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Kane0
2018-04-08, 07:47 PM
Pagnabros (http://www.giantitp.com/forums/member.php?160457-pagnabros)
Lalliman (http://www.giantitp.com/forums/member.php?114807-Lalliman)
ThoroughlyS (http://www.giantitp.com/forums/member.php?69100-thoroughlyS)
Mortis_Elrod (http://www.giantitp.com/forums/member.php?139283-Mortis_Elrod)



I make use of these existing rules:

Feats & Multiclassing
Healers Kit Dependency & Slow Natural Healing
Action Options (Climbing Creatures, Disarm, Mark, Overrun, Shove Aside, Tumble)
Hitting Cover

And these custom rules:

When rolling for stats, each player only rolls one set of 4d6-best-3. Everyone shares the results rolled, with the DM rolling additional sets if there are fewer than 6 players to make up a full array.
Any character can sacrifice +2 stat increases in order to choose a feat at level 1. Thusly, Variant Human and Custom Lineage are unavailable.
Inspiration functions like Portent: You roll a d20 and save that result to use in place of a roll of your choosing
Advantage & disadvantage cancel each other out at a 1:1 ratio
Critical hits double all damage, not just dice (excluding Critical-specific effects like Orcish Savage Attacks, Barbarian Brutal Critical and the Piercer feat)
Thrown weapons can be drawn freely like ammunition
Versatile weapons count as Finesse while being wielded with two hands
Two-Weapon Fighting works with light melee weapons, natural weapons and unarmed strikes
You can only cast one levelled (non-cantrip) spell on your turn
Anyone can use spell scrolls
When reduced to 0 HP you gain one level of exhaustion (5eR's exhaustion, -1 to all d20 tests for each level up to 10 levels)
If you already have the Extra Attack feature and gain a duplicate of it you instead gain an ASI (which can be swapped for a feat as usual)
You can have a maximum of one NPC under your control at a time. This includes sidekicks, familiars, mounts, pets and summons
Optional: Instead of HP being Hit Die + Con Mod each level it is instead Hit Die + Con score at level 1 and only Hit Die at each subsequent level. Con Mod still applies to Hit Dice spent during rests



Acrobatics (Dex)
Arcana (Int)
Athletics (Str)
Deception (Cha)
Insight (Wis)
Intimidation (Str)
Investigation (Int)
Medchamy (Wis)
Lore (Int)
Perception (Wis)
Persuasion (Cha)
Stealth (Dex)
Survival (Wis)
Thievery (Dex)

Art/Instrument
Brewing
Cartography
Cooking
Forgery
Gaming
Jewelling
Leadership
Leatherworking
Masonry
Mounts
Navigation
Pottery/Glassing
Smithing
Tailoring
Tinkering
Instrument
Vehicles (Land)
Vehicles (Nautical)
Vehicles (Aerial)
Woodcraft
Writing


Human (no variants)
Languages: Common and one other of choice
+1 Skill Proficiency
+1 Skill Expertise
+1 Tool proficiency
Human Determination: You gain Inspiration at the end of a short or long Rest.

Dragonborn gain Darkvision



Alacrity: +2 to Initiative
Archery: +2 to hit with ranged weapons
Dueling: Extra 1d6 damage against creatures with no other creatures adjacent to it or yourself
Blind Fighting: 10' Blindsight
Defense: Gain +1 AC
Cleaving: Melee weapon attacks also apply to an adjacent target for half damage
Crippling: Hits with weapon attacks also slow target 10' until end of next turn
Dabbler: Gain two cantrips from the Arcane (Int), Divine (Wis) or Primal (Wis) list. If you choose a cantrip that deals damage, you can add your spellcasting modifier to one damage roll when you cast it.
Great Weapon: When using a melee weapon in two hands you can reroll 1s (once) and explode max weapon dice (once)
Guardian: Enemies treat your reach as difficult terrain
Harrier: Gain +5' speed, and once per turn a creature you hit with a melee attack cannot take reactions until the start of its next turn
Interception: When a creature attacks a target within your reach, reaction to reduce the damage by 1d8 (2d8 @5th, 3d8@11th, 4d8@17th)
Scathing: Melee attacks still deal minimum damage on a miss
Unarmed: Your unarmed strike deals two damage dice, and you can grapple or shove with Opportunity Attacks



Armor:
Light Armor: AC 12 + Dex (max 5)
Medium Armor: AC 15 + Dex (max 3)
Heavy Armor: AC 18 + Dex (max 1)
Buckler: +1 AC, interaction to don/doff, requires light armor proficiency
Shield: +2 AC, action to don/doff, requires medium armor proficiency

Weapons
Unarmed: 1d4
Simple: 1d6
Martial: 1d8

Pick one trait (except unarmed):
Finesse: Can use Str or Dex for attack and damage rolls
Thrown: Can be thrown with range 20'/60'
Heavy: Can only be used in two hands, rolling two damage dice
Versatile: Can be used in two hands, adding Str and Dex to damage
Reach: Adds +5' reach
Ranged: Uses ammunition, range 80'/240' for simple and 120'/360' for martial



Requires minimum 100gp and one week. Every extra week or 100gp gives +1 to maximum of +5.
Make a Persuasion or Investigation check, result determines what is available to purchase:
1-5: 1d4 times on Magic Item Table A
6-10: 1d4 times on Magic Item Table B
11-15: 1d4 times on Magic Item Table C
16-20: 1d4 times on Magic Item Table D
21-25: 1d4 times on Magic Item Table E
26-30: 1d4 times on Magic Item Table F
31-35: 1d4 times on Magic Item Table G
36-40: 1d4 times on Magic Item Table H
41+: 1d4 times on Magic Item Table I

Common Items cost 2d4 x 20gp
Uncommon Items cost 2d4 x 200gp
Rare Items cost 2d4 x 2,000gp
Very Rare Items cost 2d4 x 20,000gp
The cost of consumables is halved.

Purchasing any item of uncommon rarity or higher incurs a complication (fake or stolen, interest of third party, etc)


Requires one week and 25gp for lower class, 100gp for middle class or 300gp for high class carousing. Each additional week or gp bundle spent adds +1 to the check, to a maximum of +5.
Make an Insight or Persuasion check, result determines the contacts made:
1-5: Make a hostile contact
2-10: No effect
11-15: Make a friendly contact with a complication (social faux pas, lose some gold, etc)
16-20: Make two friendly contacts
21+: Make three friendly contacts

Optional complications (https://www.reddit.com/r/DnD/comments/3uunbt/the_bigger_badder_longer_uncut_d100_carousing/)


Requires at least one week
Make two checks of your choice from the following and an attack roll against random DCs (5 +2d10): Athletics, Acrobatics, Insight, Intimidation. If you have the extra attack feature you can reroll one check or attack.
No failures: Gain winnings of 1d12 x 1,000gp
One failure: Gain winnings of 1d12 x 100gp with a complication (rival swears vengeance, accidentally nearly kill opponent, etc)
Two failures: Win 1d12 x 10gp
Three failures: Win nothing and receive a lingering injury


Requires at least one week plus access to labor and materials. Each additional week grants a +2 to a maximum of +10
Make two checks from the following: Insight, Persuasion or a relevant tool. The total determines the progress made:
1-10: No notable progress is made
11-20: 50gp worth of progress, 25% chance of complication (weather, materials, etc)
21-30: 100gp worth of progress, 20% chance of complication
31-40: 150gp worth of progress, 15% chance of complication
41-50: 250gp worth of progress, 10% chance of complication
51+: 500gp worth of progress, 5% chance of complication

Simple (Cottage, Storefront, Watchpost); 100gp
Average (House, Tavern, Barracks): 1,000gp
Complex (Manor, Temple, Fort): 10,000gp
Grand (Palace, Parliament, Castle): 100,000gp


Requires appropriate tools and proficiency in order to make the item in question, plus access to materials worth half the price of the item to be created. Make a check using your tools each week to determine how much progress is made:
1-5: 25gp that week
6-10: 50gp that week
11-15: 100gp that week
16-20: 200gp that week
21+: 500gp that week

Magic items also require a successful arcana check in order to make progress and add to the base cost of the item:
Common magic item: DC 10 Arcana & 100gp
Uncommon magic item: DC 15 Arcana & 1,000gp
Rare magic item: DC 20 Arcana & 10,000gp
Very Rare magic item: DC 25 Arcana & 100,000gp
Scrolls are 2/3 the standard cost and the relevant tool proficiency is the writing kit
Potions are 1/3 the standard cost and the relevant tool proficiency is the medchamy kit


Requires 25gp and one week.
Make three checks of your choice from the following against DC 10, 15, 20 or 25: Insight, Investigation, Deception, Stealth, Thievery. The DC chosen and number of successes determines the results.
DC 10: 2d6 x10gp
DC 15: 2d6 x25gp
DC 20: 2d6 x100gp
DC 25: 2d6 x500gp
No failures: Goes off without a hitch, collect payout without notice
One failure: Goes off with a complication (eg friendly contact implicated, you are spotted/identified, etc)
Two Failures: You are forced to abandon your attempt
Three failures: Caught and jailed, must pay fine equal to max potential payout and spend one week in jail per 100gp


Requires one week plus a bet of at least 100gp
Make three checks of your choice from the following against random DCs (5 +2d10): Insight, Deception, Intimidation, Gaming set.
No failures: Win money equal to three times your bet
One failure: Win your bet and a half with a complication (accused of cheating, crime lord’s attention, etc)
Two failures: Lose half your bet
Three failures: Lose all of your bet and incur a debt equal to that you bet


Requires at least one week and at least 100gp. Each additional week or 100gp grants a +1 to a maximum of +5
Make two checks of your choice from the following: Persuasion, Insight, Investigation. The total determines the result:
1-15: No progress is made
16-30: You locate 1d8 unskilled available recruits
31-45: You locate 2d8 unskilled and 1d6 skilled available recruits
46+: You locate 3d8 unskilled, 2d6 skilled and 1d4 professional available recruits
There is a complication for every 2d4 allies recruited (conflict of interest, interpersonal issues, etc)


Requires at least one week and at least 50gp
You gain advantage on checks and saves to recover from poison, disease and other ailments. At the end of the week you may end one effect that prevents you from regaining HP or reduces an ability score. Particularly powerful spells and effects may not be able to be rested off.


Requires at least one week.
Make two checks of your choice from the following: Insight, Religion, Persuasion. The total determines the result:
1-15: No effect, no lasting impression
16-30: You earn one favour with a complication (minor blasphemy, rival sect, etc)
31+: You earn two favors


Requires one week and 100gp. Every extra week or 100gp gives +1 to maximum of +5.
Make two checks of your choice from the following: Arcana, Investigation, Persuasion. The total determines the result:
1-15: No new information is learned
16-30: You learn one piece of useful lore with a complication (offend a sage, cursed book, etc)
31+: You learn two pieces of useful lore


Requires at least one week and gp equal to the business maintenance cost. Every extra week gives +1 to a maximum of +5
Make two skill or tool checks relevant to the business you run. The total determines the result:
1-10: Loss of double maintenance cost
11-20: Loss of maintenance cost
21-30: No profit nor loss
31-40: Make profit of maintenance cost plus complication (competitors, criminals, taxes, etc)
41-50: Profit of double maintenance cost
51+: Profit of quadruple maintenance cost


Requires at least one week, 100gp and an item to sell. Each additional week or 100gp adds +1 to the result (max +5)
Make two checks of your choice from the following: Investigation, Insight, Persuasion. The total determines the result:
1-15: You cannot find a buyer
16-30: You sell the item for 3/4 price plus your week's costs with a complication (sold to enemy, buyer is killed, etc)
31+: You sell the item at full price

Common: 50gp
Uncommon: 500gp
Rare: 5,000gp
Very Rare: 50,000gp
Consumables are worth half


Requires a trainer plus 100gp per week. Length of training determines result:
2 Weeks: Swap a known skill or tool proficiency, spell known or class ability (fighting style, expertise, etc) for another
4 Weeks: Learn a new tool, language or weapon proficiency
8 Weeks: Swap Feat or Subclass for another
A successful DC 20 Intelligence check reduces the training required by 1 week. Failure results in a complication (trainer disappears, unconventional teachings, etc)


Requires at least one week.
Make a check from the following list: Athletics, Performance, Tool kit. Multiply the result by 1d4 and that is your earnings for the week.



If you're playing with a grid, use Hexes for naval combat. A naval combat round is closer to one minute instead of six seconds.
Every ship statblock contains its mounted weaponry, AC, speed, handling and three pools of HP: Hull, Rigging and Crew. The ship will also contain the Attack/Check and Save bonuses of its crew.

AC functions like elsewhere
Speed is measured in spaces (ranging from 5 to 10 or so, most typical vessels operating between 6 to 8 speed). For sailing vessels favorable winds often provide a bonus of 1 or 2 extra movement in the appropriate direction.
Handling is the number of hexes you must move forward in order to turn your facing one hex-face, typically 2:1 for most vessels but 1:1 for particularly nimble vessels and 3:1 for cumbersome ones
Hull HP portrays the structural integrity of your ship, and can be damaged by most forms of cannon and catapult. At 0 Hull HP a vessel begins to sink, making Death Saving Throws against DC 18
Rigging HP portrays the status of the means of movement of a vessel, and can be damaged by pretty much anything. At 0 Rigging HP a vessel is immobilized and cannot take the Attack or Evade actions.
Crew HP portrays the manpower the vessel has available to it in order to function, and can be damaged by weapons that target an area (like grapeshot) or can be fired repeatedly (like bows). At 0 Crew HP the vessel has insufficient manpower and suffers disadvantage on all of its attacks, checks and saving throws.

How to run a combat:
Firstly roll initiative as normal, each vessel being treated as its own entity unless you're using some form of side initiative.
On a vessel's turn it first performs movement (see handling for turning), then decides on the action it wants to take during that movement: Attack, Board or Evade. Finally, PCs and important NPCs the DM designates may each take one action or bonus action.

Attack: Make one attack in a direction of choice (depending on how weapons are mounted on the vessel) against another ship within range using the vessel's Crew bonus. A hit causes damage based on the number of weapons facing that direction.
Board: Attempt one opposed check using the vessel's Crew bonus against another adjacent ship. Each turn you spend your action to repeat this check; three successes before three failures claims the ship from it's defenders, and if the reverse is true your attempt is repelled. While you are in a boarding action both vessels speeds are reduced to 0.
Evade: Vessel gains an additional +2 speed and enemy attacks are at disadvantage against it until the start of the vessel's next turn

Example:
A frigate on open waters is threatened by a pirate ship; the winds are against it so it opts to rely on its cannons instead of attempting to flee. Spending its movement to turn and angle its six broadside cannons on target, the frigate rolls a 17 with its crew bonus against the pirate's 16 AC, hitting with all six for 8d6=32 Hull Damage. This is unfortunately not enough to cripple the pirate and on it's turn closes the distance to engage in boarding action, its seasoned crew rolling a 19 vs the relatively green frigate crew's 12. Next turn both ships are locked together at 0 speed, but that doesn't stop the frigate from attempting another volley of cannonfire as the pirate ship is still aside it.

