvantage on the attack roll.
  • You gain a flying speed equals to your walking speed which you can hover.
  • You gain temporary hit points equal to your monk level times 5. If any of these remain when the Primordial Investiture ends, they are lost.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 8 ki points to use it again.

Disciple of the Elements
Level Neutral Air Earth Fire Water
3st Catapult Shield Earth Tremor Burning Hands Ice Knife
5th Blur Warding Wind Earthbind Aganazzar's Scorcher Rime's Binding Ice
9th Protection from Energy Fly Meld into Stone Ashardalon's Stride Tidal Wave
13th Elemental Bane Greater Invisibility Stone Shape Wall of Fire Control Water
17th Dispel Evil and Good Steel Wind Strike Passwall Immolation Maelstrom
20th Foresight Whirlwind Earthquake Fire Storm Tsunami

Way of the Kensei

Way of the Kensei is pretty well design by itself, I only add a small adjustment to integrate the subclass to fit in with my martial progression.

Path of the Kensei

3rd-level Way of the Kensei feature

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

Agile Parry. If you are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC, while the weapon is in your hand and you aren’t incapacitated.

Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.

One with the Blade

6th-level Way of the Kensei feature

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

Spirited Weapons. Your kensi weapons are magical if not already, it returns to your hand immediately after it is used to make a ranged attack. As an action, you can dismiss your kensei weapons to a harmless demiplane and you can summon it back to you with a bonus action.

Deft Strike. Once per turn, when you hit a target with a kensei weapon, the weapon to deal extra damage to the target equal to your Martial Arts die.

Sharpen the Blade

11th-level Way of the Kensei feature

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature cannot increase the bonus on your keisei weapon exceed a +3, in case they already have a bonus to its attack and damage rolls.

Way of the Long Death

The Long Death monk has a problem of an earlier subclass, they doesn't really have a feature to use outside of combat. So I give them one. And just like any other subclass, I give them a bonus necrotic damage equal to their Martial Art die.

Touch of Death

3rd-level Way of the Long Death feature

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

Once per turn, when you hit a creature with your unarmed strike. The creature takes additional necrotic damage equal to one roll of your Martial Art die.

Soul Sight

3rd-level Way of the Long Death optional feature

As an action, you can open your awareness to magically detect soul. Until the end of your next turn, you know the location of any creature within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Hour of Reaping

6th-level Way of the Long Death feature

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw against the DC 8 + your Wisdom modifier + your proficiency bonus or be frightened of you until the end of your next turn.

Alternatively, you can choose to spend 1 ki point to use this feature as a bonus action.

Touch of the Long Death

17th-level Way of the Long Death feature

Starting at 17th level, your touch can channel the energy of death into a creature. As part of one of your melee attack, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

You can only use this feature once per round.

Way of the Open Hand

This subclass is supposed to be the most monk of the monks, which is why I only want to enhance their unarmed strike feature.

Open Hand Technique

3rd-level Way of the Open Hand feature

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your unarmed strikes, you can impose one of the following effects on that target:

  • Locking Technique. It must succeed on a Dexterity saving throw or be knocked prone.
  • Crushing Technique. It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • Debilitating Technique. The creature must succeed on a Constitution saving throw or it is unable to speak until the end of your next turn.
  • Dazing Technique. It can’t take reactions until the end of your next turn.

Phyical Training

3rd-level Way of the Open Hand optional feature

At 3rd level, you gain proficiency in Athletics. Whenever you make a Strength check, you gain a bonus to the check equal to your Dexterity modifier.

You can use your Dexterity score and modifier instead of Strength when calculating your jumping distance.

Quickened Blows

6th-level Way of the Open Hand feature, which replaces the Wholeness of Body feature

At 6th level, you've learned to maximize the speed and efficiency at which you deliver your strikes. Your Flurry of Blows no longer requires you to take the attack action first.

Open Hand Mastery

11th-level Way of the Open Hand feature, which replaces the Tranquility feature

Beginning at 11th level, you gain a +2 to all attack and damage rolls made with your unarmed strikes. In addition, some of your techniques granted by Open Hand Discipline have been strengthened in the following ways:

  • Locking Technique. It must succeed on a Dexterity saving throw or be knocked prone. You can also force it to drop one object of your choice that it is holding. The object lands at the creature's feet.
  • Crushing Technique. It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. It has disadvantage on its attacks until the end of your next turn.
  • Debilitating Technique. The creature must succeed on a Constitution saving throw or it is unable to speak and it has disadvantage on its ability check and Constitution saving throw until the end of your next turn.
  • Dazing Technique. It can’t take reactions and its speed is halved until the end of your next turn.

Way of the Sun Soul

There is a lot to fix in the Sun Soul monk, but I draw inspiration from another creator to create this revised version. First, their special attack needs to synergize with the rest of monk class feature, the easiest fix is to make it consider as an unarmed strike as well. I give some cantrips for utility and fix some poor wording of the pseudo-fireball.

