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Change Log
Core Rules Monk
Two Light weapons can now be drawn at once Less Ki points (½ Monk level plus WIS mod) but several
Gave Whip ability to be used for grapples with limitations “ki point sinks” have been addressed which should even it
Dual Wielder now gives an additional attack with off-hand out
weapon during the Attack action if you have the Extra Ki point cost for Step of the Wind removed
Attack feature. Gave Combat Maneuvers but use Ki instead of superiority
Elemental Adept now adds spell casting bonus to one dice; know fewer maneuvers
damage roll instead of making 1’s 2’s, but not if you Changed Deflect Missile to additional AC, reaction throw
already add it from another source. no longer costs Ki. Affects ranged spell attacks at level 7
Sharpshooter now doubles all ranges instead of ignoring but cannot throw them.
disadvantage at long range and gives a bonus to hit Additional ASI at 10th level to help with MADness and
against those in cover instead of ignoring cover. give option for Feats
Shield Master now adds shield bonus to all Dex saves (not Debilitating Strike replaces Stunning Strike; uses slow
just only targeting you) and can don/doff shield as a bonus spell as debuff and has Wis mod uses per short rest. No Ki
action cost
Additional attack per Attack action at 15th level to help
Barbarian even out their damage curve with other classes.
Battlerager and Storm Herald quality of life changes: When using a Kensai weapon, your Martial Arts die is
spiked armor from any armor, changed scaling for Storm considered one die type higher for weapon attacks and
Herald to scale alongside PB maneuvers, max d12.
Battlerager now makes spikes magical for the purposes of
immunity and resistances. Paladin
Berserker 3rd level feature now grants a save vs Gave a second use of Channel Divinity at level 15.
exhaustion, scaling similarly to Relentless Rage.
Updated the Berserker 10th level ability to make it more Ranger
useful. Quality of life updates for Beast Master and Hunter. Not
meant as a total “fix”
Bard Buffed Favored Foe for more damage and removes
Updated Countercharm to give an immediate save at concentration at 6th level.
advantage when used.
Sorcerer
Druid Gave more sorc points and changed creating spell slots to
Added Wis mod to cantrip damage for Land Druid at level recover expended spell slots to avoid Coffelock
10. interactions from being too much.
Added known spells to all subclasses with changing them
Fighter on level up like Tasha’s new subclasses.
Gave an additional use per rest to Second Wind at 17th
level and you add Con mod to the roll. Warlock
Combat Maneuvers are now base Fighter Gave Eldritch Blast at level 1 for free.
Gave fighters their own version of the barbarian optional Increased the power of Pacts to help alleviate Invocation
feature "Primal Knowledge" from Tasha's called "Well- tax.
rounded Training" Pact of the Blade can now replace EB rays with pact
Defy Death replaces Indomitable at 9th level weapon attacks using Charisma.
Indomitable is now at 13th level and gives half proficiency Dissolved Hexblade into three invocations and Pact of the
to non-proficient saving throws. As written, this includes Blade. Changed Thirsting Blade since the PotB EB
death saves. Can now also use superiority dice to add to update invalidates it.
non-death saves. Updated a Sculptor of Flesh and Thief of Five Fates to
Gave Arcane Archer scaling uses per rest and improved add as spell known and give a free use per long rest.
shot options at 15th instead of 18th
Gave Champion an additional superiority dice at 10th Optional Rules
level since combat maneuvers are now base fighter Exists
Equipped weapon slots and ASI progression
Limited number of SR per day but LR have been buffed...?
Change Log
2
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Revised Weapons
Weapon Cost Damage Weight Properties
Simple Melee Weapons
Dagger 2 gp 1d4 piercing 1 lb. Concealable, finesse, light, thrown (20/60)
Simple Ranged Weapons
Dart 5 cp 1d4 piercing 1/4 lb. Concealable, finesse, thrown (20/60)
Sling 1 sp 1d4 bludgeoning -- Ammunition (30/120), concealable
Martial Melee Weapons
Flail 10 gp 1d8 bludgeoning 4 lb. Special
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, special, two-handed
Morningstar 15 gp 2d4 piercing 4 lb. Special
Pike 5 gp 1d10 piercing 13 lb. Heavy, reach, special, two-handed
Whip 2 gp 1d4 slashing 3 lb. Concealable, finesse, reach, special
Martial Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb. Ammunition (25/100), concealable, loading, special
Part 1 | Weapons
3
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Feats Revised
Part 2 | Feats
4
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Classes Revised
Barbarian
Part 3 | Classes -
Barbarian/Bard/Druid/Fighter
6
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Champion Ability Score Improvement:
When you reach 4th level, and again at 8th, 10th, 12th, 16th,
Add the following feature to the subclass and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
Combat Expertise choice by 1. As normal, you can’t increase an ability score
At 10th level, you gain an additional superiority dice. above 20 using this feature.
Using the optional feats rule, you
can forgo taking this feature to take a feat of your choice
Monk instead.