Sample Weapons:
Ram: [speed]d8 damage (hull), plus half to rammer
Grapeshot: Range 4/12, d8 damage (rigging or crew)
Broadsider: Range 6/18, d8 damage (hull or rigging)
Longbow: Range 6/18, d2 damage (rigging or crew)
Ballista: Range 6/18, d4 damage (rigging or crew)
Catapult: Range 8/24, d6 damage (hull or rigging)
Spells: Subject to DM. Rule of thumb is divide damage dealt by 10 (rounding up), or 5 if spell affects an area

Sample Crew:
Skeleton (not the creature): +2 attacks/checks, +2 saves, d4s for Crew HP
Rough/Green: +4 attacks/checks, +3 saves, d6s for Crew HP
Standard: +6 attacks/checks, +4 saves, d8s for Crew HP
Veteran: +8 attacks/checks, +5 saves, d10 for Crew HP
Elite: +10 attacks/checks, +6 saves, d12 for Crew HP

Sample statblocks:
Sloop: 13 AC, 6d8 (27) Hull HP, 4d6 (17) Rigging HP, 3dX Crew HP, Speed 8, Handling 1 per 1, 2x2 side weapons
Corvette: 14 AC, 10d8 (45) Hull HP, 8d6 (28) Rigging HP, 6dX Crew HP, Speed 7, Handling 1 per 2, two front weapons, 2x4 side weapons
Galleon: 16 AC, 16d8 (72) Hull HP, 1d46 (49) Rigging HP, 12dX Crew HP, Speed 7, Handling 1 per 3, 6 front weapons, 2x9 side weapons, 4 rear weapons, 2 top weapons

Kane0
2018-04-08, 07:48 PM
Classes


Environmental Armor (armor): As a bonus action the wearer can seal or unseal this armor. While sealed the wearer has up to 1 minute of air contained and until used or unsealed is unaffected by inhaled effects, drowning and suffocation.
Helping Hand (belt): This sash functions as a third hand for the user, allowing it to manipulate objects up to 5 lbs
Incorporated Toolkit: This item also holds within it, and functions as, one set of artisan's or thieves tools. This infusion is applicable even to magical armor.
Majestic Crown (helm): This headband increases the wearer's Intelligence, Wisdom and Charisma by one, to a maximum of 18
Manyhanded Pouch (bag): You interdimensionally link up to four pouches to share the same contents (up to 25 pounds or 5 cubic feet), as long as they remain within one mile of each other
Mighty Girdle (belt): This girdle increases the wearer's Strength, Dexterity and Constitution by one, to a maximum of 18
Relay Node (spell focus): You can use this runestone as the point of origin when casting Artificer spells as long as you can see it within 30 feet of you
Second Skin (light or medium armor): The armor becomes negligible in weight, easily concealable under normal clothing and can be slept in without penalty. This infusion is applicable even to magical armor.
Thunder Cannon (crossbow or firearm): The damage type of the weapon changes to Thunder damage and it loses the ammunition and loading properties. This infusion is applicable even to magical weapons.
Timelock Coating: The item becomes immune to rust and other forms of breakage and decay due to the passage of time. This infusion is applicable even to magical items.
Disguised Weapon (weapon): The weapon can be magically disguised as a bonus action, appearing as any other handheld item.
Arcane Siphon (glove): This item has two charges. As an action you can drain a magic item you are holding, rendering it inert for one minute. If you drain an item that has charges you can drain a number of charges up to your Intelligence modifier and choose to recover expended spell slots of a combined level equal to or less than the number of charges drained. Regains one charge each dawn.



Level 1: Rage
You can Rage in heavy armor

Level 9: Brutal Critical:
Once per turn when you have advantage on a strength attack and both rolls would hit, you can add your Barbarian level to the damage dealt.

Level 13: Improved Reckless Attack
When you use Reckless Attack you score a critical hit on a roll of 19 or 20, and you can choose to use your Reckless Attack feature when you make an attack using your reaction.

Level 15: Persistent Rage
While Raging, if the result a saving throw is lower than your ability score for that roll, you can choose to use your ability score as the result.
In addition, your Rage only ends early if you fall unconscious or choose to end it.

Level 17: Improved Danger Sense
Your Danger Sense ability works even when you are deafened or blinded

Level 18: Indomitable Might
If the result a strength, dexterity, constitution or intimidation ability check is lower than your ability score for that roll, you can choose to use your ability score as the result.

Level 20: Primal Champion
Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. If you are under an effect that grants a specific Strength or Constitution score, you can increase the score you gain from it by 4 to a maximum of 30.


Level 5: Countercharm
When you or an ally within 30 feet of you make a saving throw against being Charmed or Frightened you can use your reaction to grant advantage on the saving throw. The creature must be able to hear you to gain this benefit.


Level 5/11/17: Extra Attack
You can attack twice whenever you take the Attack action on your turn. If you already have the Extra Attack feature you instead increase one attribute of your choice by 1, to a maximum of 20.
At level 11 you can attack three times when you take the attack action, and at level 17 you can attack four times.

Level 9: Indomitable
If you fail a saving throw, you add your Fighter level to the result, potentially turning the failure into a success.
After you use this ability you cannot do so again until you finish a short or long rest.

Level 13: Another Fighting Style

Level 20: Lord of Battle
You can use your Second Wind, Action Surge and Indomitable features each twice between rests. When you finish a short or long rest, you regain your expended uses.


Level 1: Martial Arts
While you aren't wielding a shield you gain the following benefits when using unarmed strikes and monk weapons, which are any weapons that you are proficient in and don't have the heavy or special property.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons
- You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels do d8 at level 5, d10 at level 11 and d12 at level 17
- You can take a bonus action on each of your turns in combat. This action can be used only to take the Attack (one unarmed strike only), Dash or Disengage action.

Level 2: Ki
You gain a pool or mystic Ki energy represented by a number of points equal to Monk level + Wisdom bonus (min 1). You can spend these points to fuel various ki features, three of which you know to start with: Flurry of Blows, Patient Defense, and Step of the Wind.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier


[B]Flurry of Blows: When you take the Attack action using an unarmed strike or a monk weapon, you can spend 1 Ki to make one additional Unarmed Strike as part of the Attack action.

Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind: You can spend 1 ki point to triple your jump distance until the end of your next turn

Stillness of Mind is a bonus action that can be used even if you can't normally take your turn, and also applies to the Confused and Dazed conditions.

Empty Body Is a bonus action



Spellcasting (1st):
At level 1 you can choose either Charisma or Wisdom as your attribute for spellcasting and class features that rely on your Charisma bonus, such as Aura of Protection.


Originally posted here (http://www.giantitp.com/forums/showthread.php?462877-Ranger-Rework-v1-3)


Level
Prof
Special Abilities
Cantrips
1st
2nd
3rd
4th
5th


1
2
Natural Explorer, Quarry/Skirmish
2
-
-
-
-
-


2
2
Fighting Style, Nature's Boon, Spellcasting
2
2
-
-
-
-


3
2
Clade
2
3
-
-
-
-


4
2
ASI
2
3
-
-
-
-


5
3
Extra Attack, Favored Enemy
2
4
2
-
-
-


6
3
Nature's Boon, Quarry/Skirmish Improvement
2
4
2
-
-
-


7
3
Clade Feature
2
4
3
-
-
-


8
3
ASI
2
4
3
-
-
-


9
4
Hunter's Mark Improvement
2
4
3
2
-
-


10
4
Nature's Boon, Quarry/Skirmish Improvement
3
4
3
2
-
-


11
4
Clade Feature
3
4
3
3
-
-


12
4
ASI
3
4
3
3
-
-


13
5
Favored Enemy
3
4
3
3
1
-


14
5
Nature's Boon, Quarry/Skirmish Improvement
3
4
3
3
1
-


15
5
Clade Feature
3
4
3
3
2
-


16
5
ASI
3
4
3
3
2
-


17
6
Hunter's Mark Improvement
3
4
3
3
3
1


18
6
Nature's Boon
3
4
3
3
3
1


19
6
ASI
3
4
3
3
3
2


20
6
Primal Bond
3
4
3
3
3
2



Hit Dice: d8
Armor Proficiencies: Light Armor, Medium Armor & Shields
Weapon Proficiencies: Simple & Martial Weapons
Saving Throws Proficiencies: Strength & Dexterity
Skill Proficiencies: Choose three from Acrobatics, Athletics, Insight, Investigation, Lore, Medchamy, Perception, Stealth, Survival
Other Proficiencies: Choose one from Cartographer’s tools, Navigator’s Tools, Mounts, Land or Water vehicles or one Language of your choice

Level 1: Natural Explorer
You gain your choice of either a Climb or Swim speed equal to your movement speed.
In addition, while travelling for an hour or more you can add your Wisdom modifier as a bonus to any Strength, Dexterity and Wisdom ability checks you or your allies make as long as they can see and hear you.

Level 1: Quarry
When you hit a creature with an attack roll, you can mark the target for 1 minute or until you lose your concentration as if you were concentrating on a spell.
Once per turn, when you or an ally within 10 feet of you hit the target with an attack and deal damage to it (including when you mark it) the attack deals an additional 1d4 damage.
You can use this feature to mark your Quarry a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases to 1d6 at 6th level and to 1d8 at 14th level, and extends to allies within 30 feet of you at 10th level.

Level 1 Alternative: Skirmish (replaces Quarry)
While you are not wearing heavy armor and not wielding a shield, when you move 20 feet or more on your turn you add +2 to your AC and add an extra +1d4 to one weapon damage roll you make until the start of your next turn.
At 6th level this extra damage increases to +1d6, at 10th level +1d8 and at 14th level +1d10

Level 2: Fighting Style
Choose one from the list of styles above

Level 2: Spellcasting
- Spellcasting ability is Wisdom
- Spells Prepared equal to half level +Wis (min 1)
- Primal Spell List
- No Ritual Casting
- Druidic spell focus

Level 2: Nature's Boon
At level 2 and again at levels 6, 10, 14 and 18 choose one from the options below:

Camouflage: When you cast a spell or use a magical effect that obscures you, increases your Stealth bonus or turns you Invisible you can take the Hide action as a bonus action, even if the effect only lightly obscures you.
If selected a second time, whenever you perform an action that would break your stealth you remain hidden until the end of your turn.
Healing Salves: As a part of a long rest, you can prepare a number of medicinal salves equal to your Proficiency Bonus. Each salve restores HP equal to 1d8 + Wisdom bonus (minimum 1) and can be applied to a creature using an action. Unused salves expire at the end of a long rest.
If selected a second time, each healing salve applied a creature also provides the benefits of a Lesser Restoration spell
Honed Senses: You gain Darkvision out to a range of 60 feet and can take the Search action as a bonus action.
If selected a second time, you gain Blindsight out to a range of 30 feet.
Land's Stride: You can ignore nonmagical difficult terrain, and your movement speed cannot be reduced from spells and other magical affects such as Ray of Frost
If selected a second time, you increase all your movement speeds by 10 feet and gain advantage on saving throws against being being Paralysed, Restrained or Stunned
Primal Connection: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared, and you also learn one additional cantrip and prepare one additional spell of your choice from the Primal spell list.
If selected a second time, during a short rest you can recover one expended spell slot of your choice of spell level equal to half your proficiency bonus or lower
Trapping: You can cast the Alarm and Snare spells as an action each once per long rest without expending a spell slot
If selected a second time, you can also cast the Cordon of Arrows and Glyph of Warding spells as an action once per long rest without expending a spell slot

Level 3: Clade
Choose one Ranger Clade to follow, same as the books.

Level 4: ASI
As per the books

Level 5: Favored Enemy
Select two creatures types (or if you pick Humanoids, one Bloodrace thereof). You can cast Hunter's Mark on a creature that is one of these types without expending a spell slot and without having the spell prepared, however the spell ends once the creature is reduced to 0 hit points.
At level 13 you choose an additional two creature types

Level 9: Hunter's Mark Improvement
When casting Hunter's Mark, you can select a creature you have met even if you cannot see them and they are outside of the spell's range.
At 17th level, you can select a creature you touch the tracks of, hold a possession of or seen a likeness of even if you cannot see them and they are outside of the spell's range.

Level 20: Primal Bond
Primal spells that you cast do not require concentration


Level 1: Sneak Attack
Sneak attacks can also be performed using unarmed strikes.
Sneak attack dice become d8s at level 5, d10s at level 11 and d12s at level 17

Calculated Attack (replaces Steady Aim)
At the start of each of your turns in combat you can roll a single 1d20. You can replace any one weapon attack roll they make on that turn with the result of that d20 roll. If you do use this roll you can apply your sneak attack damage dice even if the attack doesn't have advantage or an ally adjacent to the target.


Originally posted here (http://www.giantitp.com/forums/showthread.php?537049-Sorcerer-Rework), and special thanks to TheUser for the Spontaneous Sorcery concept and other tweaks.


Level
Prof Bonus
Class Features
Cantrips
Spells Known
Spell Level
Sorcery Points


1
+2
Sorcerous Spellcasting, Sorcerous Origin
4
2
1st
4


2
+2
Font of Magic
4
3
1st
6


3
+2
Metamagic (2)
4
4
2nd
14


4
+2
Ability Score Improvement
5
5
2nd
17


5
+3
Metamagic (3)
5
6
3rd
27


6
+3
Sorcerous Origin Feature
5
7
3rd
32


7
+3
Magical Guidance
5
8
4th
38


8
+3
Ability Score Improvement
5
9
4th
44


9
+4
Metamagic (4)
5
10
5th
57


10
+4
Spontaneous Sorcery
6
11
5th
64


11
+4
Magical Refusal
6
12
6th
73


12
+4
Ability Score Improvement
6
12
6th
73


13
+5
High Arcana (7th), Metamagic (5)
6
13
6th
73


14
+5
Sorcerous Origin Feature
6
13
6th
73


15
+5
High Arcana (8th)
6
14
6th
73


16
+5
Ability Score Improvement
6
14
6th
73


17
+6
High Arcana (9th), Metamagic (6)
6
15
6th
73


18
+6
Sorcerous Origin Feature
6
15
6th
80


19
+6
Ability Score Improvement
6
16
6th
89


20
+6
Sorcerous Mastery
6
16
6th
89



Hit Die: 1d6
Armor Proficiencies: None
Weapon Proficiencies: Simple weapons
Save Proficiencies: Constitution and Charisma
Skill Proficiencies: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Lore, Persuasion

Level 1: Sorcerous Spellcasting:
- Charisma based with Spells Known as shown on the table (can swap one per level)
- No Ritual Casting
- Can use your own body as a spell focus
- Use the spell point variant from DMG, regained at the end of a long rest. They are called sorcery points
- Casting spells of 4th, 5th and 6th level are each limited to once per short or long rest
- Casting spells of 7th, 8th and 9th level are limited to High Arcana Spell Slots


1st: 2
2nd: 3
3rd: 5
4th: 6
5th: 7
6th: 9


Level 1: Sorcerous Origin:
As per PHB or other sources

Level 2: Font of Magic:
When you finish a short rest you recover a number of expended sorcery points up to your Proficiency Bonus.

