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5e Remastered

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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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

Whip. When taking the grapple action, you may grapple a


Weapons creature within 10 feet of you using the whip; you cannot
attack with the whip as long as it's grappling a creature. A
Weapon Properties creature grappled in this way does not have their movement
Light. A light weapon is small and easy to handle, making it speed reduced to zero, but cannot willingly move more than
ideal for use when fighting with two weapons. Additionally, 10 feet away from the grappler.
whenever you would draw a weapon with the Light property, Special Materials
you may instead draw two weapons with the Light property.
Adamantine. Equipment made from adamantine can’t be
Concealable. Weapon may be concealed. destroyed or damaged and doesn’t suffer from wear. Armor
made or reinforced with this material turns any critical hit
Special Weapon Properties against you into a normal hit. Weapons made from it deal
Blowgun. If you make a weapon attack using a blowgun double damage to structures and objects.
while hidden, you do not give away your location if the attack Mithral. Equipment made from mithral weighs only half as
misses. Additionally, if you have darts, you can use them as much and has no Strength requirement. Additionally, armor
the ammunition for the blowgun. A blowgun using darts as made of it doesn’t impose disadvantage on Dexterity (Stealth)
ammunition deals 1d4 piercing damage. checks when it otherwise would. Small creatures do not have
Flail. When you make a melee weapon attack using a flail disadvantage on attack rolls with heavy weapons made of
against a creature, you ignore any bonus to AC that creature mithral.
gains from using a Shield.
Concealment
Halberd. When making a melee weapon attack using a You may conceal a number of weapons on your person equal
halberd against a creature that is prone, the Halberd does to your Sleight of Hand modifier. Only weapons with the
1d12, instead of 1d10, to that creature. Additionally, you do Concealable property may be concealed. These weapons can
not suffer disadvantage when you attack a prone creature be discovered if a creature makes an Intelligence
with this weapon from more than 5ft away. (Investigation) check while physically checking you. The DC
Morningstar. You may instead deal 2d4 bludgeoning for this check is 8 + your Sleight of Hand modifier. While
damage. concealed, weapons are sheathed and strapped to your
person and cannot be utilized in combat until they’re
Pike. The reach property of this weapon adds 10 ft to your removed from their hiding places, which requires an Action
reach instead of 5 ft. You have disadvantage when you use a per weapon.
pike to attack a target within 5 feet of you.

Part 1 | Weapons
3
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Feats Revised

Dual Wielder Obscurantist


You have mastered fighting with two weapons, gaining the You have the ability to find hiding places that others would
following benefits: not. You gain the following benefits:
You gain a +1 bonus to AC while you are wielding a You gain proficiency in the Sleight of Hand skill if you are
sperate melee weapon in each hand. not already.
You can use two-weapon fighting even when the one- You have advantage on Dexterity (Sleight of Hand) checks
handed melee weapons you are wielding aren't light. made to hide small objects.
You can draw or stow two one-handed weapons when you You may treat shortswords, light hammers, or clubs as if
would normally be able to draw or stow only one. they had the Concealable trait.
If you have the Extra Attack feature, when you take the You may draw a weapon from concealment as an
Attack action on your turn and attack with a melee interaction once per turn.
weapon that you're holding in one hand, you can make an
additional attack with a different melee weapon that Sharpshooter
you're holding in the other hand. You can make this You have mastered ranged weapons and can make shots that
additional attack only once per Attack action. others find impossible. You gain the following benefits:
Elemental Adept All ranges for ranged weapons are doubled. For example,
Prerequesite: The ability to cast at least one spell a dart has a normal range of 20 feet and a long range of
60 feet; with this feat, the normal range would be 40 feet
When you gain this feat, choose one of the following damage and a long range of 120 feet.
types: acid, cold, fire, lightning, or thunder. Spells you cast Your ranged weapon attacks gain an additional +2 to hit
ignore resistance to damage of the chosen type. against targets behind cover.
In addition, when you roll damage for a spell you cast that Before you make an attack with a ranged weapon that you
deals damage of that type, and you would not otherwise add are proficient with, you can choose to take a -5 penalty to
an ability modifier to that attack, you can add damage to one the attack roll. If the attack hits, you add +10 to the
of the damage rolls equal to your spellcasting modifier attack's damage.
Mage Slayer Shield Master
You have practiced techniques useful in melee combat You use shields not just for protection but also for offense.
against spellcasters, gaining the following benefits: You gain the following benefits while you are wielding a
shield:
When a creature within 5 feet of you begins to cast a spell,
you can use your reaction to make an opportunity attack If you take the Attack action on your turn, you can use a
against that creature. When you do, they must bonus action to try to shove a creature within 5 feet of you
immediately make a Constitution saving throw against a with your shield.
DC of 10 or half the damage, whichever is higher. On a If you aren't incapacitated, you can add your shield's AC
failure, the creature's spell fails and has no effect. bonus to any Dexterity saving throw you make against a
You have advantage on saving throws against spells cast spell or other harmful effect.
by creatures within 5 feet of you. If you are subjected to an effect that allows you to make a
When you damage a creature that is concentrating on a Dexterity saving throw to take only half damage, you can
spell, that creature has disadvantage on the saving throw use your reaction to take no damage if you succeed on the
it makes to maintain its concentration. saving throw, interposing your shield between yourself
and the source of the effect.
Additionally, you may now don or doff a shield as a bonus
action.

