Grod_The_Giant
2017-11-26, 08:23 PM
Somewhat inspired by this thread (http://www.giantitp.com/forums/showthread.php?542985-A-rennisance-campaign-has-anyone-done-it), and quite a few others I've seen since the edition came out... there's a frequent desire to play lower magic games with the familiar D&D base, I think. Not no magic, necessarily, but more of a slow, swords-and-sorcery sort of feel than the current "free magic!" paradigm. 5e is... less bad at that than previous editions, since magic isn't quite as baked into the baseline assumptions, but it's still not great. Mostly because, well... there are only three classes without spellcasting, and even then some of the subclasses add it back in. And a couple of the races have magic. So... I started off collecting nonmagic options, then found myself trying to extend things with houserules. Then realized I was writing a brand new Bard/Cleric/Paladin mashup class, and one or two other new subclasses, so... yeah. Things got a little out of hand, perhaps, but here's hoping this is a good resource!
A note on colors: Red text is used to mark things that have been removed altogether. Blue for houserules. Purple text is used to note things with slow, ritualistic sorts of magic, with an emphasis on preparation and creepiness-- what fits in my minds for a swords-and-sorcery type setting.
Races
Dwarf: Unchanged
Elves: High Elves replace their Wizard cantrip with the ability to cast a single level 1 Wizard ritual from memory. Drow can keep their racial magic, if you want, since that's pretty baked in the flavor; alternately, you could probably drop both it and Sunlight Sensitivity and give them the ability to hide when only lightly obscured by low light.
Halflings: Unchanged
Humans: Unchanged
Dragonborn: Three options, depending: you could get rid of them as being too linked to magic-y stuff, you could keep them--breath weapon and all-- since their power is racial, or you could swap their breath weapon for the (non-ASI) bonuses of Dragon Fear or Dragon Hide in Xanathar's. (The former turns your breath weapon into a 30ft-radius-selective-save-or-become-Frightened effect, the latter gives you 13+Dex unarmored AC and retractable claws dealing 1d4+Str).
Gnomes: Gnome Cunning might as well extend to all mental saves, since non-magic ones aren't that common; Forest Gnomes should swap Natural Illusionist for Proficiency in either Nature or Deception.
Half-Elves: Unchanged
Half-Orcs: Unchanged
Tieflings: Remove for being too overtly magical
Aarakocra (EEPC): Unchanged (though not recommended, since flight will probably be even harder to get)
Genasi (EEPC): Remove for being too overtly magical.
Goliath (EEPC, VGtM): Unchanged
Aasimar (VGtM): Removed for being too overtly magical
Firbolg (VGtM): Replace Firbolg Magic with Proficiency with Disguise kits, and the ability to disguise themselves without needing a kit on hand. Hidden Step changes to gaining Advantage on one Stealth check per short rest.
Kenku (VGtM): Unchanged
Lizardfolk (VGtM): Unchanged
Tabaxi (VGtM): Unchanged
Triton (VGtM): Replace Control Air and Water with Proficiency in tridents and Athletics, and the ability to add their Strength modifier to the number of feet they cover when jumping (as their bodies are adapted to the weight of water).
Bugbear (VGtM): Unchanged
Goblin (VGtM): Unchanged
Hobgoblin (VGtM): Unchanged
Kobold (VGtM): Unchanged
Orc (VGtM): Unchanged
Yuan-Ti (VGtM): Like the Drow, this is I think one of the few times the racial magic can be kept--drop the components from the spells and just have them be weird snake-person biology. (Plus, low-magic means Magic Resistance won't be so overpowered)
Classes
Barbarian
Path of the Berserker: Unchanged
Path of the Totem Warrior: Unchanged. (No magic: The 6th level and 14th level Eagle Aspect abilities are removed, Spirit Seeker is replaced by Proficiency and Expertise in Handle Animal, and Spirit Walker by the ability to talk to beasts.)
Path of the Battlerager (SCAG): Unchanged
Path of the Ancestral Guardian (XGtE): There are no supernatural manifestations of the spirits. Spirit Shield only works with adjacent targets, but uses d10s instead of d8s, and Consult the Spirits must be cast as a ritual.
Path of the Storm Herald (XGtE): Removed for being too overtly magical.
Bard
The Bard is removed, and gets subsumed by the new Warlord and (to a lesser extent) the Rogue, particularly the Mastermind or Swashbuckler.
Cleric
The Cleric is removed, replaced by the new Warlord, Scholar, and anyone with Ritual Caster (Cleric).
Druid
The Druid is replaced by the Ranger, particularly the new Skinwalker archetype. Or anyone with Ritual Caster (Druid).
Fighter
Champion: Should perhaps be changed, but doesn’t need to be for these purposes.
Battle Master: Unchanged
Eldritch Knight: Removed for being too overtly magical.
Purple Dragon Knight (SCAG): Unchanged
Arcane Archer (XGtE): All effects refluffed as alchemical, rather than magical. Arcane Archer Lore grants proficiency and expertise in in Alchemist’s Supplies and Poisoner’s Kits. You must declare you are firing an Arcane Shot before making your attack roll, but you may use Int mod (minimum 1) arrows/short rest. (You are assumed to have made the appropriate arrows during your previous rest; if you want more detail, you can have the player prepare their Int mod arrows individually, like a 3.5 caster preparing spells).