Level 3: Metamagic:
You learn two Metamagic options from the list below. You learn an additional metamagic option at levels 5, 9, 13 and 17.
When you take a level in sorcerer you can choose to swap one metamagic known for another.
Multiclassing: Spell slots, pact magic slots and sorcery points are separate but interchangeable. Using metamagic requires sorcery points.

Accurate Spell
When you cast a spell which requires an attack roll, you can spend 1 sorcery point to gain advantage on the first attack roll made when the spell is cast, scoring a critical hit on a roll of 19 or 20.

Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can spend 2 sorcery points and choose a number of those creatures up to your Charisma modifier (minimum one) to be unaffected by the spell.

Concussive Spell
When you cast a spell that deals damage, you can spend 1 sorcery point to change that spell's damage type to Force damage, and if the spell reduces a creature to 0 Hit Points you can choose to knock the creature unconscious instead of dealing lethal damage.

Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
You can use Distant Spell even if you have already used a different Metamagic option during the casting of the spell.

Elemental Spell
When you cast a spell that deals Acid, Fire, Cold or Lightning damage, you can spend 1 sorcery point change the damage type to another one of the named types.
You can use Elemental Spell even if you have already used a different Metamagic option during the casting of the spell.

Empower Spell
When you make a roll as part of a spell that is not an attack roll or ability check, you can spend 1 sorcery point to reroll a number of dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empower Spell even if you have already used a different Metamagic option during the casting of the spell.

Enlarge Spell
When you cast a spell with an area of effect, you can spend 2 sorcery points to double that area.

Extend Spell
When you cast a spell with a duration of 1 minute or 10 minutes, you can spend 1 sorcery point to increase its duration to 1 hour.
When you cast a spell with a duration of 1 hour, you can spend 1 sorcery point to increase its duration to 8 hours.
When you cast a spell with a duration of 8 hours or more, you can spend 1 sorcery point to double its duration.
You can use Extend Spell even if you have already used a different Metamagic option during the casting of the spell.

Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend a number of sorcery points equal to the spell's level to give one target of the spell disadvantage on all saving throws made against the spell

Lingering Spell
When you cast a spell with a duration of instantaneous and that deals damage, you can spend a number of sorcery points equal to the spell's level to deal half as much damage again at the start of your next turn.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend a number of sorcery points equal to the spell's level to change the casting time to 1 bonus action for that casting

Secure Spell
When you cast a spell you can spend a number of sorcery points equal to the spell's level to make that casting of the spell immune to Counterspell, Dispel Magic and Remove Curse as well as gain advantage on any saving throws to maintain concentration on that spell.

Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components

Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip)


Level 7: Magical Guidance
When you make an ability check that fails, you can spend 2 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Level 10: Spontaneous Sorcery:
You have uncanny magical talent, able to pull together just the spell you need when you need it. When you cast a spell you can choose to cast any spell of a level you can cast drawn from any list, as if it were one of your spells known. Once you use this ability you cannot do so again until you finish a long rest.

Level 11: Magical Refusal
When you make a saving throw that fails against a spell or effect that allows a new saving throw on each of your turns, you can spend 3 sorcery points to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Level 13: High Arcana
You gain one 6th level spell slot. You can use metamagic when you cast a spell using this spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more spell slots that can be used in this way: one 7th-level slot at 13th level, one 8th-level slot at 15th level, and one 9th-level slot at 17th level. You regain all uses of your High Arcana when you finish a long rest.

Level 20: Sorcerous Mastery:
After using your Spontaneous Sorcery ability you can do so again after finishing a short or long rest.


Skills
Choose two from Arcana, Deception, Intimidation, Investigation, Lore, Persuasion

Level 1: Pact Magic
You can choose either Intelligence or Charisma as your attribute for spellcasting, invocations and class features

Level 1: Patron Bonus Spells
At levels 1, 3, 5, 7 and 9 select one patron bonus spell to learn as a bonus spell known

Level 3: Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this weapon takes each time you create it. You are proficient with this weapon and can use your Charisma bonus instead of your Strength or Dexterity to determine your bonus to hit and damage with it. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Level 3: Pact of the Chain
When you take the attack action or cast a cantrip that requires an attack roll, you can substitute one attack for your familiar to use its reaction to make one attack.

Level 3: Pact of the Chalice
Your patron gives you a chalice, cauldron or similar vessel. When you gain this feature you gain proficiency in Alchemy Kits and Brewing Supplies. You can use the vessel during a short or long rest to create a single potion or poison of Common rarity, which lasts up to 8 hours before losing its potency and becoming inert.
If you lose your Vessel you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous vessel. The Vessel turns to dust when you die.

Level 3: Pact of the Talisman
Can be used on failed attack rolls as well as failed ability checks.

Spell Invocations
Any invocation that would ordinarily allow you to Cast X using a Warlock spell slot once per long rest (for example, Minions of Chaos), you instead learn as a spell and can cast at its base level once per long rest without using a spell slot.
The same applies to Eldritch Smite.

Cleansing Cauldron
Prerequisite: Pact of the Chalice feature
You can cast the Create or Destroy Water and Purify Food and Drink spells without using Warlock Spell Slot.

Tethered Fates
Prerequisites: Pact of the Talisman, 5th level warlock
Your patron gifts you with the ability to create a second talisman, which can be given to a second wearer. You and any wearer of a Talisman can communicate telepathically as long as you share the same plane of existence.

Sanctuary of the Endless
Prerequisites: Pact of the Talisman, 9th level warlock
A wearer of your talisman can also choose to add to saving throws as well as ability checks, and the d4 increases in size to a d6. In addition, you regain one expended use of your talisman at the end of a short rest.

Otherworldly Elixir
Prerequisite: Pact of the Chalice, 7th level Warlock
Any creature that drinks from your Vessel gains the benefits of one of the following spells of their choice: Aid, Augury, Lesser Restoration or Protection From Poison. A creature that receives any of these benefits cannot do so again until they finish a long rest.

Pact Guardian:
Prerequisite: 5th level, Pact of the Chain feature
Your Familiar's HP equals 3 +3 for every Warlock level you possess, it uses your spell attack bonus as its attack rolls and adds your proficiency bonus to its saving throws.
Additionally, when you cast a spell with a range of self you can choose to touch your Familiar to also target them with that spell.

Tome of Arcane Mastery
Prerequisites: Pact of the Tome, 7th level warlock
You can use your Book of Shadows as a spellcasting focus for your Warlock spells, and you can use it to cast one 1st or 2nd level Warlock spell you know without expending a Pact Magic slot. Once you cast a spell in this way you cannot do so again until you finish a long rest.

Witchplate
Prerequisites: Pact of the Blade
When you use your action to summon your Pact Weapon you can also create and don a suit of magical armor of a type you are proficient with.
It disappears if you use this feature again, if you dismiss the armor (no action required), or if you die. While you live, your suit of pact armor can't be removed against your will.
You can transform one magic suit of armor into your pact armor by performing a special ritual while it is in front of you. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor, shunting it into an extradimensional space, and it appears whenever you create your pact armor thereafter. You can't affect an artifact or a sentient suit of armor in this way. The suit of armor ceases being your pact armor if you die, if you perform the 1-hour ritual on a different suit of armor, or if you use a 1-hour ritual to break your bond to it. The suit of armor appears at your feet if it is in the extradimensional space when the bond breaks.

Kane0
2018-04-08, 07:49 PM
Subclasses

Bonus Spells:
1st: Purify Food & Drink, Ray of Sickness
2nd: Melf's Acid Arrow, Protection from Poison
3rd: Gaseous Form, Stinking Cloud
4th: Death Ward, Vitriolic Sphere
5th: Cloudkill, Contagion

Level 3: Alchemical Savant
Crafting items in the Potion or Wondrous Item categories require half the time and cost

Level 3: Alchemist Satchel
You learn three concoctions from the list below, which you can produce as a Bonus Action and last up to one hour before expiring. You can use your satchel a number of times equal to your Int bonus (min 1), regaining expended uses at the end of a short rest. You learn one additional concoction at levels 6, 10 and 14.

Level 6: Alchemical Mastery
You gain resistance to Acid and Poison damage, and you can add your Intelligence modifier to one damage roll of any spell you cast that deals Acid or Poison damage

Level 10: Revitalizing Elixir
As a bonus action you can expend two uses of your Alchemist Satchel to cast the Lesser Restoration spell, or four uses to cast the Greater Restoration spell.

Level 14: Induce Mutation


Alchemical Acid:
Adhesive Application:
Buoyant Admixture:
Expanding Foam: Can be thrown into an empty space within 30 feet creating a wall 15 feet long, 10 feet high and 5 feet thick. This wall has AC 10 + your Int bonus and HP equal to 3 per Artificer level. The foam bubbles away after an hour.
Invigorating Tincture:
Lubricating Coat:
Restorative Draught:
Smokestick:
Thunderstone:
Toxic Compound:



Level 3: Warding Storm
You can expend a use of your Rage ability to cast the Warding Wind spell, which your Rage does not interfere with.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Level 3: Storm Aura
While raging you emanate a stormy, magical aura. This aura extends 5 feet from you in every direction, but not through total cover.
The effects of your aura depend on the type of storm as detailed below, which you can choose each time you enter rage.
If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
The range of your aura increases to 10 feet at 6th level, 15 feet at 10th level and 20 feet at 14th level.

Sandstorm: When you enter rage and at the start of each of your turns while raging all other creatures within your aura must make a successful Strength saving throw or take 1d6 Fire damage and be pulled 5 feet towards you.
This damage increases to 2d6 at level 6 and 3d6 at level 14. At level 10 creatures are pulled 10 feet towards you.

Typhoon: When you enter rage and at the start of each of your turns while raging all other creatures within your aura must make a successful Dexterity saving throw or take 1d6 Lightning damage and be unable to take reactions until the start of their next turn.
This damage increases to 2d6 at level 6 and 3d6 at level 14.

Blizzard: The area within your aura is lightly obscured, and when you enter rage and at the start of each of your turns while raging one creature of your choice within your aura gain 1d6 Temporary hit points.
These temporary hit points increase to 2d6 at level 6 and 3d6 at level 14.

Level 6: Storm Soul
You recover one use of your Rage feature at the end of a Short Rest, and as an action you can expend a use of your Rage in order to perform one of the following:
- Grant one creature you touch resistance to Fire, Cold, Thunder or Lightning damage for 1 hour
- Grant one creature you touch a Swim speed of 30 feet plus the ability to breathe underwater for 8 hours
- Freeze a 10 foot cube of water you can see within 60 feet for 1 hour
- Set on fire one unattended, flammable object that you can see within 60 feet of you

Level 10: Shielding Storm
When you enter rage you can select any number of creatures you can see to automatically succeed on saving throws against your aura.

Level 14: Raging Storm
Sandstorm: When a creature within your aura makes an attack against you, you can use your reaction to impose disadvantage on the attack roll. If the attack misses, the attacking creature takes 4d6 fire damage.
Typhoon: Once per turn, you can knock prone one creature that failed their Dexterity saving throw against your aura
Blizzard: Any creature in your aura that you hit with an attack has their speed reduced by 10 feet until the start of your next turn


Level 3: Push your Luck
When a creature you have inspired rolls their Bardic Inspiration die they can choose to roll the die a second time after seeing the result. If the second roll is higher than the first it is added to the result, if it is lower it is subtracted.

Level 6: Luck of the Draw
At the end of a long rest roll and record the result of three d12s. 1-6 correspond to advantage on one of the six attributes and 7-12 disadvantage.
When a creature you can see makes an attack, check or save using the matching ability score you can use your reaction to use that die to grant advantage or disadvantage on the roll.
Unused die are lost at the end of a long rest.

Level 14: Pocket Ace
When you finish a long rest roll one of your inspiration die and record the result.
When a creature you have inspired rolls a bardic inspiration die but before choosing to use the Push your Luck feature you can use your reaction to swap the first roll with that of your pocket ace.
You can expend your pocket ace at any time to add to an attack, check or save you make but if you do so the pocket ace is lost until you finish a long rest.


Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach by 5 feet until the end of your turn. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Add the superiority die to the attack's damage roll, and choose another creature within your reach. If the original attack roll would hit the second creature, it takes damage equal to half that you dealt to the first creature. The damage is of the same type dealt by the original attack.

Tactical Assessment: When you make an Insight, Investigation or Lore check, you can expend one superiority die and add the superiority die to the ability check.


Level 3: Improved Critical
Your weapon attacks score a critical hit on a roll of 19 or 20, and you can roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.

Level 3: Remarkable Physique
- Your speed increases by 5 feet
- You are always considered to have a running start when jumping
- Standing from prone only costs you 5 feet of movement

Level 7: Remarkable Athlete
You add half your proficiency bonus (round up) to any Strength, Dexterity or Constitution check you make that doesn't already use double your proficiency bonus.
In addition, you gain proficiency in Dexterity saving throws, or another type of saving throw of your choice if you are already proficient.

Level 10: Fighting Style Mastery
You can choose a two additional fighting styles from the Fighter list, and at the end of a short or long rest you can choose to exchange any one of your fighting styles for another on the Fighter list.

Level 15: Superior Critical
Your weapon attacks score a critical hit on a roll of 18, 19 or 20, and you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a weapon attack.

Level 18: Survivor
While conscious and at no more than half your maximum hit points you regain hit points equal to 5 + your Constitution modifier at the beginning of each of your turns.


Level 3: Tactician
When you take the Attack action, you can forego your attack to allow one ally within 30 feet that can see and hear you to make one weapon attack. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.

Level 3: Aura of Discipline
You and friendly creatures within 10 feet of you have advantage on Strength checks and saving throws to avoid being forcibly moved or knocked Prone.
At 10th level, the range of this aura increases to 30 feet.
This advantage would also apply to allies within range if using the optional Morale rules in the DMG.

Level 7: Great Leadership
Whenever you make an Intimidation, Insight or Persuasion check you can roll a d6 and add the number rolled to the result.
This additional 1d6 would also apply to any ability check or saving throw using the optional Honor score in the DMG.

Level 10: Inspiring Word
When you use your Second Wind, Action Surge or Indomitable feature you can choose to also grant the same benefits of the feature to one ally within 30 feet that can see and hear you.