Part 2 | Feats
4
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Classes Revised
Barbarian

Path of the Battlerager Path of the Berserker


Battlerager Armor Replace the listed features with the following:
When you choose this path at 3rd level, you gain the ability to
use spiked armor (see the “Spiked Armor” sidebar) as a Frenzy
weapon. You can create a set of spiked armor out of any set of Starting when you choose this path at 3rd level, you can go
armor, provided you have the materials. Bone, metal, wood, or into a frenzy when you rage. If you do so, for the duration of
other resilient material can be used to form the spikes, which your rage you can make a single melee weapon attack as a
are attached either directly to the armor or affixed to external bonus action on each of your turns after this one. When your
pieces of leather. rage ends, make a DC 10 Constitution saving throw. If you
When you rage, if you are wearing spiked armor, you can fail, you suffer one level of exhaustion. Additionally, while
make one melee weapon attack with your armor spikes raging, you ignore the effects of exhaustion.
against a target within 5 feet of you. If the attack hits, the Each time you use this feature after the first, the DC
spikes deal 1d4 piercing damage. You use your Strength increases by 3. When you finish a long rest, the DC resets to
modifier for the attack and damage rolls. On subsequent 10.
turns, you may make this attack as a bonus action on your
turn. Intimidating Presence
Additionally, when you use the Attack action to grapple a Beginning at 10th level, you can use your Strength modifier
creature, the target takes piercing damage equal to your in place of your Charisma modifier when making
proficiency modifier if your grapple check succeeds. Intimidation checks.
In addition, when you take the Attack action on your turn,
Battlerager Training you may forgo one of your attacks to attempt to frighten
At 3rd level, you gain proficiency with heavy armor. someone with your menacing presence. When you do so,
Additionally, heavy armor does not interfere with any of your choose one creature that you can see within 30 feet of you. If
Barbarian class features. the creature can see or hear you, it must succeed on a
Wisdom saving throw (DC equal to 8 + your proficiency
Reckless Abandon bonus + your Charisma or Strength modifier) or be
Beginning at 6th level, when you use Reckless Attack while frightened of you. The frightened target can repeat the saving
raging, you also gain temporary hit points equal to your throw at the end of each of its turns, ending the effect on
Constitution modifier (minimum of 1). They vanish if any of itself on a success.
them are left when your rage ends. If a creature succeeds on its saving throw, you can’t use
As well, any damage dealt by your spiked armor, including this feature on that creature again for 24 hours.
the attack granted by the Battlerager Armor feature, counts
as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a
bonus action. Additionally, when you enter your rage, you may
move up to half your movement as part of the same bonus
action.