Cavalier (XGtE): Unchanged
Samurai (XGtE): Unchanged
Monk
Way of the Open Hand: Unchanged
Way of Shadow: Removed for being too overtly magical
Way of the Four Elements: Removed for being too overtly magical.
Way of the Long Death (SCAG): Unchanged
Way of the Sun Soul (SCAG, XGtE): Removed for being too overtly magical.
Way of the Drunken Master (XGtE): Unchanged
Way of the Kensei (XGtE): Unchanged
Paladin
The Paladin is removed, and gets subsumed by the new Warlord and the Fighter.
I'd have loved to keep this, like I did the Ranger, but... while both are hybrid classes, the Ranger still has a lot of skill-type stuff left over, and manages to fall between the Fighter and the Rogue with its own distinct identity. The Paladin...when you pull out the flashy divine power, all you've got left are "heavy armor warrior" and "inspiring leader," the former of which is the Fighter and the latter of which I'd kind of decided to give to the Priest. I guess I could maybe make them into a different sort of inspire
Ranger
The base Ranger is replaced with the Spell-Less Ranger (http://dnd.wizards.com/articles/unearthed-arcana/modifying-classes), but with the following maneuvers to go with their Superiority dice:
Animal Instincts: when making an Athletics, Nature, Perception, Stealth, or Survival check, you may expend a die to boost the check. Add half the number rolled (round up) to your check, after making the check but before learning if it was successful.
Master Predator: When making a weapon attack against a creature, you may expend a die and add it to your attack, before or after the attack is rolled but before learning if it was successful.
Evasive Prey: If you are hit by an attack while wearing light or medium armor, you can expend one die as a reaction and add it to your AC. If the attack still hits, you take half damage.
Hunter’s Mark: If you strike a target with a weapon attack, you may expend a die and add the result to all damage you make against that target for the remainder of the encounter.
They also gain a new Wild Shape-y subclass, the Skinshifter. Otherwise...
Hunter: Unchanged
Beast Master: Should perhaps be changed, but doesn’t need to be for these purposes.
Gloom Stalker (XGtE): No bonus spells for obvious reasons, but is strong enough to survive elsewise.
Horizon Walker (XGtE): Removed for being too overtly magical and too tied to magical ideas.
Monster Slayer (XGtE): No bonus spells for obvious reasons. Magic-User’s Nemesis works with any of a monster’s special (ie, non-weapon) attacks.
Skinwalker: New, see below
Rogue
Rogues work normally
Thief: Use Magic Device is replaced by Master Athlete: While taking the Dash action, you may ignore difficult terrain, run up walls, balance on thin ropes, swing from chandeliers, and so on, and automatically succeed on Athletics and Acrobatics checks related to your movement with a DC of 20 or less
Assassin: Unchanged
Arcane Trickster: Removed for being too overtly magical.
Inquisitive (XGtE): Unchanged
Mastermind (SCAG, XGtE): Unchanged
Swashbuckler (SCAG, XGtE): Unchanged
Scout (XGtE): Unchanged
Surgeon (http://www.giantitp.com/forums/showthread.php?564606-Rogue-Subclass-the-Surgeon): A homebrew mundane healer.
Sorcerer
The Sorcerer is removed.
Warlock
The Warlock is removed, and gets subsumed by the new Scholar, or anyone with Ritual Caster (Warlock).
Wizard
The Wizard is removed, and gets subsumed by the new Scholar, or anyone with Ritual Caster (Wizard). Or the Artificer (UA) (http://dnd.wizards.com/articles/unearthed-arcana/artificer) if you can stand it.
-----------------------------------
New Base Class: The Warlord
HIT POINTS:
Hit Dice: 1d8 per Warlord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlord level
PROFICIENCIES:
Armor: Light and medium armor, shields
Weapons: Simple weapons, martial weapons.
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Deception, Insight, Intimidation, Medicine, Persuasion, Performance, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) five javelins or (b) any simple melee weapon
• (a) a priest’s pack or (b) an explorer’s pack
• Chain mail
Level
Proficiency Bonus
Features
1st
+2
Inspiration (d6)
2nd
+2
Rallying Cry
3rd
+2
Leadership Style
4th
+2
Ability Score Improvement
5th
+3
Inspiration (d8), Font of Inspiration
6th
+3
Style Feature
7th
+3
Countercharm
8th
+3
Ability Score Improvement
9th
+4
Aura of Protection
10th
+4
Inspiration (d10)
11th
+4
Style Feature
12th
+4
Ability Score Improvement
13th
+5
Greater Rallying Cry
14th
+5
Tactical Rush
15th
+5
Inspiration (d12)
16th
+5
Ability Score Improvement
17th
+6
Tactical Strike
18th
+6
Style Feature
19th
+6
Ability Score Improvement
20th
+6
Superior Inspiration
Inspiration: As Bardic Inspiration, except that your number of dice is equal to your class level and refreshes on a short rest from level one.