Level 15: Battlecry
As a bonus action you can rally up to three allies within 60 feet that can see and hear you. These creatures can use their reaction to spend a number of hit die up to your Charisma modifier (minimum 1) and move up to half their speed. This movement does not provoke opportunity attacks. Once you use this feature you cannot do so again until you finish a short or long rest.

Level 18: Lord of War
When you see an ally within 30 feet of you make an attack you can use your reaction to grant advantage on the attack roll.



Level 3: Disciple of the Elements
You know two elemental disciplines of your choice from the list below. You learn one additional elemental discipline of your choice at 6th, 11th and 17th level. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Elemental disciplines allow you to cast spells using your Ki. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. Casting a spell uses Ki points as shown on the table below.



Spell level
Monk level
Ki Cost


Cantrip
3rd
0


1st
3rd
2


2nd
6th
3


3rd
11th
4


4th
17th
5



Level 3: Dance of the Tide
You can use your Deflect Arrows ability on ranged spell attacks that target you and deal Acid, Fire, Cold, Thunder or Lightning damage.

Level 6: Stoke the Inner Flame
Once per turn you can add your Wisdom modifier as extra damage to the damage of one attack you make. This extra damage is your choice of Cold, Fire, Lightning or Thunder damage.

Level 11: Flowing Form
When you use an Elemental Discipline to cast a spell with a casting time of one action, you can spend a number of Ki equal to the level of the spell (minimum 1) to change the casting time to one bonus action.

Level 17: Seed the Soil
When you cast a spell of 1st level or higher from one of your Elemental Disciplines you can also summon one mephit of your choice to an unoccupied space within 10 feet of you.
A summoned mephit disappears after 1 hour or when it drops to 0 hit points.

Summoned mephits are friendly to you and your companions, acting immediately after your turn as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Elemental Disciplines
Caustic Scintillation: Acid Splash, Chromatic Orb, Dragon's Breath, Elemental Weapon
Dire Flame: Produce Flame, Burning Hands, Flaming Sphere, Fireball
Heavenly Wave: Shape Water, Create or Destroy Water, Blur, Wall of Water
Immortal Stone: Magic Stone, Earth Tremor, Earthen Grasp, Erupting Earth
Phoenix Wing: Control Flames, Faerie Fire, Pyrotechnics, Ashardalon's Stride
Shaping Summit: Mold Earth, Firm Grounding, Earthbind, Meld into Stone
Storm Dragon: Thunderclap, Thunderwave, Gust of Wind, Wind Wall
Sweeping Torrent: Water Whip, Grease, Misty Step, Tidal Wave
Unbroken Wind: Gust, Fog Cloud, Warding Wind, Gaseous Form
Winter Breath: Ray of Frost, Ice Knife, Binding Ice, Sleet Storm

Optional: Jedi Powers
Fright: Minor Illlusion, Cause Fear, Calm Emotions, Fear
Jump: Repulsion, Jump, Enhance Ability, Fly
Lightning: Shocking Grasp, Witch Bolt, Electric Loop, Lightning Bolt
Mind Trick: Friends, Command, Suggestion, Hypnotic Pattern
Push: Mage Hand, Catapult, Levitate, Bounding Weapon
Speed: True Strike, Longstrider, Blur, Haste


Level 3: Radiant Sun Bolt
You can choose to make a ranged spell attack using your unarmed strike, which uses your Dexterity or Wisdom modifier for attack and damage rolls, whichever is higher, and has a range of 30 feet.
At 6th level this range increases to 60 feet, at 11th level 90 feet and 17th level 120 feet.

Level 6: Searing Arc Strike
As a bonus action you can spend 3 Ki to cast the Aganazzar's Scorcher spell. The damage dealt from this spell is half Radiant damage and half Fire damage.
You can spend additional ki points to cast Aganazzar's Scorcher as a higher level spell. Each additional Ki point you spend increases the spell's level by 1, to a maximum spell level equal to your proficiency bonus.

Level 11: Searing Sunburst
As an action you can hurl a fiery orb at a point you choose within 120 feet. Each creature within a 20-foot-radius sphere of that point takes 1d6 Fire and 1d6 Radiant damage and is Blinded until the start of your next turn, or half damage and no Blindness if they make a successful Constitution saving throw.
You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum equal to your proficiency bonus, increases both the Fire and Radiant damage each by 1d6.

Level 17: Sun Shield
You shed bright light in a 30-foot radius and dim light for an additional 30 feet, which you can extinguish or restore as a bonus action.
If a creature hits you with a melee attack while this light shines you can use your reaction to deal Radiant damage to the creature equal to two rolls of your Martial Arts die.




Level 3, Beast Companion
You can cast the Find Companion spell without expending a spell slot or material components. Once you cast this spell you cannot do so again until you finish a long rest.
When you cast Find Companion you add your proficiency bonus to the beast’s AC and attack rolls, as well as to any saving throws and skills it is proficient in. The beast's hit point maximum is equal to (4 + its Constitution modifier) for each level of ranger you have.

At ranger level 7 you cast Find Companion as if from a 3rd level spell slot, at level 11 a 4th level spell slot and level 15 a 5th level spell slot.

Level 3: Beastform
As an action you can assume the form of a beast you have seen before that is CR 1/8 or lower and large size or smaller. You can use your Beastform a number of times equal to your Wisdom modifier (minimum 1). You regain any expended uses at the end of a long rest.

You can stay in a beast shape for a number of hours equal to your proficiency bonus. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on your turn. You automatically revert if you fall unconscious, drop to 0 Hit Points, or die.

Your statistics, including mental Ability Scores, are replaced by the Statistics of the chosen beast. You assume the Hit Points of your new form. When you revert to your normal form you return to the number of Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage does not reduce your normal form to 0 Hit Points, you are not knocked Unconscious.

You retain your alignment and personality. You cannot speak, cast Spells, or take any other action that requires hands or speech. Your gear melds into the new form. You cannot activate, use, wield, or otherwise benefit from any of your equipment.

Level 7: Beastcall
By spending one minute you can call up to twelve beasts of up to CR 1/2 to you from the surrounding area, determined by the DM. Upon arrival these beasts are friendly to you and will assist with one task for up to one hour before dispersing.
Once you use this feature you cannot do so again until you finish a long rest.

Level 11: Bestial Fury
Your beasts attacks are considered magical for the purposes of overcoming damage resistance and immunity. In addition, your beast companion gains the following reaction:
Defensive Pounce: The beast companion imposes disadvantage on the attack roll of one creature it can see that is within its reach, provided the attack is against a creature other than the beast companion.

Level 15: Greater Beastcall
You can use your Beastcall feature as an action instead of taking one minute, and call up to CR 1 beasts to assist you. In addition, you regain use of your Beastcall feature when you finish a short or long rest.


Level 3: Hunter's Prey
As per the books (Colossus Slayer, Giant Killer or Horde Breaker)

Level 3: Expertise
Choose one of your Ranger skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.

Level 7: Defensive Tactics
As per the books (Escape the Horde, Multiattack Defence or Steel Will)

Level 7: Terrain Adaption
When you finish a short or long rest you can expend one Ranger spell slot to gain resistance to one damage type according to the terrain you rested in, which lasts until your next rest
Coast/Aquatic: Thunder or Lightning
Arctic: Cold or Force
Desert: Fire or Radiant
Plains/Forest: Piercing or Poison
Highland: Fire or Cold
Swamp: Acid or Poison
Underground: Necrotic or Bludgeoning
Urban: Psychic or Slashing

Level 11: Multiattack
As per the books (Volley or Whirlwind Attack)

Level 11: Expert Awareness
You cannot be surprised by your Favored Enemies, and you do not suffer disadvantage to your passive perception while travelling at a fast pace or while performing another activity.

Level 15: Superior Hunter's Defence
As per the books (Evasion, Stand Against the Tide or Uncanny Dodge)

Level 15: Terrain Mastery
You gain both resistances noted in your level 7 feature, and you are always aware of all favored enemies within 1 mile of you, including their number, direction and distance.


Level 3: Stardance
You learn the Dancing Lights cantrip, and when you cast the spell the lights do not need to be within 20 feet of each other for you.
In addition, when first cast Dancing Lights or use your Bonus Action to move your Dancing Lights you can also choose to cause one light to burn out with an intense shine. Creatures other than yourself within 10 feet of the light must make a Dexterity saving throw against your Spell DC or take 1d6 Radiant damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 3: Stellar Navigation
You are able to view the stars, moons, and constellations regardless of time and location, even on cloudy days, in broad daylight, underground, indoors, etc.
In addition, as a 10 minute ritual you can consult the stars about past, present, or future events. You may ask up to 3 questions about specific events in the past, present, or future, and gain brief glimpses of the events. These glimpses may be images, feelings, words, thoughts, or similar.
Once used, you must complete a long rest before using this feature again.

Level 7: Starstruck
Select one of the following:
- When you detonate a Dancing Light creatures that succeed on their saving throw still take half damage, and the next attack roll made against a creature that fails before the end of your next turn has advantage.
- When you detonate a Dancing Light you can choose to expend a spell slot to increase the damage dealt by 1d6 for each spell level higher than 1st (to a maximum of 5d6), and any creature that takes damage is also blinded until the end of their next turn.

Level 11: Revealing Gleam
Your Dancing Lights provide the benefits of Truesight within the range of their bright light. Creatures under magical effects that would be revealed by this Truesight can attempt a Charisma saving throw against your Spell DC, becoming immune to the effect for 24 hours if they succeed.

In addition, at night you can cast Find the Path without expending a spell slot or material components, but the spell ends at dawn. Once you use this feature, you can't do so again until you complete a long rest.

Level 15: Eternal Burn
Select one of the following:
- Creatures other than yourself and allies you designate take 2d6 Radiant damage when they first move within 10 feet of one of your Dancing Lights for the first time or start their turn there
- When you detonate a Dancing Light you can choose any number of creatures within range to regain 2d6 HP instead of taking Radiant damage. This healing cannot raise any creature above half their maximum HP



Level 3: Bonus Proficiencies
You gain proficiency with the disguise kit and the poisoner's kit.

Level 3: Improved Sneak Attack
Your Sneak Attack damage uses d8 damage die instead of d6s
At level 13 this ability improves, using d10 damage die instead of 1d8s

Level 9: Infiltrator
You can use a disguise kit to assume a disguise as a bonus action, and when you reduce a creature to 0 HP with a melee attack you can use your bonus action to create a disguise of the victim for yourself.

Level 13: Infiltrator
While disguised you have advantage on saving throws against Divination magic, and if you succeed you can choose for the caster to believe you have failed.

Level 17: Death Attack
Any hit you score against a creature that is surprised or has not taken a turn in the combat yet is a critical hit.

Kane0
2018-04-08, 07:50 PM
Feats

Alert:
- You gain a +5 bonus to initiative
- You gain a +5 to your passive Perception and Insight scores
- Choose one:
*While you are conscious you cannot be Surprised (technically not a condition, but the binary state for rules purposes)
*Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you

Armor Mastery
- While you are wearing armor, bludgeoning, piercing and slashing damage that you take from attacks is reduced by an amount equal to your proficiency bonus.
- Wearing armor does not impose disadvantage on your stealth checks
- You can don and doff armor in half the time, and can sleep wearing your armor without penalty

Arms Training:
- You gain proficiency in light and medium armor, simple and martial weapons, and shields.
- If you are already proficient in light and medium armor or would later become proficient in light and medium by other means, you instead gain proficiency in heavy armor.

Crossbow Expert:
- You ignore the loading quality of ranged weapons and can load one handed ranged weapons even if you are holding a weapon or shield in your other hand.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls
- You are able to use one handed ranged weapons when Two Weapon Fighting

Defensive Duelist:
- When you are hit by an attack while wielding a one handed weapon, you can use your Reaction to add your Proficiency Bonus to your AC against that attack. If the attack then misses because of this increase to your AC, you can make an opportunity attack against the attacker as part of the same reaction.

Dual Wielder:
- When you make a melee attack against a creature, that creature cannot benefit from Advantage on melee attacks against you until the start of your next turn.
- You can use two-weapon fighting as part of the attack action instead of using a bonus action. If you do so you cannot also use your Bonus Action to make a weapon attack on the same turn.
- While wielding a different weapon in each hand, if you make an opportunity attack you can make an attack with each weapon you are wielding against the same target (with the usual TWF restrictions).

Dungeon Delver:
- You have advantage on ability checks and saving throws to detect, disarm, bypass and avoid traps, locks, secret doors and hidden compartments
- You gain darkvision out to a range of 60 feet
- You can notice creatures feigning death or attempting to pass themselves off as objects, such as those with the False Appearance ability, if your Passive Perception beats their Passive Stealth.
- Your minimum and maximum Supply Die sizes both increase by 1 step

Elemental Adept:
- Choose one of the following damage types: acid, cold, fire, lightning, or thunder
- When you roll damage of the chosen type, you can treat any 1 on a damage die as the maximum value on the die
- When you deal damage of the chosen type you can ignore resistance to that damage type on any targets of your choice
- When you deal damage of the chosen type you can apply resistance to that damage type to any targets of your choice

Great Fortitude:
- You gain proficiency in your choice of Strength or Constitution saving throws. If you are already or later become proficient in both, instead choose one to gain expertise in (yes, expertise in a saving throw)
- When subject to an effect that allows you to make a saving throw at the start or end of your turn, you can choose to make that saving throw at the start or end of your turn

Great Weapon Master:
- Once per turn, when you make an attack with a melee weapon wielded in both hands you can add your Proficiency bonus to the damage roll.
- On your turn, when you score a critical hit or reduce a creature to 0 hit points with a melee weapon wielded in both hands, you can make one melee weapon attack as a bonus action

Healer:
- When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point
- As an action, you can use a healer's kit to tend to a creature, making a Medicine check and restoring hit points to it equal to the result. The creature cannot regain hit points from this feat again until it finishes a short or long rest.
- When you use a healer's kit, you have advantage on your Supply Die roll for remaining uses of that kit

Inspiring Leader:
During a long or short rest you can choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Lightning Reflexes:
- You gain proficiency in your choice of Dexterity or Intelligence saving throws. If you are already or later become proficient in both, instead choose one to gain expertise in (yes, expertise in a saving throw)
- At the start of each of your turns, you gain one additional reaction until the start of your next turn. This special reaction can only be used to make an Opportunity Attack.

Lucky:
You gain a number of Luck points equal to your Proficiency bonus (rounded up), which can used in three ways described below. You regain the use of expended luck points at the end of a long rest.
- Before you roll a d20 or Supply Die you can choose to spend a luck point to roll an additional die and select which result you use.
- When a creature you can see hits you with an attack, you can use your reaction to spend a luck point and force that creature to reroll.
- When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack, check or save you can use your reaction to spend a luck point and let the ally reroll the die.