Part 3 | Classes - Barbarian


5
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Path of the Storm Herald Fighter
Replace the listed features with the following: The Battle Master subclass has been removed due to the
Storm Aura (3rd level) addition of Combat Superiority to the base Fighter.
Desert Second Wind
When this effect is activated, each creature of your choice in You have a limited well of stamina that you can draw on to
your aura takes 2 fire damage. The damage increases when protect yourself from harm. On your turn, you can use a
you reach certain levels in this class, increasing to 3 at 5th bonus action to regain hit points equal to 1d10 + your
level, 4 at 9th level, 5 at 13th level, and 6 at 17th level. Constitution modifier + your fighter level.
Once you use this feature, you must finish a short or long
Sea rest before you can use it again. Starting at 17th level, you
When this effect is activated, you can choose one other can use it twice before a rest.
creature you can see in your aura. The target must make a
Dexterity saving throw. The target takes 1d6 + Rage Damage Combat Superiority
lightning damage on a failed save, or half as much damage on All fighters gain this feature at 2nd level with the following
a successful one. The damage dice increase when you reach changes:
certain levels in this class, increasing to 2d6 at 7th level, 3d6
at 12th level, and 4d6 at 17th level. Maneuvers. You learn three two maneuvers of your choice, [.
. .]
Tundra
When this effect is activated, each creature of your choice in Superiority Dice. You have four superiority dice, which are
your aura gains 2 temporary hit points, as icy spirits inure it d8s d6s. [. . .]
to suffering. The temporary hit points increase when you Well-rounded Training
reach certain levels in this class, increasing to 3 at 5th level, 4 When you reach 3rd level and again at 10th level, you gain
at 9th level, 5 at 13th level, and 6 at 17th level. proficiency in one skill of your choice from the list of skills
Raging Storm (14th level) available to fighters at 1st level.
Desert Improved Combat Superiority
Immediately after a creature in your aura hits you with an At 7th level, all superiority dice you have become d8s. At 13th
attack, you can use your reaction to force that creature to level, your superiority dice turn into d10s. At 18th level, they
make a Dexterity saving throw. On a failed save, the creature turn into d12s.
takes fire damage equal to half your barbarian level plus your
Constitution modifier, or half as much on a success. Defy Death
Starting at 9th level, when you are reduced to 0 hit points but
Bard not killed outright, you can drop to 1 hit point instead. You
can’t use this feature again until you finish a long rest.
Countercharm
As part of the same action used to start Countercharm, Indomitable
choose an ally under the effects of the Charmed or Starting at 13th level, you can add half your proficiency
Frightened condition. They can immediately make an bonus, rounded down, to any saving throw you make that
additional saving throw against the effect at advantage. doesn’t already include your proficiency bonus.
Additionally, when you fail a non-death saving throw, you
Druid may expend a superiority dice and add it to the total, possibly
turning a failure into a success.
Circle of the Land
Arcane Archer
Nature's Ally
Replace Nature's Ward Arcane Shot
When you reach 10th level, you can’t be charmed or The last paragraph is replaced with the following:
frightened by elementals or fey, and you are immune to
poison and disease. Additionally, you may add your Wisdom You gain an additional use and Arcane Shot option of your
modifier to one damage roll of damage you deal with any choice when you reach certain levels in this class: three total
druid cantrip you cast with a casting time of one action. uses and options at 7th, a fourth option at 10th, four uses and
a fifth option at 15th, and a sixth option at 18th level. Each
option also improves when you become a 15th-level fighter.

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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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

Sorcery Points 5th Bestow Curse, Feign Death


You gain a number of sorcery points equal to your Sorcerer 7th Phantasmal Killer, Shadow of Moil
level plus 1. The number of extra sorcery points you gain 9th Enervation, Mislead
increases as you gain levels in this class: +2 at 5th level, +3 at
11th level, and +4 17th level. You can never have more Storm Sorcerer
sorcery points than your maximum. You regain all spent
sorcery points when you finish a long rest. Subclass Spell Schools: Conjuration or Evocation
Starting at 6th level, once per day when you finish a short Sorcerer Level Spells
rest, you can regain a number of sorcery points equal to your
proficiency modifier. 1st Fog Cloud, Thunderwave

Creating Spell Slots 3rd Gust of Wind, Levitate


You can use unexpended sorcery points to recover expended 5th Call Lightning, Sleet Storm
spell slots as a bonus action on your turn. The Creating Spell 7th Freedom of Movement, Storm Sphere
Slots table shows the cost of creating a spell slot of a given
level. You can refresh spell slots no higher in level than 5th. 9th Cone of Cold, Control Winds

Subclass Spells Wild Sorcerer


You learn additional spells when you reach certain levels in Subclass Spell Schools: Evocation or Transmutation
this class. Each of these spells counts as a sorcerer spell for
you, but it doesn’t count against the number of sorcerer spells Sorcerer Level Spells
you know.
Whenever you gain a sorcerer level, you can replace one 1st Catapult, Chaos Bolt
spell you gained from this feature with another spell of the 3rd Enlarge/Reduce, Misty Step
same level. The new spell must be of a school of magic listed
under the subclass but can be from the sorcerer, warlock, or 5th Blink, Sending
wizard spell lists unless otherwise stated. 7th Otiluke's Resilient Sphere, Polymorph
9th Animate Objects, Wall of Force