Rallying Cry: Beginning at 2nd level, you may exhort your allies to greater efforts. As a bonus action, you may expend an Inspiration die to grant an ally within 60ft temporary hit points equal to your Warlord level plus your Charisma modifier.
Font of Inspiration: Once/day as a bonus action, recover a number of expended Inspiration dice equal to your Charisma modifier.
Countercharm: As the Bard
Aura of Protection: As the Paladin
Greater Rallying Cry: Beginning at 13th level, your Rallying Cry affects any number of allies within 60ft.
Tactical Rush: Beginning at 14th level, allies affected by your Rallying Cry may also move up to their speed as a reaction, without provoking attacks of opportunity.
Tactical Strike: Beginning at 17th level, allies affected by your Rallying Cry may make make a single weapon attack, or cast a cantrip, as a reaction.
Superior Inspiration: As the Bard
----------------------------
Cleric Style
Priestly Training: You gain Proficiency in Religion, if you did not already have it, and may add twice your Proficiency bonus to Religion checks. You also gain proficiency in all martial weapons.
Combat Inspiration: As the Valor Bard feature
Blessed Rebuke: As a bonus action, you may expend an Inspiration die to use Turn Undead, as the Cleric's Channel Divinity feature. In addition, good-aligned Warlords also affect Fiends, and Evil-aligned Warlords also affect Celestials. Neutral-aligned Warlords must choose when they first get this feature.
Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Destroy Undead: As the Cleric feature, but affecting all targets currently being Rebuked.
Aspect of Gods: Beginning at 11th level, you may use a bonus action to channel the majesty of your god. For one minute, you attacks deal bonus damage equal to your Charisma modifier, and you may use your Blessed Rebuke on all hostile targets.
Divine Wrath: Beginning at 18th level, you may use your Blessed Rebuke against a single target without expending one of your normal uses. If a foe fails their save against your Blessed Rebuke, they take psychic damage equal to your Priest level.
Paladin Style
Combat Training: You gain Proficiency in all martial weapons and heavy armor and +1 hit point per Priest level.
Fighting Style: As the Fighter class feature.
Combat Flourish: As the Bard's College of Swords feature, but without the speed boost, and with the following addition:
Shielding Flourish: Roll your Inspiration die and add the value to the weapon damage you just dealt the target, and one-half that value to the AC and Dexterity saves of all adjacent allies until the start of your next turn. (Or until they move away from you).
(For those without Xanathar's, when you hit with an attack, you can add an inspiration die to the damage and to your AC for a turn, deal that much damage to adjacent targets, or push the target a short distance)
Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Master’s Flourish: Beginning at 11th level, whenever you use a Flourish option you may roll a d6 and use it instead of expending an Inspiration die.
Avatar of Battle: Beginning at 18th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Bard Style
Musical Training: At 3rd level, you gain Proficiency in Performance and two musical instruments, if you did not already have it, and may add twice your Proficiency bonus to those checks. You also gain proficiency with rapiers, whips, and hand crossbows.
Cutting Words: As the Lore Bard feature.
Words of Fear and Glory: Beginning at 3rd level, you have learned how to use your words and music to plant insidious ideas in the heads of listeners. If you speak or perform for at least 1 minute, you may choose a number of humanoids within 60ft who were there for the full duration, up to a number equal to your Charisma modifier (minimum of one).
Each target must succeed on a Charisma saving throw or be either charmed or frighted of you (your choice) for one hour. If you or your allies attack the target or one of its visibile allies, the effect ends and the target cannot be affected again for one day. If they are still affected at the end of the hour, they must make a second Charisma save; if they fail again, the duration of the effect increases to one day. Once you have used this ability, you cannot use it again until you finish a short or long rest.
Piercing Command: At 6th level, you may cast Command, as the spell, at will. If you expend an Inspiration dice as part of the process, you may roll it and affect one-half its value in additional targets. The DC for this ability is equal to 8+Proficiency+Cha modifier.
Insidious Command: At 11th level, you may expend an Inspiration die to cast Suggestion or Charm Monster, as the spells, affecting up to three targets. You do not need to concentrate on these spells, and only need to provide the verbal component. The DC for this ability is equal to 8+Proficiency+Cha modifier.
Unshakable Command: At 18th level, once per day you may cast Geas or Dominate Monster on a target. You do not need to concentrate on these spells, and only need to provide the verbal component. The DC for this ability is equal to 8+Proficiency+Cha modifier.
New base class: The Scholar (http://www.giantitp.com/forums/showthread.php?543633-New-base-Clase-The-Scholar)
New Ranger Subclass: The Skinwalker
Skinhunter: Beginning at 3rd level, you learn the secrets of tapping into the powers and abilities of animals. After killing a Beast, you may specially preserve part of their body, a process which takes 10 minutes. Preserved parts may also be purchased for 1-10 gold, depending on the rarity of the animal. Once preserved, you can consume that body part as an action in order to assume some of that creature's powers. You may gain any one ability on the following list which is also possessed by the animal you consumed:
Natural Attacks (Requirements: none): Your unarmed strikes deal 1d6 damage and have the finesse quality. Even if you do not have the Two-Weapon Fighting Style, you can make an attack with a natural weapon as a bonus action and add your ability modifier to the damage.