Mage Slayer:
- You can make an Opportunity Attack against a creature that begins to cast a spell within your reach, potentially causing that creature to lose the spell if the attack hits and they fail a Concentration saving throw
- When you damage a creature with a melee attack you gain advantage on saving throws against spells and other magical effects they use until the end of your next turn

Magic Adept:
- You learn the one Cantrip, one 1st-level and one 2nd-level spell of your choice. These spells must be either all from the same class list or all of the same spell school.
- You can the 1st-level and 2nd-level spells once each without expending a spell slot. Once you cast either of these spells in this way, you can’t cast it in this way again until you finish a long rest.
- You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is your choice of Int, Wis or Cha.

Magical Mastery:
- You learn one Warlock invocation that you meet the requirements for
- You learn one Sorcerer Metamagic and gain Sorcery points equal to half your Proficiency bonus, which are regained when you finish a long rest
- When you cast a spell using a component pouch, you have advantage on your Supply Die roll for remaining uses of that pouch

Martial Adept:
- You learn one fighting style from the Fighter list
- You learn one Battlemaster Maneuver and gain one d6 Superiority die, which is regained when you finish a short or long rest. If you already have or later gain superiority dice then this d6 changes to match those.

Mobile:
- You gain your choice of +10 feet to your movement speed, a Climb speed equal to your movement or a Swim speed equal to your movement
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
- Standing from prone only costs you 5 feet of movement, and you can make a running jump without a running start

Mounted Combatant:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Poisoner:
- When you make a damage roll, you ignore resistance to poison damage
- You can coat a weapon in poison as a bonus action, instead of an action
- Poisons you apply to weapons retain their potency for one hour instead of one minute
- If you are carrying a Poisoner's kit, any weapon attack you make deals additional poison damage equal to your proficiency bonus

Polearm Master:
- While you are wielding a reach weapon, other creatures provoke an Opportunity Attack from you when they enter your reach
- Once per turn when you hit a creature with a reach weapon, you can reduce the speed of the target by 10 feet until the start of your next turn
- Attacks you make with reach weapons ignore cover provided by creatures adjacent to you

Psi Adept
- You can accurately recall anything you have seen or heard within the past month
- You learn two Psychic powers from the list below
- You gain a number of Psi Dice equal to your proficiency bonus, which are each a d6. You regain all expended Psi Die when you complete a long rest.
*Empathic Link: As an action expend one Psi Die and choose one creature you can see within 60 feet. For a number of hours equal to the roll you can communicate telepathically with that creature as long as you both understand at least one language and are on the same plane of existence.
*Metabolic Control: As an action expend one Psi Die. You gain temporary HP equal to the result and are nourished as if you had consumed sufficient food and water for a day
*Telekinetic Shove: As a bonus action expend one Psi Die. You can move one large or smaller creature or unattended object within 60 feet that you can see up to 10 feet in a direction of your choosing. Unwilling creatures can make a strength saving throw against DC 8 + Prof + Int or Wis to avoid being moved.
*Call to Mind: When you make an Intelligence check you can expend a Psi Die and add the roll to the check
*Inertial Armor: When you are hit by a melee attack you can use your reaction to expend one Psi Die and add the result to your AC for that attack, potentially causing the attack to miss you.

Ritual Caster:
- Choose two 1st-level spells that have the ritual tag. You can cast the chosen spells as rituals using your choice of Int, Wis or Cha as casting stat
- You can add other ritual spells to your repertoire. When you find such a spell, you can learn it if the spell's level is equal to or less than half your level (rounded up). Learning the spell destroys the source material
- Casting a spell as a ritual only adds 1 minute to the casting time instead of 10

Savage Attacker:
- When you take the Dash action you can make one melee weapon attack or shove attempt at the end of your movement. You cannot move again on your turn after you make this attack or shove
- When you score a critical hit with a melee weapon attack, the next attack roll made against the target before the end of your next turn has advantage
- When you have advantage on a melee weapon attack and both rolls would hit you can roll one additional weapon damage die and add it as extra damage of the weapon's damage type

Sentinel:
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter:
- When making ranged attacks you treat 3/4 cover as 1/2 cover, and 1/2 cover as no cover
- You double the short range of any ranged weapon attacks you make, and the range of any ranged spell attacks you make
- When you roll damage for a ranged attack, you can re-roll one of the attack’s damage dice, and you must use the new roll.

Shield Master:
- When holding a shield you can attack with it as if it were a light weapon that deals 1d4 bludgeoning damage on a hit
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make
- When holding a shield you provide 3/4 cover instead of 1/2 cover to other creatures, which extends out to a 15' cone directly behind you when subject to effects that target an area (think the old Complete Warrior Divine Shield imagery)

Skilled:
- You gain proficiency in two skills or tools of your choice
- You gain expertise in one skill or tool that you are proficient in
- You learn one language of your choice

Skulker:
- You learn the Control Flames cantrip, which you can cast as a Bonus Action
- Creatures cannot use Blindsight to find you when you attempt to Hide
- When you are hidden from one or more creatures and miss with an attack you do not reveal your position
- Dim light (or darkness with Darkvision) does not impose disadvantage on your Perception checks that rely on sight

Tavern Brawler:
- You gain proficiency with improvised weapons, and your unarmed strikes deal 1d6 for damage
- You can grapple and shove creatures as if you were one size category larger
- While you are grappling a creature you have advantage on attack rolls against the grappled creature

Throw Anything:
- You can add your Strength and Dexterity bonuses to your ranged attack and damage rolls using thrown weapons
- You gain proficiency with improvised weapons, and can throw any weapon with a range of 20’ / 60’
- When you throw one or more weapons during combat, you have advantage on your Supply Die roll for those weapons

Tough:
- You gain extra HP equal to twice your proficiency bonus (this increases when your Prof bonus does)
- Whenever another creature causes you to regain hit points, you can use your Reaction to recover further. Roll (and expend) one Hit Die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)
- When you roll a Hit Die to regain hit points, the minimum result is equal to your Constitution modifier (if you have a 20 Con you can actually heal 5 from a d4, but no published classes have a d4 Hit Die)

War Caster:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons, implements or a shield in one or both hands.
- When a creature provokes an Opportunity Attack from you, you can use your reaction to cast a cantrip at the creature, rather than making an opportunity attack. The cantrip must have a casting time of 1 action and must target only that creature.



All Racial feats (use straight from the books for now)

Dragonborn:
- While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
- You grow claws, which function as natural weapons that deal 1d6 + Strength slashing damage
- As a Bonus Action you can roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened for 1 minute. A target automatically succeeds on the save if it can’t hear you, and can repeat the saving throw if they take damage. Once you roar using this feature you cannot do so again until you finish a short or long rest

Infernal Taint
- You gain resistance to Poison and Fire damage, and advantage on saving throws against being poisoned. If you are already resistant to either Poison or Fire damage you also gain resistance to Cold damage.
- Whenever you deal Fire damage on your turn you can cause flames to wreathe you until the end of your next turn. The flames do not harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature that hits you with a melee attack takes 1d6 fire damage.

Unerring Accuracy
- Whenever you have advantage on an attack roll, you can reroll one of the dice once.
-

Actor:

Iron Will:
- You gain proficiency in your choice of Wisdom or Charisma saving throws. If you are already or later become proficient in both, instead choose one to gain expertise in (yes, expertise in a saving throw)
- ??

Kane0
2018-04-09, 05:53 PM
Spells

Acid Splash
Evocation Cantrip
Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Instantaneous
You create an acidic bubble and hurl it at a point within range, where it explodes in a 5-foot radius sphere. Each creature in the area must succeed on a Dexterity saving throw or take 1d6 Acid damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).

Blade Ward
Abjuration Cantrip
Casting Time: 1 Action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends the target can roll 1d4 and reduce the damage taken from one attack of its choice by the result. The spell then ends.
The die rolled increases in size when you reach 5th level (1d6), 11th level (1d8) and 17th level (1d10).

Guidance
Divination Cantrip
Casting Time: 1 Action
Range: Touch
Components: S, V
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends the target can roll 1d4 and add the result to once ability check of its choice. The spell then ends.

Poison Spray
Conjuration Cantrip
Casting Time: 1 action
Range: Self (10-foot cone)
Components: V S
Duration: Instantaneous
A puff of noxious gas projects outwards from your hands. Each creature in a 10-foot cone must make a Constitution saving throw or take 1d12 Poison damage. A creature that fails its saving throw by 5 or more is also Poisoned until the end of your next turn.
This spell's damage increases by 1d12 when you reach 5th Level (2d12), 11th level (3d12), and 17th level (4d12).

Resistance
Abjuration Cantrip
Casting Time: 1 Action
Range: Touch
Components: S, V
Duration: Concentration, up to one minute
You touch one willing creature. Once before the spell ends the target can roll 1d4 and add the result to one saving throw of its choice. The spell then ends.
The die rolled increases in size when you reach 5th level (1d6), 11th level (1d8) and 17th level (1d10).

Shillelagh
Transmutation Cantrip
Casting Time: Action
Range: Touch
Components: V, S, M
Duration: Instantaneous
Make an attack using a club or quarterstaff you are wielding, using your spellcasting modifier instead of strength or dexterity for the attack and damage rolls. This attack is considered magical for the purposes of overcoming damage resistance and immunity.
This attack's damage increases by 1d6 when you reach 5th level (1d6), 11th level (2d6), and 17th level (3d6)

True Strike
Divination Cantrip
Casting Time: 1 Action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends the target can roll 1d4 and add the result to an attack roll of their choice. The spell then ends.
The die rolled increases in size when you reach 5th level (1d6), 11th level (1d8) and 17th level (1d10).

Water Whip
Transmutation Cantrip
Casting Time: 1 action
Range: 15 feet
Components: S
Duration: Instantaneous
You create a long tendril of water that lashes out at a creature in range. The creature must make a Strength saving throw or takes 1d6 bludgeoning damage and be moved up to 5 feet in a direction you choose.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).


Beast Bond
1st-level divination
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of fur wrapped in cloth)
Duration: Concentration, up to 1 hour
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within one mile of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within your reach that you can see.

Cure Wounds
1st-Level Evocation
Casting Time: 1 Action
Range: Touch
Components: S
Duration: Instantaneous
One creature you touch regains a number of Hit Points equal to 1d8 + your spellcasting ability modifier, and can choose to spend one of their Hit Die to heal additional Hit Points. This spell has no effect on Constructs or Undead.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 and creature can choose to spend an extra Hit Die for each spell slot above first.

Find Familiar
1st-level conjuration
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M
Duration: Instantaneous
You summon a spirit that assumes the form of an animal. Choose a beast that is no larger than Tiny size and that has a challenge rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. It acts on your initiative, but it cannot take the attack action.
When within 100 feet you can communicate with your familiar telepathically, and when you cast a spell with a range of touch you can have your familiar use its reaction to deliver the spell using your attack modifier.
As an action, you can dismiss your familiar temporarily or permanently. Temporarily dismissed familiars disappear into a pocket dimension where it waits until you summon it again as an action.
A familiar that drops to 0 hit points disappears, leaving behind no physical form.
While you have your familiar, you cannot recover the spell slot used to summon it.
If you cast this spell while you already have a familiar, you instead restore your familiar to its hit point maximum and can cause it to adopt a new form that meets the same requirements above.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, your familiar can be of CR 1/2 or lower and can be a beast of up to Small size.

Firm Grounding
1st-level Transmutation
Casting Time: 1 Bonus Action
Range: Self
Components: S, M
Duration: 1 minute
You erect an earthen barricade around yourself. You gain half cover and advantage on ability checks and saving throws against being grappled, knocked prone or forcibly moved. The spell ends early if you move from your space.

Hail of Thorns
1st-level Conjuration
Casting time: 1 Action
Range: Self
Components: V, M (ranged weapon)
Duration: Instantaneous
As part of the casting of this spell you must make a ranged weapon attack, otherwise the spell fails.
Hit or miss, a rain of thorns sprouts from your projectile. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Hunter's Mark
1st-Level Divination
Casting Time: 1 Bonus Action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
Choose a creature you can see within range. Until the spell ends, once per turn you deal an extra +1d6 damage to the target whenever you hit it with a weapon attack, and you gain advantage on any Intelligence or Wisdom checks to find it or recall information about it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. When you use a spell slot of 3rd level or higher, you can maintain concentration on the spell for up to 8 hours.

Irradiate
1st-Level Necromancy
Casting Time: 1 Action
Range: 60 feet
Components: None
Duration: Instantaneous
Select a point you can see within range. A 5 foot radius around this point is bathed in green light which kills off all nonmagical plant life. Creatures caught within the area take 1d4 Radiant and 1d4 Necrotic damage, or half if they succeed on a Constitution Saving Throw against your Spell DC. The area this spell effects is effectively salted and remains barren for up to one year.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 5 feet for every slot level above 1st.

Obscure Camp
1st level Illusion (Ritual)
Casting Time: 1 minute
Range: 20 feet
Duration: 8 Hours
Components: V, S, M
The area in a 20 foot radius around you is magically obscured from those attempting to locate it, dimming campfires and shrouding smoke. Any creature outside of the area of the spell has disadvantage on any Wisdom (Perception) or Intelligence (Investigation) checks to find your hidden campsite.

Putrid Haze
1st-Level Necromancy
Casting Time: 1 Action
Range: 120 feet
Components: None
Duration: Concentration, up to one minute
You target one corpse you can see within range. The target corpse rapidly decomposes, spilling forth a toxic vapor in a 10 foot radius. A creature takes 1d10 poison damage when it enters the spell’s area for the first time on a turn or starts its turn there, or half if they succeed on a Constitution saving throw against your spell DC. Creatures that fail their saving throw by 5 or more are also poisoned until the end of their next turn.
If the spell affects the target corpse for the full duration the corpse is fully decomposed when the spell ends. A moderate or stronger wind disperses the vapor and ends the spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for every slot level above 1st.

Shield
1st-Level Abjuration
Casting Time: 1 reaction, taken when you are hit with an attack or magic missile spell
Range: Self
Components: V, S
Duration: 1 round
Until the start of your next turn you take no damage from Magic Missile and gain +5 AC as if you were wielding a magical +3 shield. If you are already wielding a shield the AC bonuses do not stack.

Shield of Faith
1st-Level Abjuration
Casting Time: 1 Bonus Action
Range: 60 feet
Components: V, S, M
Duration: 1 minute
A creature of your choice gains +2 AC for the duration, as if wielding a shield. If the creature is already wielding a shield the AC bonuses do not stack.

Witch Bolt
1st-level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 1d12 lightning damage. Until the spell ends you can make this attack again on each of your turns as a bonus action. If you target a creature you hit with this attack on your last turn, the attack automatically hits.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every slot level above 1st.

Zephyr Strike
1st-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 minute
For the duration, your movement doesn’t provoke opportunity attacks.
On your turn you can choose to end this spell early. If you do so, you gain advantage on the next weapon attack you make and your speed increases by 30 feet until the end of that turn.