Radiant Sun Bolt

3rd-level Way of the Sun Soul feature

Starting when you choose this tradition at 3rd level, when you hit a creature with your unarmed strike, you can change the damage type to radiant.

You can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

This new attack option is considered an unarmed strike for the purpose of receiving benefits from other class feature and feat.

Lightbringer

3rd-level Way of the Sun Soul optional feature

When you choose this subclass at 3rd level, you learn the dancing lights and light cantrip, your Wisdom is your spellcasting ability.

When you hit a creature with your unarmed strike, it grows with sparkle of light energy. For the next 1 minute, that creature cannot go invisible. It also sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Searing Arc Strike

6th-level Way of the Sun Soul feature

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can cast the burning hands spell at first level as a bonus action without expending a spell slot, your Wisdom is your spellcasting ability.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points that you can spend on the spell equals half your monk level.

Searing Sunburst

11th-level Way of the Sun Soul feature

At 11th level, you gain a flying speed equal to your walking speed.

You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can spend 3 ki points to cast the fireball spell without expending a spell slot, your Wisdom is your spellcasting ability.

When you cast the fireball spell this way, its damage type changes to radiant.

You can spend additional ki points to cast fireball as a higher-level spell. Each 2 additional ki point you spend increases the spell’s level by 1. The maximum level of fireball that you can cast equals half your monk level.

Sun Shield

17th-level Way of the Sun Soul feature

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, takes radiant damage equals 5 + your Wisdom modifier.

Rogue: Roguish Archetype

Rogue subclass revision intend to solve and update some feature to keep up to post-TCoE. The revision part will be written in bold text to highlight the content.

The revision of rogue subclass included:

  • Assassin
  • Inquisitive
  • Mastermind
  • Scout
  • Swashbuckler
  • Thief

There won't be a revision of some subclass that can hold their ground by themselves or with the help of my martial optional feature & Mercy's martial progression:

  • Arcane Trickster
  • Phantom
  • Soulknife
Hide Action (Variant)

As a bonus action, rogue can use their Cunning Action to attempt to hide. They can make a Dexterity (Stealth) check against the creature's passive Perception. On success, they are considered hidden and have the benefit of unseen target. If you make an attack while you're hiding, you have advantage on the attack roll and the target is surprised.

Assassin

I have a lot of fun revise this subclass, the Assassion rogue was meant to be a poison user, a silent murderer, and a disguised spy? The concepts were all over the place, so I make sure the aesthetic is now up to date with the current mechanic rather than flavorful words with no real mechanic to support.

Assassinate

3rd-level Assassin feature

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on your initiative roll.

In addition, in the first round of initiative, if you hit an enemy with an attack that applies your Sneak Attack. That hit is a critical hit.

Poison Savant

3rd-level Assassin feature, which replaces the Bonus Proficiencies feature

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

Whenever you use a poison, you can replace its DC with 8 + your proficiency bonus + your Intelligence modifier if the DC is lower than yours.

You can use the bonus action granted by your Cunning Action to apply an injury poison to a weapon you are holding.

Infiltration Expertise

9th-level Assassin feature

Starting at 9th level, you become a master at creating false identities. Whenever you make an ability check to create a disguise or to deceive a creature by assuming a false identity, you have advantage on the roll.

During your downtime, you can spend at least 4 hours to create a false evident of your new identity in a settlement. Creatures within that settlement make an ability check to discover your real identity with disadvantage. This effect lasts for 7 days, until you are exposed, or you choose to reveal yourself.

Poison Master

13th-level Assassin feature, which replaces the Impostor feature

At 13th level, you have learned how to create and use poisons as a master assassin. The poison damage deals you by or cause by a poison you created ignore damage resistance. If the creature has an immunity to poison damage, it is instead turns to resistance.

Whenever you finish a long rest, you can use a poisoner's kit to create 3 doses of deadly poison. The creation may be an ingested or injury poison (your choice) and lasts for 24 hours or until used. Once you create a poison this way, you may not do so again until you complete a long rest.

Assassin's Death (Ingested or Injury): A creature that is attacked by a weapon coats with this poison must make a Constitution saving throw DC = 8 + your proficiency bonus + your Intelligence modifier. On a failed save the creature takes 1d4 damage for every level you have in this class and gains the poisoned condition for one minute.

If Assassin's Death is ingested, the creature makes the saving throw with disadvantage and is also incapacitated while poisoned this way.

If the saving throw is successful, the creature takes half the damage and suffers no additional effects.

A weapon coats with Assassin's Death will retain its potency for the next 1 minute or until you hit a creature with this weapon.

Death Strike

17th-level Assassin feature

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. If your attack is with a poison coated weapon, double the damage of the poison as well.

Inquisitive

One of my favorite rogue subclass, the Inquisitive immerse to the role of a detective of the group. The utility was there and it is perfect. I just improved a feature related to their combat potential.

Ear for Deceit

3rd-level Inquisitive feature

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 9 or lower on the d20 as an 10.