Special Senses (Requirements: Any animal with special senses): You gain any of the following senses which the consumed animal also possessed: Darkvision, any Keen ____ ability.
Alternate Movement (Requirements: Any animal with a special movement): You gain one special movement mode normally possessed by the animal: a climb speed equal to your move speed, a swim speed equal to your move speed, a 10ft burrow speed, or a 10ft bonus to your base land speed (if the animal has a base speed of 40ft or higher).
Pounce (Requirements: The Pounce, Charge, Trampling Charge ability): If you move at least 20ft straight towards a target and hit with a melee attack, that creature takes an additional 1d8 damage and must make a Strength save (DC 8+Proficiency+Wis) or be knocked prone.
Animalistic Leaping (Requirement: any beast with the Standing Leap or Running Leap ability): You may jump up to 30ft as a long jump or 15ft as a high jump, with or without a running start.
Natural Armor (Requirements: Any animal whose AC entry specifies natural armor): When you aren't wearing armor, your AC is 13 + your Dexterity modifier. When wearing armor, you may either use that value, or your normal armor bonus +1.
Constrict (Requirement: any snake or octopus: If you hit with an unarmed strike, you may attempt to start a grapple as a bonus action. Once you have grappled a target, they are restrained, and you may use your reaction to deal 1d8+Str damage to them.
Rampage (Requirement: Hyena): If you reduce a creature to zero hit points, you may take a bonus action to move up to half your speed and make a melee attack.
Poison ((Requirements: Any animal with the Sting ability, or a natural weapon capable of dealing poison damage): Your unarmed strikes deal 1d4 damage, and any target struck must make a Constitution save (DC 8+Prof+Wis) or take an additional 2d6 poison damage or gain the Poisoned condition for 1 minute.
Webs (Requirement: any spider): Once per minute, you may make a ranged weapon attack against a creature within 30ft. If you hit, they are restrained by the webbing until they succeed on a Strength save as an action to escape.
Powerful Build (Requirement: any animal larger than you, or with the Beast of Burden ability): You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You have Advantage on Strength checks.
Mimicry (Requirements: Raven or parrot): You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check, with a DC of 8+Prof+Wis.
Powers last for one hour once acquired, and you may use this ability a number of times per Short Rest equal to your Wisdom modifier. You may use it again before the first power has worn off; additional uses can grant new powers, but not the same one twice. For example, if you were to eat a bit of wolf one round to gain Natural Attacks, you could eat a bit of snake next round to gain Poison-- or even another bit of wolf to get Pounce.
Skinwalker: Beginning at 7th level, you gain the ability to assume the forms of animals. This ability works as a Moon Druid’s Wild Shape, including the improved CR limits, but with the following changes: Assuming an alternate form requires a fresh or preserved pelt of the new form and takes one hour, but may be done any number of times per day. Your new form shares hit points and hit dice with your base form, and remains in place until you choose to shuck it as an action. You may talk while in your new form, though your words are garbled enough to impose Disadvantage on any checks requiring precise or persuasive speech.
Greater Skinhunter: Beginning at 11th level, you can gain greater benefits from your Skinhunter ability.
Multiattack (Requirement: Multiattack): Your unarmed strikes deal 1d6 damage and have the finesse quality. As an action, you may make three unarmed strikes. This counts as an attack action for the purposes of two-weapon fighting and similar abilities, but does not stack with Extra Attack.
Blindsight (Requirement: Blindsight): You gain blindsight out to 30ft.
Pack Tactics ((Requirement: Pack Tactics): You have advantages on attack rolls against a creature if one of your allies is adjacent to it.
Fly Speed (Requirement: Fly speed): You grow wings and gain a fly speed equal to your walk speed.
Blood Frenzy (Requirement: Any shark or quipper): You have advantage on unarmed strikes against a target that doesn't have all its hit points.
Greater Skinshift: Beginning at 14th level, you may skinshift into Humanoids and Giants, though you must obey the normal limits on your new form’s Challenge Rating. If a Humanoid or Giant form is the same size as your original one, you may keep your equipment.
Feats
The magic feats (Elemental Adept, Magic Initiate, Spell Sniper, War Caster, Svirfneblin Magic (EEPC), Drow high Magic (XGtE), Fade Away (XGtE), Fey Teleportation (XGtE), Flames of Phlegethos (XGtE), and Wood Elf Magic (XGtE) need to go. Everything else is fine with no adaptation.
For a no-magic campaign, Ritual Caster needs to go too.
(Healer, Inspiring Leader, Ritual Caster, and possibly even Durable become much more appealing, I note).