Barkskin
2nd-level Transmutation
Casting Time: 1 action
Range: Touch
Components: S
Duration: 8 hours
You touch a willing creature. Until the spell ends the target's AC cannot be less than 17 regardless of what kind of armor it is wearing. When the targeted creature is struck by a critical hit or takes fire damage this minimum AC is reduced by 1 (maximum once per turn). The spell ends when the minimum AC reaches 10 or the target's natural AC.

Conjure Raft
2nd level Conjuration (Ritual)
Casting Time: 1 Minute
Range: Touch
Duration: Concentration, up to one hour
Components: S, M
The piece of wood touches expands and turns into a square raft 10 feet long and 10 feet wide. This craft can support up to three large creatures, six medium creatures or nine small creatures on calm waters.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the raft is 5 feet longer and wider, supporting an additional one large, two medium or three small creatures for each slot above 2nd.

Desecrate
2nd-level Necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: S, M
Duration: 8 Hours
You introduce a field of negative energy to an area 30 feet around you. For the duration of the spell any undead creatures within the area have advantage on their saving throws if subject to a Cleric's Channel Divinity feature. Additionally, any Undead creature summoned or created within the area gain +1 to all attack and damage rolls and have an additional 5 Hit Points.
If an area is subject to a Desecrate spell each day for an entire year the duration becomes permanent.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the additional Hit Points of undead created increases by 5 for each slot level above 2nd.

Discern Weakness
2nd-Level Divination
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
For the duration, you sense the weaknesses of creatures within 30 feet of you. When you cast this spell and on each of your turns for the duration you can use your action to determine one damage vulnerability, source of disadvantage or the lowest saving throw of one creature you can see within 30 feet. Creatures under the effects of a Nondetection spell are immune to this action.

Find Companion
2nd-level Conjuration
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M
Duration: Instantaneous
You summon a spirit that assumes the form of an animal. Choose a beast that is of large size or smaller and that has a challenge rating of 1/4 or lower. Appearing in an unoccupied space within range, the companion has the statistics of the chosen form.
Your companion acts independently of you on your initiative, but it always obeys your commands.
When within 100 feet you can communicate with your companion telepathically, and when you cast a spell with a range of self you can choose to touch your companion to also target them with that spell.
As an action, you can dismiss your companion permanently.
A companion that drops to 0 hit points disappears, leaving behind no physical form.
While you have your companion, you cannot recover the spell slot used to summon it.
If you cast this spell while you already have a companion, you instead restore your companion to its hit point maximum and can cause it to adopt a new form that meets the same requirements above.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the companion is up to CR 1/2. If you use a spell slot of 4th level or higher, the companion is up to CR 1. If you use a spell slot of 5th level or higher, the companion is up to CR 2.

Find Steed
2nd-level Conjuration
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M
Duration: Instantaneous
You summon a spirit that assumes the form of an animal. Choose a beast that is of large size (or medium if you are small) and that has a challenge rating of 1/2 or lower. Appearing in an unoccupied space within range, the mount has the statistics of the chosen form.
Your mount acts as a controlled mount, but it always obeys your commands. It acts on your initiative, but it cannot take the attack action.
When within 100 feet you can communicate with your mount telepathically, and while riding your mount if you cast a spell with a range of self you can also target your mount with that spell.
As an action, you can dismiss your mount permanently.
A mount that drops to 0 hit points disappears, leaving behind no physical form.
While you have your mount, you cannot recover the spell slot used to summon it.
If you cast this spell while you already have a mount, you instead restore your mount to its hit point maximum and can cause it to adopt a new form that meets the same requirements above.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the steed is up to CR 1. If you use a spell slot of 4th level or higher, the steed is up to CR 2. If you use a spell slot of 5th level or higher, the steed is up to CR 3.

Find Traps
2nd-level divination
Casting Time: 1 action
Range: Self
Components: S
Duration: 1 hour
For the duration, you gain a +10 bonus to Intelligence (Investigation) and Wisdom (Perception) checks to detect and locate traps and other unseen hazards.

Flame Blade
2nd-Level Evocation
Casting Time: 1 Bonus Action
Range: Touch
Components: S
Duration: 1 minute
You evoke a fiery blade in your hand, which lasts until the spell ends and counts as a simple melee weapon with which you are proficient. It deals 2d6 fire damage on a hit and has the finesse and light properties. In addition the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If you drop the weapon it dissipates at the end of the turn and you can use a bonus action to cause it to reappear in your hand.
At Higher Levels: When you cast this spell using a 3rd or 4th level spell slot, the damage increases to 3d6. When you cast it using a 5th or 6th level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d6.

Lesser Restoration
2nd-Level Abjuration
Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous
You cure a creature you touch of an ailment they are suffering. You can reduce the target's Exhaustion level by one, cure one disease or end one of the following conditions on the target:
- Blinded
- Deafened
- Paralyzed
- Poisoned

Melf's Acid Arrow
2nd-Level Evocation
Casting Time: 1 action
Range: 90 feet
Components: S
Duration: Instantaneous
Make a ranged spell attack against the target. On a hit, the target takes 6d4 acid damage and half that damage again at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Ray of Enfeeblement
2nd-Level Necromancy
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute
Make a ranged spell attack against one creature you can see within range. On a hit, the target takes 3d6 necrotic damage and deals only half damage with weapon attacks until the spell ends.
At the end of each of the target’s turns it can make a Constitution saving throw against the spell. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd.

Rope Bridge
2nd level Transmutation
Casting Time: 1 Minute
Range: 60 feet
Duration: Concentration, up to 1 hour
Components: S, M
The length of rope you are holding magically anchors itself to up to three surfaces you can see within range, creating a rope bridge that is 5 feet wide between those spaces that can support up to 500 pounds. Each 5 foot length has an AC of 13 and 20 hit points. Reducing a length to 0 hit points destroys it and might cause the bridge to collapse at the DM’s discretion.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 15 feet for each slot level above 2nd.

Safeguard Shelter
2nd level Abjuration
Casting time: 1 minute
Range: 20 feet
Duration: 8 Hours
Components: V, S, M
The area in a 20 foot radius is magically warded from those attempting to enter it. The spell fails if its area includes more than six creatures. Creatures and objects within the area when you cast this spell can move freely, all other creatures must succeed on a Wisdom saving throw against your Spell DC in order to enter the area. Spells and objects are unaffected.

Snilloc’s Snowball Swarm
2nd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: None
Duration: Instantaneous
Each creature in a 5 foot radius sphere centred on a point you choose within range must make a Dexterity saving throw. A creature takes 4d6 Cold damage and has its speed reduced by 10 feet until the end of its next turn on a failed save, or half as much damage and no speed reduction on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


Battering Ram
3rd-Level Evocation
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instantaneous
Make a ranged spell attack against one creature or object you can see within range. On a hit the target takes 5d10 force damage and must succeed on a Strength saving throw. On a failure the target is pushed 20 feet in a straight line away from you and knocked prone. Constructs and Objects struck by this spell take an additional 2d10 damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot above 3rd.

Bounding Weapon
3rd-level Transmutation
Casting Time: 1 Action
Range: 60 feet
Components: S, M
Duration: Instantaneous
You throw the weapon you are holding at a target and then bounce it from foe to foe before it returns to you. Make a ranged weapon attack against a creature you can see within range, dealing an extra 1d8 damage on a hit. Regardless of it the attack hits or misses, you can repeat this attack on another creature within 15 feet of the target. You can make up to four attacks this way, after which the weapon returns to your hand.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can make one additional attack for each spell slot above 3rd.

Catnap
3rd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M
Duration: 1 minute
Up to three willing creatures you see of your choice fall unconscious. The spell ends early if a target takes damage or someone uses an action to shake or slap it awake. If a target is unconscious for the full duration, it gains the benefit of a short rest, and it cannot be affected by this spell until it finishes a long rest.
At Higher Levels: You can target one additional willing creature for each slot level above 3rd.

Conjure Barrage
3rd-level Conjuration
Casting time: 1 Action
Range: Self (60-foot cone)
Components: S, M (one piece of ammunition or a thrown weapon)
Duration: Instantaneous
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
At Higher Levels: The damage increases by 1d8 for each slot level above 3rd.

Dimensional Anchor
3rd-level Abjuration
Casting Time: 1 Bonus Action
Range: 120 feet
Components: S, M (a small lead weight)
Duration: Concentration, up to 1 minute
You attempt to lock one creature you can see to the plane they are currently on. The target must make a Charisma saving throw or be unable to teleport or be transported to another plane for the duration.
At the end of each of its turns the target can make another Charisma saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Erupting Earth
3rd-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: M
Duration: Instantaneous
Choose a point on the ground that you can see. The area in a 20-foot radius of that point becomes difficult terrain until the end of your next turn. Each creature in the area must make a Dexterity save. It takes 4d12 bludgeoning damage on a failure, or half damage on a success.
At Higher Levels: The damage increases by 1d12 for each slot level above 3rd.

Feign Death
3rd-Level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: S
Duration: 8 hours
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell's duration the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, its speed drops to 0, it has resistance to all damage except psychic damage and disease and poison have no effect until the spell ends. You can touch the target as an action to end the spell early, and the target can choose to end the spell early using an action despite being incapacitated.

Flame Arrows
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: S
Duration: 8 hours
You touch a quiver containing arrows, bullets or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d8 fire damage. The spell’s magic ends on a piece of ammunition when it hits or misses, and the spell ends after twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the number of pieces of ammunition you can affect with this spell increases by six for each slot level above 2nd.

Hunger of Hadar
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: S, M
Duration: Concentration, up to 1 minute
You create a 20-foot-radius void of magical darkness filled with the sound of whispering voices. This area becomes difficult terrain and any creature that starts its turn in the area takes 2d6 cold damage. A creature that ends its turn there takes 2d6 acid damage, or half with a successful Dexterity saving throw.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, both the cold and acid damage increases by 1d6 for each slot above 3rd.

Lightning Arrow
3rd level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (ranged weapon)
Duration: Instantaneous
As part of the casting of this spell you must make a ranged weapon attack, otherwise the spell fails.
Hit or miss, the projectile emits bolts of lightning. In addition to the normal effect of the attack, the target of the attack and each creature within 10 feet of it must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Mirror Image
3rd Level Illusion
Casting Time: 1 action
Range: Self
Components: S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss any or all of the illusory duplicates.
Each time a creature targets you with an attack, spell or ability that requires a saving throw, roll a d12 to determine if a duplicate is targeted instead. If you have three duplicates, a roll of 4 or higher indicates that a duplicate is targeted. With two duplicates the roll must be 5 or higher. With one duplicate the roll must be 7 or higher. Any attack or spell effect that is redirected to a duplicate destroys it, and the spell ends early if all duplicates are removed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight (such as blindsight), if it can perceive illusions as false (as with truesight) or if the attack, spell or ability creates an area of effect (such as a Fireball spell).
Sidenote: In the case of Magic Missile and similar each instance of targeting is redirected individually and simultaneously.

Phantom Steed
3rd Level Illusion (ritual)
Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: 1 hour
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Glacial Grasp
3rd Level Evocation
Casting Time: 1 Action
Range: 90 feet
Components: S
Duration: Instantaneous
Make a ranged spell attack against one creature you can see within range. On a hit, the target takes 8d8 cold damage and has their speed reduced to 0 until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot above 4th.

Ray of Exhaustion
3rd Level Necromancy
Casting Time: 1 Action
Range: 120 feet
Components: S
Duration: Instantaneous
Make a ranged spell attack against one creature you can see within range. On a hit, the target takes 6d6 necrotic damage and must succeed on a Constitution saving throw or gain one level of exhaustion.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.

Vampiric Touch
3rd Level necromancy
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. For the duration of the spell, you can replace any unarmed strike you make with a melee spell attack that deals 3d6 Necrotic damage on a hit, and you regain Hit Points equal to half the amount of necrotic damage dealt.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wall of Sand
3rd level evocation
Casting Time: 1 action
Range: 90 feet
Components: M
Duration: Concentration, up to 1 minute
You make a wall of compacted sand on the ground at a point you can see. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick. It vanishes when the spell ends. Each 5 foot section of wall has AC 10 and 20 Hit Points. Reducing a section to 0 hit points destroys that section, resulting in a pile of loose sand that is treated as difficult terrain.


Blight
4th level necromancy
Casting Time: 1 action
Range: 60 feet
Components: None
Duration: Instantaneous
One creature of your choice that you can see within range must make a Constitution saving throw. The target takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Undead and constructs make the saving throw at advantage, plant creatures at disadvantage. lf you target a nonmagical plant that isn't a creature such as a tree or shrub, it simply withers and dies without a saving throw.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.

Confusion
4th level Enchantment
Casting Time: 1 action
Range: 90 feet
Components:
Duration: Concentration, up to 1 minute
Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target cannot take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn.
1: The creature takes no actions and uses all its movement to move in a random direction, determined randomly by rolling a d8
2–4: The creature takes no actions and uses no movement this turn
5–7: The creature moved towards the nearest creature it can see and uses its action to make one melee attack against it
8: The creature moves and acts normally, ending the effects of the spell upon it
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the Sphere increases by 5 feet for each slot above 4th.

Elemental Bane
4th-level transmutation
Casting Time: 1 Action
Range: 90 feet
Components: S, M
Duration: 1 minute
Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Constitution saving throw when you cast this spell or be affected by it. An affected target that possesses immunity to Fire, Cold, Lightning or Thunder damage is treated as having resistance for the duration of the spell, those that have resistance to these damage types lose their resistance and those that have neither immunity nor resistance gain vulnerability to these damage types.
At the end of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the Sphere increases by 5 feet for each slot above 4th.

Grasping Vine
4th Level Conjuration
Casting Time: 1 Bonus Action
Range: 30 feet
Components: M
Duration: Concentration, up to one minute
You make a vine sprout in an unoccupied space you can see. When you cast this spell, you can make the vine whip a creature up to 30 feet from it, if you can see the target. The creature must succeed on a Dexterity saving throw or be restrained and moved up to 20 feet in a direction of your choice within the 30 foot reach of the vine.
Creatures that are restrained by the vine take 4d8 poison damage at the beginning of their turn and as an action can attempt a Strength check against your spell DC to break free of the vine's grip.
Until the spell ends, you can use your bonus action to have the vine lash out again.

Guardian of Nature
4th-Level Transmutation
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: 1 minute
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
- Your walking speed increases by 10 feet.
- You gain darkvision with a range of 120 feet.
- You make Strength-based attack rolls with advantage.
- Your melee weapon attacks deal an extra 1d6 force damage on a hit.

Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
- You gain 10 temporary hit points.
- You make Constitution saving throws with advantage.
- You make Dexterity- and Wisdom-based attack rolls with advantage.
- While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Phantasmal Killer
4th Level Illusion
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Select one creature you can see within range. At the start of each of their turns the target must make a Wisdom saving throw. On a failed save, the target fails one death saving throw, even if they are not dying. If the target creature succeeds on their saving throw twice the spell ends. Creatures that are immune to the frightened condition automatically succeed on this saving throw.