Part 3 | Classes - Ranger/Sorcerer


9
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Warlock
The Hexblade subclass has been removed. It's design space Additional Eldritch Invocations
has been split between Pact of the Blade and Invocations.
The following are listed in alphabetical order
Eldritch Gift Armor of Hexes
All Warlocks gain this feature Prerequisite: 11th level, hex spell or a warlock feature that
At 1st level, you learn the eldritch blast cantrip. It counts as a curses
warlock cantrip for you, but does not count against your Your hex grows more powerful. If a target cursed by your
number of cantrips known. hex spell or by a warlock feature of yours, such as Curse of
the Blade or Sign of Ill Omen, hits you with an attack roll, you
Pact Boon can use your reaction to roll a d8. On a 7 or 8, the attack
Pacts now give additional intrinsic features. The invocations instead misses you, regardless of its roll.
provided by your Pact Boon do not count against your total
number of invocations. Curse of the Blade
Pact of the Blade
Prerequisite: 6th level, Pact of the Blade feature
You gain the ability to place a baleful curse on someone. As
You gain the Grasp of Hadar invocation. a bonus action, choose one creature you can see within 30
When you cast eldritch blast, you may instead make a feet of you. The target is cursed for 1 minute. The curse ends
weapon attack using your pact weapon against a creature early if the target dies, you die, or you are incapacitated. Until
within your reach or range of the weapon. If you do so, you the curse ends, you gain the following benefits:
can use your Charisma modifier, instead of Strength or
Dexterity, for the attack and damage rolls. On a hit, the target You gain a bonus to damage rolls against the cursed
suffers the weapon attack’s normal effects. Invocations that target. The bonus equals your proficiency bonus.
add an effect when you hit a creature with eldritch blast apply Any attack roll you make against the cursed target is a
to the weapon attack except for agonizing blast. critical hit on a roll of 19 or 20 on the d20.
Starting at 5th level, you may replace any number of beams If the cursed target dies, you regain hit points equal to
from eldritch blast with a weapon attack using your pact your warlock level + your Charisma modifier (minimum of
weapon. 1 hit point).
Pact of the Chain You can’t use this feature again until you finish a short or
You gain the Investment of the Pact Master invocation. long rest.
Additionally, the CR of your familiar becomes equal to your Hex Warrior
proficiency modifier.
Starting at 6th level, when your familiar is within 60 feet of Prerequisite: Pact of the Blade feature
you, you may add your Charisma modifier to the damage of You gain proficiency with medium armor and shields. You
eldritch blast on a hit. This benefit does not stack with the also gain the Defense fighting style, which is as follows:
agonizing blast invocation. While you are wearing armor, you gain a +1 bonus to AC.
Pact of the Talisman Sculptor of Flesh
You gain the Rebuke of the Talisman invocation with the Prerequisite: 7th level
following changes: You can use this benefit a number of times You learn the polymorph spell and can cast it once per long
equal to your proficiency bonus, and all expended uses are rest without using a spell slot.
restored when you finish a long rest. The spell counts as a Warlock spell for you but does not
Additionally, starting at 6th level, if your talisman is within count against your number of spells known.
30 feet of you, you may add your Charisma modifier to the
damage of eldritch blast on a hit. This benefit does not stack Thief of Five Fates
with the agonizing blast invocation. You learn the bane spell and can cast it once per long rest
Pact of the Tome
without using a spell slot.
The spell counts as a Warlock spell for you but does not
You gain the Book of Ancient Secrets invocation. count against your number of spells known.
Starting at 6th level, while your Book of Shadows is on
your person, you may add your Charisma modifier to the Thirsting Blade
damage of eldritch blast on a hit. This benefit does not stack Prerequisite: 5th level, Pact of the Blade feature
with the agonizing blast invocation. When you use your Action to cast a spell of 1st level or
higher on your turn, you can make one weapon attack using
your pact weapon as a bonus aciton. You may use your
Charisma modifier for the attack and damage rolls of this
attack.

Part 3 | Classes - Warlock


10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Optional Rules

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

Part 4 | Optional Rules


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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