Rituals
New Rituals: The following spells gain the Ritual tag
1st
Create or Destroy Water
2nd
Darkvision
Locate Object
Nystrul’s Magic Aura
Rope Trick
Lesser Restoration
3rd
Clairvoyance
Create Food and Water
Nondetection
Plant Growth (8-hour version only)
Remove Curse
Sending
Speak With Dead
Speak With Plants
Tongues
4th
Arcane Eye
Leomund’s Secret Chest
Locate Creature
Mordenkainen’s Private Sanctum
5th
Awaken
Dream
Greater Restoration
Hallow
Raise Dead
Scrying
Legend Lore
6th
Create Homunculus
Find the Path
Guards and Wards
Move Earth
Programmed Illusion
A note on colors: Red text is used to mark things that have been removed altogether. Blue for houserules. Purple text is used to note things with slow, ritualistic sorts of magic, with an emphasis on preparation and creepiness-- what fits in my minds for a swords-and-sorcery type setting.
Races
Dwarf: Unchanged
Elves: High Elves replace their Wizard cantrip with the ability to cast a single level 1 Wizard ritual from memory. Drow can keep their racial magic, if you want, since that's pretty baked in the flavor; alternately, you could probably drop both it and Sunlight Sensitivity and give them the ability to hide when only lightly obscured by low light.
Halflings: Unchanged
Humans: Unchanged
Dragonborn: Three options, depending: you could get rid of them as being too linked to magic-y stuff, you could keep them--breath weapon and all-- since their power is racial, or you could swap their breath weapon for the (non-ASI) bonuses of Dragon Fear or Dragon Hide in Xanathar's. (The former turns your breath weapon into a 30ft-radius-selective-save-or-become-Frightened effect, the latter gives you 13+Dex unarmored AC and retractable claws dealing 1d4+Str).
Gnomes: Gnome Cunning might as well extend to all mental saves, since non-magic ones aren't that common; Forest Gnomes should swap Natural Illusionist for Proficiency in either Nature or Deception.
Half-Elves: Unchanged
Half-Orcs: Unchanged
Tieflings: Remove for being too overtly magical
Aarakocra (EEPC): Unchanged (though not recommended, since flight will probably be even harder to get)
Genasi (EEPC): Remove for being too overtly magical.
Goliath (EEPC, VGtM): Unchanged
Aasimar (VGtM): Removed for being too overtly magical
Firbolg (VGtM): Replace Firbolg Magic with Proficiency with Disguise kits, and the ability to disguise themselves without needing a kit on hand. Hidden Step changes to gaining Advantage on one Stealth check per short rest.
Kenku (VGtM): Unchanged
Lizardfolk (VGtM): Unchanged
Tabaxi (VGtM): Unchanged
Triton (VGtM): Replace Control Air and Water with Proficiency in tridents and Athletics, and the ability to add their Strength modifier to the number of feet they cover when jumping (as their bodies are adapted to the weight of water).
Bugbear (VGtM): Unchanged
Goblin (VGtM): Unchanged
Hobgoblin (VGtM): Unchanged
Kobold (VGtM): Unchanged
Orc (VGtM): Unchanged
Yuan-Ti (VGtM): Like the Drow, this is I think one of the few times the racial magic can be kept--drop the components from the spells and just have them be weird snake-person biology. (Plus, low-magic means Magic Resistance won't be so overpowered)
Classes
Barbarian
Path of the Berserker: Unchanged
Path of the Totem Warrior: Unchanged. (No magic: The 6th level and 14th level Eagle Aspect abilities are removed, Spirit Seeker is replaced by Proficiency and Expertise in Handle Animal, and Spirit Walker by the ability to talk to beasts.)
Path of the Battlerager (SCAG): Unchanged
Path of the Ancestral Guardian (XGtE): There are no supernatural manifestations of the spirits. Spirit Shield only works with adjacent targets, but uses d10s instead of d8s, and Consult the Spirits must be cast as a ritual.
Path of the Storm Herald (XGtE): Removed for being too overtly magical.
Bard
The Bard is removed, and gets subsumed by the new Warlord and (to a lesser extent) the Rogue, particularly the Mastermind or Swashbuckler.
Cleric
The Cleric is removed, replaced by the new Warlord, Scholar, and anyone with Ritual Caster (Cleric).
Druid
The Druid is replaced by the Ranger, particularly the new Skinwalker archetype. Or anyone with Ritual Caster (Druid).
Fighter
Champion: Should perhaps be changed, but doesn’t need to be for these purposes.
Battle Master: Unchanged
Eldritch Knight: Removed for being too overtly magical.
Purple Dragon Knight (SCAG): Unchanged
Arcane Archer (XGtE): All effects refluffed as alchemical, rather than magical. Arcane Archer Lore grants proficiency and expertise in in Alchemist’s Supplies and Poisoner’s Kits. You must declare you are firing an Arcane Shot before making your attack roll, but you may use Int mod (minimum 1) arrows/short rest. (You are assumed to have made the appropriate arrows during your previous rest; if you want more detail, you can have the player prepare their Int mod arrows individually, like a 3.5 caster preparing spells).
Cavalier (XGtE): Unchanged
Samurai (XGtE): Unchanged
Monk
Way of the Open Hand: Unchanged
Way of Shadow: Removed for being too overtly magical
Way of the Four Elements: Removed for being too overtly magical.