Stoneskin
4th Level Transmutation
Casting Time: 1 Action
Range: Touch
Components: S, M
Duration: 1 hour
Until the spell ends, the target has resistance to Bludgeoning, Piercing and Slashing damage


Enervation
5th Level Necromancy
Casting Time: 1 Action
Range: 90 feet
Components: S
Duration: Concentration, up to 1 minute
Make a ranged spell attack against one creature you can see within range. On a hit, the target takes 5d8 necrotic damage, and you regain Hit Points equal to half the amount of necrotic damage dealt. On each of your turns for the duration if you can see the target and are within range you can use your bonus action to repeat this damage to the target automatically.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the initial and recurring damage increases by 1d8 for each slot above 5th.

Flame Strike
5th level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous
Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d10 fire damage and 4d10 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the fire and radiant damage increases by 1d10 for each slot level above 5th.

Greater Restoration
5th-Level Conjuration
Casting Time: 1 Action
Range: Touch
Components: S, M (diamond dust worth at least 100 gp, which the spell consumes)
Duration: Instantaneous
You imbue a creature you touch with positive energy to undo a debilitating effect. You can remove all of the target's Exhaustion levels or end one of the following effects on the target:
- One effect that charmed or petrified the target
- One curse, including attunement to a cursed magic item
- Any reduction to one of the target's ability scores or proficiency bonus
- One effect reducing the target's hit point maximum

Immolation
5th-level evocation
Casting Time: 1 action
Range: 90 feet
Components: None
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range. For the duration of the spell the target sheds bright light in a 30 foot radius and dim light for an additional 30 feet. At the start of each of its turns the target must make a Dexterity saving throw, taking 40 fire damage on a failed save or 20 on a successful one. These magical flames cannot be extinguished through nonmagical means. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.
This spell ends once it has dealt a total of 100 fire damage.

Timelapse
5th level Transmutation
Casting time: 1 Bonus Action
Range: Self
Components: S
Duration: Concentration, up to 1 round
You regain the use of up to half of your expended movement from your current turn. If you maintain concentration until the end of the duration you gain an additional action or bonus action for that turn.

Prismatic Ray
5th Level Evocation
Casting Time: 1 Action
Range: 120 feet
Components: S
Duration: Instantaneous
Make a ranged spell attack against one creature you can see within range. On a hit, roll a d8 to determine which color ray affects the target, and the target must succeed a Wisdom saving throw or be blinded until the end of their next turn.
1. Red. The target takes 14d8 fire damage
2. Orange. The target takes 14d6 acid damage
3. Yellow. The target takes 14d6 lightning damage
4. Green. The target takes 14d8 poison damage
5. Blue. The target takes 14d8 cold damage
6. Indigo. The target takes 14d6 necrotic damage
7. Violet. The target takes 14d6 radiant damage
8. Special. Roll twice more, ignoring any further 8s
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2 die for each slot above 5th.

Swift Quiver
5th-Level Transmutation
Casting time: 1 Bonus Action
Range: Touch
Components: V, S, M (a weapon or quiver containing at least one piece of ammunition)
Duration: Concentration, up to 1 hour
Until the spell ends your weapon attacks deal an extra 1d6 Force damage on a hit and once per turn you can duplicate one weapon attack you make before you roll the attack. This attack is treated as two identical attacks against the same target.

Vortex
5th Level Evocation
Casting Time: 1 Action
Range: 60 feet
Components: None
Duration: Concentration, up to 1 minute
You create a swirling vortex from a point you can see that is 10 feet wide and extends 30 feet high. When a large or smaller creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed a Dexterity Saving Throw or take 4d6 Force Damage and be restrained as they are flung around within the vortex. A creature restrained by the Vortex can use their action to make a Dexterity check against your spell save DC, freeing itself on a success.
On each of your turns after you cast this spell you can use an action to move the vortex up to 30 feet in any direction, carrying with it any creatures caught within.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot above 5th.

Wall of Light
5th level Evocation
Casting Time: 1 action
Range: 120 Feet
Components: S, M
Duration: Concentration, up to 10 minutes
A wall of light appears at a point you choose. It can be in any orientation, and can be free floating or on a surface. It can be up to 60 feet long, 10 feet high, and 5 feet thick. It blocks line of sight, but creatures and objects can pass through it. It emits 120 feet of bright light and an additional 120 feet of dim light.
Creatures that start their turn inside the area of the wall or move through it during their turn take 5d8 Radiant damage, or half on a successful Constitution saving throw. Creatures that fail their saving throw are also blinded for one minute.

You can use an action to launch a laser from the wall at a creature you can see within 60 feet of it. Make a ranged spell attack. On hit, the target takes 5d8 radiant damage. Hit or miss, the wall's length is reduced by 10 feet. If the wall's length reaches 0 feet, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot above 3rd.


Circle Of Death
6th level Necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M
Duration: Instantaneous
Each creature in a 60 foot radius from a point you can see within range must make a Constitution saving throw. A target takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Tenser's Transformation
6th level Transmutation
Casting time: 1 Action
Range: Self
Components: S, M
Duration: 10 minutes
Until the spell ends, you cannot cast or concentrate on spells and gain the following benefits:
- You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost
- Your AC cannot be less than 18 regardless of what armor you are wearing
- You have advantage on weapon attack rolls
- Your weapon attacks deal an extra 2d12 force damage
- You have proficiency with all simple weapons, martial weapons and shields
- You have proficiency in Strength and Constitution saving throws
- You can attack twice instead of once when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

You can choose to end this spell early as a bonus action. If you do so you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.


Avasculate
7th Level Evocation
Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Instantaneous
Make a ranged spell attack against one creature you can see within range. On a hit, the target's current HP is halved and they must succeed on a constitution saving throw or be Dazed until the end of their next turn. This spell has no effect on undead and constructs.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th.

Delayed Blast Fireball
7th level evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (A tiny ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A glowing bead appears at a point you can see within range for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, each creature in a 20 foot radius centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The spell’s base damage is 14d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched the creature touching it must make a Dexterity saving throw. On a failed save the bead detonates immediately, on a successful save the creature can pick up and throw the bead up to 40 feet, detonating when it strikes a creature or solid object. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 2d6 for each slot level above 7th.

Mordenkainen's Sword
7th-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
You create a sword-shaped plane of force that hovers by your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 4d10 force damage on a hit and has the finesse and light properties.
When you cast this spell and as a bonus Action on subsequent turns, you can make a ranged spell attack with the sword at a target up to 60 feet away, after which it immediately returns to you.
You cannot be disarmed of this floating sword, though you can choose to cause it to disappear or rematerialize using a bonus action on your turn.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for every slot level above 7th.

Lalliman
2018-04-10, 05:16 AM
I'm not sure if this is asking for feedback or just listing them for reference, but I have some thoughts about it either way.


Variant rule: Long rest ability conversion
You triple the number of uses of all your current and future short rest based class features, such as Action Surge or Ki, however they are no longer regained upon finishing a short rest. Only a long rest will recharge these abilities.
Have you used this one in action before? If so, let me know how it went. I'd love to get rid of the awkward short-rest / long-rest dynamic, but I'm pretty afraid of fighters using Action Surge three times and trivialising a major encounter.


Two-Weapon Fighting: When you take the Attack action and are holding a one handed weapon in each hand, you can use a bonus action to attack with the weapon that you are holding in your off hand. If you have the Extra Attack feature, you can make this extra off hand attack as part of the attack action instead of using a bonus action.
I've seen people use this fix before and I don't get it. It doesn't solve the problem. Dual-wielding still falls behind in damage, and getting your bonus action back is only situationally useful. It does nothing for fighters, the class that suffers most when dual-wielding, since they don't have any frequent bonus action uses anyways. Am I missing something that makes this fix work?

My personal fix for dual-wielding is that a) the amount of bonus action attacks increases with Extra Attack, and b) Two-Weapon Fighting Style allows you to dual-wield non-light weapons instead of the usual benefit (thus making it impossible to get Str or Dex to damage on off-hand attacks). The damage works out perfectly this way, though it admittedly leads to a lot of rolls.


Iron Will:
- You gain proficiency in Will saving throws
-

This one is still missing the second benefit, though you probably knew that. It's admittedly a tough one. Resistance to psychic damage, perhaps?

The rest looks good. I like your list of downtime activities.


Firstly this overrides the PHB rules, so you add your stat to damage and can use any one handed weapon in the off hand. You give up a shield, spell focus, etc to have a second weapon in your other hand and get a bonus action attack, that simple. Which means TWF isn't at a disadvantage right out the gate anymore and the fighting style is free to do something nice extra, such as getting that second weapon in use on opportunity attacks.

Feats that give you bonus action attacks (CBM, GWM, PAM) aren't straight upgrades from this anymore, and the Dual Wielder feat mitigates the partial loss of a shield plus some bonus damage if you focus on one target at a time.
Post level 5 (or when you get extra attack) your bonus action is freed up, which means TWF now costs you nothing but a free hand and actually makes it pretty damn impressive in terms of damage output. This is important for Barbarians, Rangers, Monks, even Bards and Clerics as they have uses for their bonus actions already, even before feats get involved. So now more than just the odd fighter or rogue might be seen with two weapons in hand, and it could possibly be too good.

I guess I get the reasoning, but it seems detached from the actual problem. Before level 5, dual wielding was already a good option for the classes that support it (fighter, ranger, rogue), and I deem it perfectly decent for paladins and barbarians as well, with or without a fighter dip for Two-Weapon Fighting Style. These last two are gimped a little because they have other bonus action uses, but they get better synergy in return, because they can apply their Rage damage or their Divine Smite more often. The true problem is that at level 5 all other combatants have their damage doubled, while a dual-wielder merely has it increased by 50%. The fighter gets the shortest end of the stick at level 11, when the damage of all other fighters increases by 50%, but that of the dual-wielder increases only by 33%.

I think the best stance to take is that all weapon options should be equally viable to the most basic type of combatant, i.e. the fighter. Results will differ for characters that have more bonus action uses, but those characters are also likely to get better synergy out of their extra attacks. For example: the barbarian's extra Rage damage makes up for not being able to off-hand attack on the first turn; the paladin's extra Divine Smite opportunities make up for the increased opportunity cost of bonus action spells; the extra damage you get out of Hunter's Mark or Hex makes up for not getting all your attacks in the turn you cast it. Thus, I'm using the fighter to illustrate the balance discrepancies.

It should be noted that dual-wielding has a few auxiliary benefits over great weapon fighting, which should be taken into account:
- More weapon options, including finesse and throwable.
- Weapons are easier to conceal.
- Easier to carry several back-up weapons.
- Harder to fully disarm.

That said, here is my analysis on the balance between dual wielders and great weapon users, accounting for fighting styles but not feats. I'm counting Great Weapon Fighting Style as +1 damage per attack.

Vanilla
Fighter level 1
Great weapon: 2d6+4 (11) total damage, one target.
Dual wielding: 2d6+6 (13) total damage, up to two targets, has auxiliary benefits, but costs a bonus action.
Verdict: Balanced.

Fighter level 5
Great weapon: 4d6+10 (24) total damage, up to two targets.
Dual wielding: 3d6+12 (22.5) total damage, up to three targets, has auxiliary benefits, but costs a bonus action.
Verdict: Dual wielding is mildly inferior.

Fighter level 11
Great weapon: 6d6+18 (39) total damage, up to three targets.
Dual wielding: 4d6+20 (34) total damage, up to four targets, has auxiliary benefits, but costs a bonus action.
Verdict: Dual wielding is notably inferior.

Your fix
Fighter level 1
Great weapon: 2d6+4 (11) total damage, one target.
Dual wielding: 2d8+6 (15) total damage, up to two targets, has auxiliary benefits, but costs a bonus action. Opportunity attack deals 5 extra damage.
Verdict: Dual wielding is vastly superior.

Fighter level 5
Great weapon: 4d6+10 (24) total damage, up to two targets.
Dual wielding: 3d8+12 (25.5) total damage, up to three targets, has auxiliary benefits, opportunity attack deals 6 extra damage.
Verdict: Dual wielding is vastly superior. (In every way, since there is no longer a drawback.)

Fighter level 11
Great weapon: 6d6+18 (39) total damage, up to three targets.
Dual wielding: 4d8+20 (38) total damage, up to four targets, has auxiliary benefits, opportunity attack deals 7 extra damage.
Verdict: Dual wielding is mildly superior.

My fix
Fighter level 1
Great weapon: 2d6+4 (11) total damage, one target.
Dual wielding: 2d8+3 (12) total damage, up to two targets, has auxiliary benefits, but costs a bonus action.
Verdict: Balanced

Fighter level 5
Great weapon: 4d6+10 (24) total damage, up to two targets.
Dual wielding: 4d8+8 (26) total damage, up to four targets, has auxiliary benefits, but costs a bonus action.
Verdict: Balanced.

Fighter level 11
Great weapon: 6d6+18 (39) total damage, up to three targets.
Dual wielding: 6d8+15 (42) total damage, up to six targets, has auxiliary benefits, but costs a bonus action.
Verdict: Balanced.

As you can see, your version seems to be less balanced than the vanilla, albeit in the opposite direction. I admit that my fighter-centric thinking might lead to faulty judgement on my own fix, but it shouldn't matter on yours, since the bonus-action-less version is equally superior for all classes that get Extra Attack. Great weapons don't have better feat support anymore either, since you (rightfully) removed the -5/+10 part of Great Weapon Master.

So what am I missing? It seems pretty clear cut to me. There's probably some unconscious bias in play (e.g. I like X weapon and care more about that one being viable), but I'm trying to be objective.

Kane0
2018-04-10, 10:50 PM
I'm not sure if this is asking for feedback or just listing them for reference, but I have some thoughts about it either way.

I had to recreate my previous thread which went over the character limit and I stupidly didn't reserve extra space for myself. This also allows me to consolidate the separate threads I had for my class reworks and just put them all here. Any feedback is always welcome, that's why I put it up!



Have you used this one in action before? If so, let me know how it went. I'd love to get rid of the awkward short-rest / long-rest dynamic, but I'm pretty afraid of fighters using Action Surge three times and trivialising a major encounter.

Yes I have. It's an option for players that like the ability to nova and don't want classes to ration for them, usually monks and warlocks in my experience. It's really only visible if the DM throws fewer encounters at the party over an adventuring day where they begin to compare much more favorably against paladins, sorcs, etc that can unload everything they have. Clerics, Druids and Fighters also get some extra breathing room out of it but it's not as drastic a change as Monks and Warlocks.