Insightful Fighting

3rd-level Inquisitive feature

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you gain the following benefits:

  • You can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
  • When you attack your Insightful Fighting target, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • The number you need to roll a Critical Hit against your Insightful Fighting target while attacking is reduced by 1. This effect can stack.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Steady Eye

9th-level Inquisitive feature

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

As a reaction, you can make a Wisdom (Perception) or Intelligence (Investigation) check against a creature or object’s Charisma (Deception) check you can see. If successful, you gain insight into its vulnerabilities or resistances, providing a brief overview of its strengths and weaknesses.

Unerring Eye

13th-level Inquisitive feature

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Eye for Weakness

17th-level Inquisitive feature

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

In addition, the number you need to roll a Critical Hit against your Insightful Fighting target while attacking is reduced by 1. This effect can stack.

Mastermind

The Mastermind is a team focused subclass, so I give it a little upgrade to its feature. They already have a utility focused feature so there is only fixing some poor wording and trigger condition in certain feature.

Master of Tactics

3rd-level Mastermind feature

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

In addition, the target of this feature can choose to use its reaction to immediately attack one creature of their choice. If the attack hits, you gain temporary hit points equal to half your rogue level + your proficiency bonus.

Insightful Manipulator

9th-level Mastermind feature

Starting at 9th level, as a bonus action, you can make an Intelligence (Investigation) check or a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, 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:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)
  • One of its damage resistance (if any)
  • One of its damage immunity (if any)
  • One of its condition immunity (if any)

At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.

Alternatively, you can spend at least 1 minute observing or interacting with another creature outside combat. If you do this, you learn the information you seek (no ability check require).

Misdirection

13th-level Mastermind feature

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while there is a creature within 5 feet of you that is not the attacker, you can use your reaction to have the attack target that creature instead of you.

Scout

Scout rogue is a subclass from PHB so some of its features is pretty old. I give them an update to their feature that is up to post-TCoE, especially an access to some nice ranger spells for their subclass.

Skirmisher

3rd-level Scout feature

Starting at 3rd level, when you choose this subclass, your speed increases by 10 feet.

You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Survivalist

3rd-level Scout feature

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it.

You learn to invoke your connection to the nature world: you learn these spells when you reach certain levels in this class, as shown in the Survivalist Spells table. You can cast each of these spells once without expending a spell slot. You ignore spell components unless it's a costly material component. Once you cast a spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability.

Survivalist Spells
Rogue Level Spell
3rd find familiar, goodberry
5th pass without trace
9th speak with plants
13th dominate beast
17th commune with nature
20th transport via plants

Superior Mobility

9th-level Scout feature

At 9th level, you gain a climbing or swimming speed equal to your walking speed.

When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this feature, you can't use it again until you move 0 feet on one of your turns.

Swashbuckler

The Swashbuckler rogue in my mind is the most frontliner of the rogues, so I give them the extra attack feature and fix some other feature that reset up on a short rest (post-MPMM, every feature that reset on a short rest changes to no of use equals to your proficiency bonus per long rest).

Fancy Footwork

3rd-level Swashbuckler feature

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

At 5th level, when you take the Attack action, you can make two attack with that action. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Elegant Maneuver

13th-level Swashbuckler feature

Starting at 13th level, you can grant yourself an advantage on the Dexterity (Acrobatics) or Strength (Athletics) check you are make.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Master Duelist

17th-level Swashbuckler feature

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Thief

The fun we have with this first and original subclass, the Thief has the most roguish aesthetic. I blush off the dust and fix some wording, give them more reliable mechanic in the same old feature.

Fast Hands

3rd-level Thief feature

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make the following actions:

  • You make a Dexterity (Sleight of Hand) check against a creature's Strength (Athletics) or Dexterity (Acrobatics) check. On success, you pickpocket one of the item that the creature is holding or keeping in their container.
  • You can use your thieves’ tools to disarm a trap or open a lock
  • You can take the Use an Object action.
  • You can take the Activate an Item action.
Activate an Item

Activating some magic items requires a user to do something in particular, such as holding the item and uttering a command word, reading the item if it is a scroll, or drinking it if it is a potion. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation.

Second-Story Work

3rd-level Thief feature

When you choose this archetype at 3rd level, you gain a climbing equal to your walking speed.

In addition, you can jump up to 20 feet without a running start and 40 feet when you make a running jump. As a reaction, when you are targeted by a melee attack, you can attempt to roll away, possibly evading the attack, by moving to an unoccupied space within 5 feet of you. If the space is out of that melee attack range, the attack automatically misses.

Use Magic Device

13th-level Thief feature

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

You learn one wizard cantrip of your choice, Intelligence is your spellcasting ability. If your magic item has a spell save DC and spell attack bonus, your can replace the DC with DC 8 + your Intelligence modifier + your proficiency bonus and replace its spell attack roll with your Intelligence modifier + your proficiency bonus.

Mercy's Manual

of Martial

Maneuvers

My other Homebrew contents, including spells, subclasses, and playable races, can be found for free on r/dimijung41.

 

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