Way of the Long Death (SCAG): Unchanged
Way of the Sun Soul (SCAG, XGtE): Removed for being too overtly magical.
Way of the Drunken Master (XGtE): Unchanged
Way of the Kensei (XGtE): Unchanged
Paladin
The Paladin is removed, and gets subsumed by the new Warlord and the Fighter.
I'd have loved to keep this, like I did the Ranger, but... while both are hybrid classes, the Ranger still has a lot of skill-type stuff left over, and manages to fall between the Fighter and the Rogue with its own distinct identity. The Paladin...when you pull out the flashy divine power, all you've got left are "heavy armor warrior" and "inspiring leader," the former of which is the Fighter and the latter of which I'd kind of decided to give to the Priest. I guess I could maybe make them into a different sort of inspire
Ranger
The base Ranger is replaced with the Spell-Less Ranger (http://dnd.wizards.com/articles/unearthed-arcana/modifying-classes), but with the following maneuvers to go with their Superiority dice:
Animal Instincts: when making an Athletics, Nature, Perception, Stealth, or Survival check, you may expend a die to boost the check. Add half the number rolled (round up) to your check, after making the check but before learning if it was successful.
Master Predator: When making a weapon attack against a creature, you may expend a die and add it to your attack, before or after the attack is rolled but before learning if it was successful.
Evasive Prey: If you are hit by an attack while wearing light or medium armor, you can expend one die as a reaction and add it to your AC. If the attack still hits, you take half damage.
Hunter’s Mark: If you strike a target with a weapon attack, you may expend a die and add the result to all damage you make against that target for the remainder of the encounter.
They also gain a new Wild Shape-y subclass, the Skinshifter. Otherwise...
Hunter: Unchanged
Beast Master: Should perhaps be changed, but doesn’t need to be for these purposes.
Gloom Stalker (XGtE): No bonus spells for obvious reasons, but is strong enough to survive elsewise.
Horizon Walker (XGtE): Removed for being too overtly magical and too tied to magical ideas.
Monster Slayer (XGtE): No bonus spells for obvious reasons. Magic-User’s Nemesis works with any of a monster’s special (ie, non-weapon) attacks.
Skinwalker: New, see below
Rogue
Rogues work normally
Thief: Use Magic Device is replaced by Master Athlete: While taking the Dash action, you may ignore difficult terrain, run up walls, balance on thin ropes, swing from chandeliers, and so on, and automatically succeed on Athletics and Acrobatics checks related to your movement with a DC of 20 or less
Assassin: Unchanged
Arcane Trickster: Removed for being too overtly magical.
Inquisitive (XGtE): Unchanged
Mastermind (SCAG, XGtE): Unchanged
Swashbuckler (SCAG, XGtE): Unchanged
Scout (XGtE): Unchanged
Surgeon (http://www.giantitp.com/forums/showthread.php?564606-Rogue-Subclass-the-Surgeon): A homebrew mundane healer.
Sorcerer
The Sorcerer is removed.
Warlock
The Warlock is removed, and gets subsumed by the new Scholar, or anyone with Ritual Caster (Warlock).
Wizard
The Wizard is removed, and gets subsumed by the new Scholar, or anyone with Ritual Caster (Wizard). Or the Artificer (UA) (http://dnd.wizards.com/articles/unearthed-arcana/artificer) if you can stand it.
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New Base Class: The Warlord
HIT POINTS:
Hit Dice: 1d8 per Warlord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlord level
PROFICIENCIES:
Armor: Light and medium armor, shields
Weapons: Simple weapons, martial weapons.
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Deception, Insight, Intimidation, Medicine, Persuasion, Performance, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) five javelins or (b) any simple melee weapon
• (a) a priest’s pack or (b) an explorer’s pack
• Chain mail
Level
Proficiency Bonus
Features
1st
+2
Inspiration (d6)
2nd
+2
Rallying Cry
3rd
+2
Leadership Style
4th
+2
Ability Score Improvement
5th
+3
Inspiration (d8), Font of Inspiration
6th
+3
Style Feature
7th
+3
Countercharm
8th
+3
Ability Score Improvement
9th
+4
Aura of Protection
10th
+4
Inspiration (d10)
11th
+4
Style Feature
12th
+4
Ability Score Improvement
13th
+5
Greater Rallying Cry
14th
+5
Tactical Rush
15th
+5
Inspiration (d12)
16th
+5
Ability Score Improvement
17th
+6
Tactical Strike
18th
+6
Style Feature
19th
+6
Ability Score Improvement
20th
+6
Superior Inspiration
Inspiration: As Bardic Inspiration, except that your number of dice is equal to your class level and refreshes on a short rest from level one.
Rallying Cry: Beginning at 2nd level, you may exhort your allies to greater efforts. As a bonus action, you may expend an Inspiration die to grant an ally within 60ft temporary hit points equal to your Warlord level plus your Charisma modifier.
Font of Inspiration: Once/day as a bonus action, recover a number of expended Inspiration dice equal to your Charisma modifier.