Debilitating Strike (replaces Stunning
Ki:
Replace the first paragraph and the Step of the Wind feature Strike):
with the following: Starting at 5th level, you can interfere with the flow of ki in an
Starting at 2nd level, your training allows you to harness opponent’s body. When you hit another creature with a melee
the mystic energy of ki. Your access to this energy is attack, you can attempt a debilitating strike. The target must
represented by a number of ki points. You gain a number of ki succeed on a Wisdom saving throw or suffer the effects of the
points equal to your Wisdom modifier plus half of your monk slow spell until the end of your next turn.
levels (minimum 1). You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain any
Step of the Wind expended uses when you finish a short or long rest.
You can take the Disengage or Dash action as a bonus action Extra Attack (2):
on your turn. When you do, your jump distance and height Beginning at 15th level, you can attack three times, instead of
are doubled until the end of your turn. twice, whenever you take the Attack action on your turn.
Combat Maneuvers:
Beginning at 2nd level, you learn maneuvers that are fueled Way of the Kensai
by your Ki points. Path of the Kensai
Maneuvers. You learn the Bait and Switch maneuver and Replace the listed feature with the following:
one more maneuver of your choice from the list of maneuvers Kensei Weapons. You gain proficiency with all martial
available to fighters. Many maneuvers enhance an attack in weapons and any martial weapon that lacks the special or
some way. You can use only one maneuver per attack.
You heavy properties becomes a monk weapon for you, as well as
learn another maneuver of your choice at 7th, 10th, and 15th the glaive and longbow.
level. Each time you learn new maneuvers, you can also Additionally, while you are wielding a kensei weapon you
replace one maneuver you know with a different one. may treat your martial arts die as one die type larger for your
Superiority Dice. Anytime a maneuver would require you to kensei weapons and maneuvers, to a maximum of a d12.
expend a superiority die, you may instead expend a ki point
and roll your martial arts die in place of the superiority die. Sharpen the Blade:
You may do this a number of times per long rest equal to At 11th level, you gain the ability to augment your weapons
twice your proficiency modifier. 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
Saving Throws. Some of your maneuvers require your target attack and damage rolls when you attack with it. The bonus
to make a saving throw to resist the maneuver’s effects. The equals the number of ki points you spent. If the weapon is
saving throw DC is the same as your Ki save DC. already a magic weapon with a bonus to attack and damage,
the increase is cumulative but you cannot increase the total
Deflect Missile: bonus beyond +3.
Starting at 3rd level, you gain a bonus to your Armor Class This bonus lasts for 1 minute or until you use this feature
equal to half of your proficiency modifier against ranged again.
weapon attacks.
As a reaction, when a ranged weapon attack misses you, Paladin
you can catch the missile if it is small enough for you to hold
in one hand and you have at least one hand free. If you do, All Paladins gain the following feature:
make a ranged attack with the weapon or piece of
ammunition you just caught, as part of the same reaction. Improved Channel Divinity
You make this attack with proficiency, and the missile counts Beginning at 15th level, you can use your Channel Divinity
as a monk weapon for the attack, which has a normal range twice between short rests.
of 20 feet and a long range of 60 feet.
Starting at 7th level, the increase to your AC applies to
ranged spell attacks as well but you cannot catch them.
Part
Part3 |3Classes
| Classes- Paladin/Ranger
- Fighter/Monk
7
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Ranger Beast Master
Favored Foe Subclass Spells
1st-level ranger feature, which replaces the Favored Enemy Starting at 3rd level, you learn an additional spell when you
feature and works with the Foe Slayer feature reach certain levels in this class, as shown in the Beast
Master Spells table. The spell counts as a ranger spell for
When you hit a creature with an attack roll, you can call on you, but it doesn’t count against the number of ranger spells
your mystical bond with nature to mark the target as your you know.
favored enemy for 1 minute or until you lose your
concentration (as if you were concentrating on a spell). Beast Master Spells
Whenever you hit the favored enemy and deal damage to it Ranger Level Spells
with a weapon attack, including when you mark it, you can 3rd Animal Friendship
increase that damage by 1d4.
You can use this feature to mark a favored enemy a number 5th Summon Beast
of times equal to your proficiency modifier, and you regain all 9th Haste
expended uses when you finish a long rest.
This feature’s extra damage increases when you reach 13th Charm Monster
certain levels in this class: to 1d6 at 6th level and to 1d8 at 17th Awaken
14th level. Beginning at 6th level, this feature no longer
requires concentration.
Exeptional Training
Spellcasting Beginning at 7th level, on any of your turns when your beast
Instead of having Spells Known, all rangers may prepare a companion doesn’t attack, you can use a bonus action to
list of ranger spells that are available for them to cast, command the beast to take the Dash, Disengage, or Help
choosing from the ranger spell list. When you do so, choose a action on its turn.
number of ranger spells equal to your Wisdom modifier + Your companion can magically communicate simple ideas,
half your ranger level, rounded down (minimum of one spell). emotions, and images telepathically with you as long as you
The spells must be of a level for which you have spell slots. are within 100 feet of it.