Countercharm: As the Bard
Aura of Protection: As the Paladin
Greater Rallying Cry: Beginning at 13th level, your Rallying Cry affects any number of allies within 60ft.
Tactical Rush: Beginning at 14th level, allies affected by your Rallying Cry may also move up to their speed as a reaction, without provoking attacks of opportunity.
Tactical Strike: Beginning at 17th level, allies affected by your Rallying Cry may make make a single weapon attack, or cast a cantrip, as a reaction.
Superior Inspiration: As the Bard
----------------------------
Cleric Style
Priestly Training: You gain Proficiency in Religion, if you did not already have it, and may add twice your Proficiency bonus to Religion checks. You also gain proficiency in all martial weapons.
Combat Inspiration: As the Valor Bard feature
Blessed Rebuke: As a bonus action, you may expend an Inspiration die to use Turn Undead, as the Cleric's Channel Divinity feature. In addition, good-aligned Warlords also affect Fiends, and Evil-aligned Warlords also affect Celestials. Neutral-aligned Warlords must choose when they first get this feature.
Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Destroy Undead: As the Cleric feature, but affecting all targets currently being Rebuked.
Aspect of Gods: Beginning at 11th level, you may use a bonus action to channel the majesty of your god. For one minute, you attacks deal bonus damage equal to your Charisma modifier, and you may use your Blessed Rebuke on all hostile targets.
Divine Wrath: Beginning at 18th level, you may use your Blessed Rebuke against a single target without expending one of your normal uses. If a foe fails their save against your Blessed Rebuke, they take psychic damage equal to your Priest level.
Paladin Style
Combat Training: You gain Proficiency in all martial weapons and heavy armor and +1 hit point per Priest level.
Fighting Style: As the Fighter class feature.
Combat Flourish: As the Bard's College of Swords feature, but without the speed boost, and with the following addition:
Shielding Flourish: Roll your Inspiration die and add the value to the weapon damage you just dealt the target, and one-half that value to the AC and Dexterity saves of all adjacent allies until the start of your next turn. (Or until they move away from you).
(For those without Xanathar's, when you hit with an attack, you can add an inspiration die to the damage and to your AC for a turn, deal that much damage to adjacent targets, or push the target a short distance)
Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Master’s Flourish: Beginning at 11th level, whenever you use a Flourish option you may roll a d6 and use it instead of expending an Inspiration die.
Avatar of Battle: Beginning at 18th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Bard Style
Musical Training: At 3rd level, you gain Proficiency in Performance and two musical instruments, if you did not already have it, and may add twice your Proficiency bonus to those checks. You also gain proficiency with rapiers, whips, and hand crossbows.
Cutting Words: As the Lore Bard feature.
Words of Fear and Glory: Beginning at 3rd level, you have learned how to use your words and music to plant insidious ideas in the heads of listeners. If you speak or perform for at least 1 minute, you may choose a number of humanoids within 60ft who were there for the full duration, up to a number equal to your Charisma modifier (minimum of one).
Each target must succeed on a Charisma saving throw or be either charmed or frighted of you (your choice) for one hour. If you or your allies attack the target or one of its visibile allies, the effect ends and the target cannot be affected again for one day. If they are still affected at the end of the hour, they must make a second Charisma save; if they fail again, the duration of the effect increases to one day. Once you have used this ability, you cannot use it again until you finish a short or long rest.
Piercing Command: At 6th level, you may cast Command, as the spell, at will. If you expend an Inspiration dice as part of the process, you may roll it and affect one-half its value in additional targets. The DC for this ability is equal to 8+Proficiency+Cha modifier.
Insidious Command: At 11th level, you may expend an Inspiration die to cast Suggestion or Charm Monster, as the spells, affecting up to three targets. You do not need to concentrate on these spells, and only need to provide the verbal component. The DC for this ability is equal to 8+Proficiency+Cha modifier.
Unshakable Command: At 18th level, once per day you may cast Geas or Dominate Monster on a target. You do not need to concentrate on these spells, and only need to provide the verbal component. The DC for this ability is equal to 8+Proficiency+Cha modifier.
New base class: The Scholar (http://www.giantitp.com/forums/showthread.php?543633-New-base-Clase-The-Scholar)
New Ranger Subclass: The Skinwalker
Skinhunter: Beginning at 3rd level, you learn the secrets of tapping into the powers and abilities of animals. After killing a Beast, you may specially preserve part of their body, a process which takes 10 minutes. Preserved parts may also be purchased for 1-10 gold, depending on the rarity of the animal. Once preserved, you can consume that body part as an action in order to assume some of that creature's powers. You may gain any one ability on the following list which is also possessed by the animal you consumed:
Natural Attacks (Requirements: none): Your unarmed strikes deal 1d6 damage and have the finesse quality. Even if you do not have the Two-Weapon Fighting Style, you can make an attack with a natural weapon as a bonus action and add your ability modifier to the damage.
Special Senses (Requirements: Any animal with special senses): You gain any of the following senses which the consumed animal also possessed: Darkvision, any Keen ____ ability.