You can change your list of prepared spells when you finish As long as you are each within 5 feet of each other, when a
a long rest. Preparing a new list of ranger spells requires creature attacks you or your companion, the other can use
time spent in prayer and meditation: at least 1 minute per their reaction to impose disadvantage on the attack roll
spell level for each spell on your list. In addition, the beast's attacks now count as magical for
Land's Stride the purpose of overcoming resistance and immunity to
Add the following to the end of the second paragraph: nonmagical attacks and damage.
"[...] entangle spell, and may take the Dash Action as a
bonus action." Hunter
Vanish Subclass Spells
Replace the feature with the following" Starting at 3rd level, you learn an additional spell when you
Starting at 14th level, you can add double your proficiency reach certain levels in this class, as shown in the Hunter
bonus whenever you make a Stealth check. If you already do, Spells table. The spell counts as a ranger spell for you, but it
you may choose another skill of your choice from the list of doesn’t count against the number of ranger spells you know.
skills available to Rangers at level one to gain this benefit.
Also, you can’t be tracked by nonmagical means, unless Hunter Spells
you choose to leave a trail. Ranger Level Spells
3rd Snare
Foe Slayer
At 20th level, you become an unparalleled hunter of your 5th Pass Without Trace
enemies. You can add your Wisdom modifier to any attack 9th Leomund's Tiny Hut
and damage rolls you make against one of your favored
enemies. 13th Freedom of Movement
17th Tree Stride
8
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Hunter's Prey Divine Soul
Replace the listed features with the following:
Choose a Cleric domain; gain the listed spells upon reaching
Giant killer the appropriate level.
When a Large or larger creature within 5 feet of you hits or When you gain a Sorcerer level, you may exchange a spell
misses you with an attack, you can use your reaction to attack learned from this feature for another Cleric or Sorcerer
that creature immediately after its attack, provided that you spell of the same level. This replaces the normal exchange
can see the creature. This attack is made with advantage. You for sucblass spells
can draw the weapon as part of the attack.
Draconic Sorcerer
Horde Breaker
Subclass Spell Schools: Abjuration or Evocation
Once on each of your turns when you make a weapon attack,
you can make another attack with the same weapon against a Sorcerer Level Spells
different creature that is within 5 feet of the original target, or 1st Alarm, Chromatic Orb (ancestry only)
you, and within range of your weapon.
3rd Dragon's Breath, See Invisibility
Multiattack 5th Fear, Protection from Energy
Replace the listed feature with the following:
7th Elemental Bane, Leomund's Secret Chest
Whirlwind Attack 9th Geas, Legend Lore
You can use your action to make a melee attack against any
number of creatures within your reach, with a separate attack Shadow Sorcerer
roll for each target.
Subclass Spell Schools: Illusion or Necromancy
Sorcerer Sorcerer Level Spells
1st Disguise Self, False Life
Font of Magic
Replace the listed features with the following: 3rd Blindness/Deafness, Blur
T
hese are rules that, while in the theme of these
revision, are either controversial or different
enough in scope that I feel they deserve their
own section.
Equipped Weapons Character Progression
In addition to any weight limit you have, you can carry a Ability Score Increases
limited number of weapons on your person at any one time, When you reach 2nd level, and again every second character
called equipped weapons. These weapons are placed for ease level thereafter, you can increase one ability score of your
of access, and can be drawn using a free action as part of an choice by 1. As normal, you can’t increase an ability score
attack. As a bonus action, you can sheathe a weapon into any above 20 using this feature.
weapon slot that it would normally fit and draw another
equipped weapon as part of the same bonus action. Any Ability Score Improvements given by classes must instead
donning or doffing requirements, such as a Shield requiring be spent on feats.
an action to don, still apply.
When carrying weapons in another way, such as in a cart Rests
or a Bag of Holding, retrieving the items requires one action.
Your DM may determine that the length is greater, depending Short Rests
on how difficult the weapon is to find or grasp.
When using weapons with the Ammunition property, the Short rests only last 10 minutes. You can only benefit from
method by which you carry that ammunition, such as a quiver up to 2 Short Rests per 24 hours.
of arrows, does not count against your equipped weapons.
Weapons concealed within the Thigh Strap may be drawn Field Rests
using a normal item interaction in-spite of being concealed. Taking a long rest out in the wilderness, and with the
Weapon Storage Table possibility of constant danger, does not allow for a completely
Storage
restful, well, rest. Characters do not regain hit points at the
Position Restrictions
end of a long rest taken outside of a safe area. Instead, field
rests allow more flexibility at the cost of a full night’s sleep.
Primary
None Field rests are split into two 4 hour periods, one with no
Shoulder more than Light Activity and one with No Activity (typically
Secondary sleep), which can be taken in any order. At the end of the first
Shoulder
Cannot equip a shield 4 hour period, you gain the benefits of a Short Rest and
regain ½ of your Hit Dice (min 1). At the end of the second 4
Primary Waist
May only equip one-handed weapons, or hour rest, you regain your spell slots and other Long Rest
10 darts cooldowns.
Secondary May only equip weapons with the Light You can only benefit from a single Field or Long Rest per
Waist property, or 10 darts 24 hour period, and to reduce Exhaustion you must spend the
May only equip one concealable item, or 5
full 8 hours with No Activity.
Thigh Strap
darts