Alternate Movement (Requirements: Any animal with a special movement): You gain one special movement mode normally possessed by the animal: a climb speed equal to your move speed, a swim speed equal to your move speed, a 10ft burrow speed, or a 10ft bonus to your base land speed (if the animal has a base speed of 40ft or higher).
Pounce (Requirements: The Pounce, Charge, Trampling Charge ability): If you move at least 20ft straight towards a target and hit with a melee attack, that creature takes an additional 1d8 damage and must make a Strength save (DC 8+Proficiency+Wis) or be knocked prone.
Animalistic Leaping (Requirement: any beast with the Standing Leap or Running Leap ability): You may jump up to 30ft as a long jump or 15ft as a high jump, with or without a running start.
Natural Armor (Requirements: Any animal whose AC entry specifies natural armor): When you aren't wearing armor, your AC is 13 + your Dexterity modifier. When wearing armor, you may either use that value, or your normal armor bonus +1.
Constrict (Requirement: any snake or octopus: If you hit with an unarmed strike, you may attempt to start a grapple as a bonus action. Once you have grappled a target, they are restrained, and you may use your reaction to deal 1d8+Str damage to them.
Rampage (Requirement: Hyena): If you reduce a creature to zero hit points, you may take a bonus action to move up to half your speed and make a melee attack.
Poison ((Requirements: Any animal with the Sting ability, or a natural weapon capable of dealing poison damage): Your unarmed strikes deal 1d4 damage, and any target struck must make a Constitution save (DC 8+Prof+Wis) or take an additional 2d6 poison damage or gain the Poisoned condition for 1 minute.
Webs (Requirement: any spider): Once per minute, you may make a ranged weapon attack against a creature within 30ft. If you hit, they are restrained by the webbing until they succeed on a Strength save as an action to escape.
Powerful Build (Requirement: any animal larger than you, or with the Beast of Burden ability): You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You have Advantage on Strength checks.
Mimicry (Requirements: Raven or parrot): You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check, with a DC of 8+Prof+Wis.
Powers last for one hour once acquired, and you may use this ability a number of times per Short Rest equal to your Wisdom modifier. You may use it again before the first power has worn off; additional uses can grant new powers, but not the same one twice. For example, if you were to eat a bit of wolf one round to gain Natural Attacks, you could eat a bit of snake next round to gain Poison-- or even another bit of wolf to get Pounce.
Skinwalker: Beginning at 7th level, you gain the ability to assume the forms of animals. This ability works as a Moon Druid’s Wild Shape, including the improved CR limits, but with the following changes: Assuming an alternate form requires a fresh or preserved pelt of the new form and takes one hour, but may be done any number of times per day. Your new form shares hit points and hit dice with your base form, and remains in place until you choose to shuck it as an action. You may talk while in your new form, though your words are garbled enough to impose Disadvantage on any checks requiring precise or persuasive speech.
Greater Skinhunter: Beginning at 11th level, you can gain greater benefits from your Skinhunter ability.
Multiattack (Requirement: Multiattack): Your unarmed strikes deal 1d6 damage and have the finesse quality. As an action, you may make three unarmed strikes. This counts as an attack action for the purposes of two-weapon fighting and similar abilities, but does not stack with Extra Attack.
Blindsight (Requirement: Blindsight): You gain blindsight out to 30ft.
Pack Tactics ((Requirement: Pack Tactics): You have advantages on attack rolls against a creature if one of your allies is adjacent to it.
Fly Speed (Requirement: Fly speed): You grow wings and gain a fly speed equal to your walk speed.
Blood Frenzy (Requirement: Any shark or quipper): You have advantage on unarmed strikes against a target that doesn't have all its hit points.
Greater Skinshift: Beginning at 14th level, you may skinshift into Humanoids and Giants, though you must obey the normal limits on your new form’s Challenge Rating. If a Humanoid or Giant form is the same size as your original one, you may keep your equipment.
Feats
The magic feats (Elemental Adept, Magic Initiate, Spell Sniper, War Caster, Svirfneblin Magic (EEPC), Drow high Magic (XGtE), Fade Away (XGtE), Fey Teleportation (XGtE), Flames of Phlegethos (XGtE), and Wood Elf Magic (XGtE) need to go. Everything else is fine with no adaptation.
For a no-magic campaign, Ritual Caster needs to go too.
(Healer, Inspiring Leader, Ritual Caster, and possibly even Durable become much more appealing, I note).
Rituals
New Rituals: The following spells gain the Ritual tag
1st
Create or Destroy Water
2nd
Darkvision
Locate Object
Nystrul’s Magic Aura
Rope Trick
Lesser Restoration
3rd
Clairvoyance
Create Food and Water
Nondetection
Plant Growth (8-hour version only)
Remove Curse
Sending
Speak With Dead
Speak With Plants
Tongues
4th
Arcane Eye
Leomund’s Secret Chest
Locate Creature
Mordenkainen’s Private Sanctum
5th
Awaken
Dream
Greater Restoration
Hallow
Raise Dead
Scrying
Legend Lore
6th
Create Homunculus
Find the Path
Guards and Wards
Move Earth
Programmed Illusion