I've seen people use this fix before and I don't get it. It doesn't solve the problem. Dual-wielding still falls behind in damage, and getting your bonus action back is only situationally useful. It does nothing for fighters, the class that suffers most when dual-wielding, since they don't have any frequent bonus action uses anyways. Am I missing something that makes this fix work?

My personal fix for dual-wielding is that a) the amount of bonus action attacks increases with Extra Attack, and b) Two-Weapon Fighting Style allows you to dual-wield non-light weapons instead of the usual benefit (thus making it impossible to get Str or Dex to damage on off-hand attacks). The damage works out perfectly this way, though it admittedly leads to a lot of rolls.

Firstly this overrides the PHB rules, so you add your stat to damage and can use any one handed weapon in the off hand. You give up a shield, spell focus, etc to have a second weapon in your other hand and get a bonus action attack, that simple. Which means TWF isn't at a disadvantage right out the gate anymore and the fighting style is free to do something nice extra, such as getting that second weapon in use on opportunity attacks.
Feats that give you bonus action attacks (CBM, GWM, PAM) aren't straight upgrades from this anymore, and the Dual Wielder feat mitigates the partial loss of a shield plus some bonus damage if you focus on one target at a time.
Post level 5 (or when you get extra attack) your bonus action is freed up, which means TWF now costs you nothing but a free hand and actually makes it pretty damn impressive in terms of damage output. This is important for Barbarians, Rangers, Monks, even Bards and Clerics as they have uses for their bonus actions already, even before feats get involved. So now more than just the odd fighter or rogue might be seen with two weapons in hand, and it could possibly be too good.



This one is still missing the second benefit, though you probably knew that. It's admittedly a tough one. Resistance to psychic damage, perhaps?

Yeah, that seems to fit. Might conflict with GoOlocks but they would have Will save prof already anyways.



The rest looks good. I like your list of downtime activities.

Cheers!


Okay so having had a whole afternoon to crunch numbers, I came up with this. I took your idea of assuming the GWF style is +1 damage for easier calcs, though I noticed that since you move the non-light weapons to the fighting style it doubles up with the feat. I chose 3 rounds of attacks, using the first to enter rage or start up hunter's mark for barbarians and rangers respectively.
I completely forgot about monks though, my bad.

http://i.imgur.com/GjkKaIB.jpg


From what I see on it:
- At level 2 TWF stronger across the board.
- At level 6 stock TWF falls behind PAM, as do your changes. My changes keep TWF ahead of PAM, probably too much
- At level 12 stock TWF is still behind, and your changes are on par with PAM. My changes stay significantly ahead, definitely too much
- At level 20 the trend continues. Stock is behind, you remain on par and I'm overtuned
- My changes grant an advantage in both damage output and action usage, so I'll be looking into ways to bring it back into line
- With your changes you have to have to land more hits to do the same damage as PAM, which hurts the numbers once we take accuracy into account

I'm thinking taking out the +prof to damage part of the feat as it just isn't needed, and probably restricting weapon choice to light weapons as well. Move the off hand attack on OA to the feat and non-light weapons into the fighting style, should even things out a bit.

Edit: And move the extra attack synergy to the feat too, replacing the +1 Dex or +1 AC (or both).

And thankyou very much for the input, it's not often one gets a breakdown like that.

Lalliman
2018-04-11, 03:34 AM
I noticed that since you move the non-light weapons to the fighting style it doubles up with the feat.
The dual wielding feat that I'm currently testing gives you an opportunity attack when someone misses you with a melee attack, to represent parrying with one weapon and riposting with the other. I didn't bring it up though, because I don't know yet if it's balanced. Looking at the numbers you've laid out, it might be too powerful, though it costs your reaction and requires a condition that won't always be met, so it's hard to say.


I completely forgot about monks though, my bad.
Monks are a tough one, I don't think they should be getting the benefit of your bonus-actionless TWF at all. Martial Arts is meant to be a replacement for TWF, just like Flurry of Blows was in 3rd edition. Allowing them to TWF at level 5 and still get their Martial Arts attacks would be a major power boost at no cost. The monk could certainly use a bit of a boost, but not like this; it's before level 5 that they're the most underwhelming in my experience, since they don't have their most powerful feature (Stunning Strike) yet.

Dual short swords would also be a definitively better pick than the highly thematic quarterstaff, which is a shame.


~Spreadsheet~
Now this is interesting. Good call measuring three rounds of attacks. That's about as long as a simple fight would take, so seems properly representative. It seems that you incorrectly gave paladins the benefit of Two Weapon Fighting Style, which they don't have access to. But that's fine for the sake of comparison; a dual wielding paladin would probably dip fighter to get the fighting style anyways.


- With your changes you have to have to land more hits to do the same damage as PAM, which hurts the numbers once we take accuracy into account
I'm not sure if that's how it works. If you have a 50% hit chance and you deal 50 damage with one attack, you deal an average of 50*0.5= 25 DPR. If you make two 25 damage attacks, you still deal 25*0.5*2= 25 DPR. Likewise, if you have only a 20% hit chance, one 50 damage attack deals 50*0.2= 10 DPR, and two 25 damage attacks deal 25*0.2*2= 10 DPR. As long as the hit chance is the same, the amount of attacks that the damage is split into shouldn't alter your performance.


I'm thinking taking out the +prof to damage part of the feat as it just isn't needed, and probably restricting weapon choice to light weapons as well. Move the off hand attack on OA to the feat and non-light weapons into the fighting style, should even things out a bit.
Edit: And move the extra attack synergy to the feat too, replacing the +1 Dex or +1 AC (or both).
I don't have enough brain capacity left to sort out the math again, but this sounds good. I definitely endorse putting the ability to use non-light weapons in the fighting style. The unfortunate thing about vanilla is that only fighters and rangers can get the off-hand damage bonus, but anyone can dual-wield non-light weapons with the feat. Thus, you get rogues who dual-wield rapiers but aren't skilled enough to apply the off-hand damage bonus, which is the opposite of what you'd expect. If you restrict non-light weapons to the fighting style, you get fighters who wield rapiers, longswords, etc. and rogues who stick to daggers and shortswords, as it should be.


And thankyou very much for the input, it's not often one gets a breakdown like that.
I'm glad that you too can appreciate some good number crunching!

Kane0
2018-04-11, 07:02 PM
The dual wielding feat that I'm currently testing gives you an opportunity attack when someone misses you with a melee attack, to represent parrying with one weapon and riposting with the other. I didn't bring it up though, because I don't know yet if it's balanced. Looking at the numbers you've laid out, it might be too powerful, though it costs your reaction and requires a condition that won't always be met, so it's hard to say.

Well, you can compare to the Hunter Ranger Giant Killer feature which is very similar. Being missed by a melee attack while you are in melee sounds like it would be pretty common, every round or two I'd guess. Your no-stat-to-damage would limit its effective damage increase though, which is a balancing factor
Personally I wouldn't use it, mostly due to my personal cognitive dissonance of adventurers doing this against things that aren't man sized and wielding weapons, which is quite common in D&D.



Monks are a tough one, I don't think they should be getting the benefit of your bonus-actionless TWF at all. Martial Arts is meant to be a replacement for TWF, just like Flurry of Blows was in 3rd edition. Allowing them to TWF at level 5 and still get their Martial Arts attacks would be a major power boost at no cost. The monk could certainly use a bit of a boost, but not like this; it's before level 5 that they're the most underwhelming in my experience, since they don't have their most powerful feature (Stunning Strike) yet.

Dual short swords would also be a definitively better pick than the highly thematic quarterstaff, which is a shame.

Well if we take out the freeing up of BA of the base rules and put it into the feat should fix this, monks already get the best options regarding number of attacks pre level 5. The stunning strike one trick pony is another bugbear I will have to tackle at some point.



Now this is interesting. Good call measuring three rounds of attacks. That's about as long as a simple fight would take, so seems properly representative. It seems that you incorrectly gave paladins the benefit of Two Weapon Fighting Style, which they don't have access to. But that's fine for the sake of comparison; a dual wielding paladin would probably dip fighter to get the fighting style anyways.

Gah, I've been allowing all weapon based styles across all classes for so long I literally forgot which class is restricted to what in the PHB.



I'm not sure if that's how it works. If you have a 50% hit chance and you deal 50 damage with one attack, you deal an average of 50*0.5= 25 DPR. If you make two 25 damage attacks, you still deal 25*0.5*2= 25 DPR. Likewise, if you have only a 20% hit chance, one 50 damage attack deals 50*0.2= 10 DPR, and two 25 damage attacks deal 25*0.2*2= 10 DPR. As long as the hit chance is the same, the amount of attacks that the damage is split into shouldn't alter your performance.

Brain fart, you are right of course. That may vary over the relatively small sample sizes of your average combat, but the sheer number of attack rolls you could rack up still seems a bit excessive, plus having to track which ones add stat and which ones don't. Not to mention adding riders changes the numbers much more drastically.



I don't have enough brain capacity left to sort out the math again, but this sounds good. I definitely endorse putting the ability to use non-light weapons in the fighting style. The unfortunate thing about vanilla is that only fighters and rangers can get the off-hand damage bonus, but anyone can dual-wield non-light weapons with the feat. Thus, you get rogues who dual-wield rapiers but aren't skilled enough to apply the off-hand damage bonus, which is the opposite of what you'd expect. If you restrict non-light weapons to the fighting style, you get fighters who wield rapiers, longswords, etc. and rogues who stick to daggers and shortswords, as it should be.

Will edit in a screenshot comparing with v2 TWF shortly.


https://i.imgur.com/btYij1Q.png



I'm glad that you too can appreciate some good number crunching!
I started my homebrewing back in 3rd ed, sort of a requirement to have a decent head for numbers :smalltongue:

pagnabros
2019-01-03, 12:06 PM
Ok so, first of all I want to say to you that we have a similar mindset regarding of houserules becasue a lot of your proposals, especially about general rules, are very similar to the first version of my houserules, which were much more gamechanging than the actual version I recently posted on the forum. The removed bonus action on TWF, the reduction of skills, advantage & disadvantage cancelling on a 1:1 basis, Critical Hits, Death & Dying and Saving throws rules were pretty much identical. I noticed that both of us have a strong legacy toward 3E D&D and Pathfinder, since that would explain a lot of the similaries.

Based on my own experience (so yours may vary a lot), after several campaign and extensive testing (not virtual or theorycrafting but for real, playing sessions at the table) I returned back to RAW for all the rules I precedently list. The reasons are multiple, but maybe the most important is because I realized that I have given 5th edition's developers much less trust and credit than they deserve. At a practical level, many of their RAW work at the table, even if they don't seems at a theorical level, and they are pretty much consistent. Changing somenthing have serious repercussions on the entire system, repercussions often not noticed at first. For example, I thought the removal of the bonus action to be a "common houserules" found online with not seriously backfires besides a buff to the ranger class (I can finally cast hunter's mark and make a second attack on my first round). Then, my players at 3rd comes with a monk that make 4 attack rolls (5 with a 1 ki) and always use two shortswords instead that making unarmed strike, a barbarian berserker that makes 3 attack rolls (one for the berserker class feature, one for the TWF and one normally) and piece of cake a rogue that now attack two times, almost always hit with at least one of his attacks and deals sneak attack, and then run disengage away from melee, and do it all the ****ing time with zero costs and no tactical choice at all (before she needed to think if she wanted to make two attack rolls or diseangage).

So my most important piece of advice I can give you is: test your modifications, and test them A LOT across all the different tiers of play, because you will never know which "side effects" they will generate and if you are okay with all of them.

To conclude, I have found very helpful to change some of the spells or class features to target Intelligence and Charisma saving throws instead of Wisdom really beneficial for the "feel" of the game, without the need for unificated saves. The idea of 6 saving throws IMO was good, since it opens up a lot of potential variations with NPC and monsters weaknesses, the fact that Charisma and Intelligence ones are very underused is the real problem.

Later I will examinate in depth the modifications you've made to the Ranger, since I think them to be one of the few exceptions in which the designers definitely fail.

Kane0
2019-01-03, 04:54 PM
I'm happy to hear anything and everything you have to say :smallsmile:

pagnabros
2019-01-04, 10:04 AM
Ok so regarding the ranger class:



Favored Enemy
Choose a type of favored enemy: aberrations, beasts, fey, giants, monstrosities, oozes, plants, or undead. Alternatively you can choose one bloodrace of humanoids (bluebloods, greenbloods or redbloods).
You have advantage on Wisdom and Intelligence checks when dealing with your favored enemies and learn one language of your choice that is spoken by your favored enemies.

I would simple let a player choose humanoids as favored enemies, since it's almost a ribbon class feature and doesn't need to be more complicate. It would be nice to have the option to switch the favored enemy, once per long rest for example.



Keen Eye
At 1st level, you can take the Search action as a bonus action.

Not a bad addiction per se, but I would prefer somenthing more "juice".



Natural Explorer
At 1st level, you gain the following benefits:
- Moving through nonmagical difficult terrain costs you no extra movement.
- You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns or similar hazards.
- You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
- You remain alert to danger even while foraging, navigating or tracking


Maybe adding these to the favored terrain double proficiency as for RAW?



Fighting Style
At 2nd level, choose one fighting style from the following: Archery, Dueling, Hand-and-a-half, Polearms, Thrown, Two-Weapon Fighting
Hand-and-a-Half: You gain a +1 to attack and damage rolls when wielding a Versatile weapon in two hands
Polearms: When wielding a Reach weapon your reach is treated as difficult terrain for enemies
Thrown: you can roll one additional weapon damage die when determining the extra damage for a critical hit with a thrown weapon attack
Two-Weapon Fighting: You can add your ability modifier to the damage of your off hand attack


The new fighting styles seem nice and balanced, well done!



Spellcasting
- Wisdom based
- Spells prepared (half level + wis) from the ranger list (minus Hunter's Mark and plus Elemental Weapon)
- Recover on a Long Rest
- No ritual casting


I also apply these modifications on my own verion of the ranger so I approve.



Hunter's Mark
At 2nd level, as a bonus action you can choose one creature you can see. For the next minute you can add an extra 1d4 to your attack and weapon damage rolls against that creature. Once you use this ability you cannot do so again until you finish a short or long rest.
Beginning at 6th level, you can use your Hunter's Mark twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

In my opinion, the hunter mark as a spell is ok RAW if the ranger is a prepared caster, except maybe that the damage could scale a little.



Primal Awareness
By concentrating for one minute, as if casting a spell, you can sense the presense of your favored enemies.
This feature reveals which of your favored enemies are present, their number, and the creatures’ general direction and distance up to one mile away from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

I hate this class feature but you made it at least tollerable, so good job!



Natural Gift
At 5th level, you gain Expertise in one skill you are proficient in and increase your movement speed by 5 feet.

I would leave Expertise to Bard and Rogue and came up with a more unique class feature for the Ranger.



Greater Favored Enemy
At 6th level, you gain a second type of favored enemy: celestials, constructs, dragons, elementals or fiends. You can also change one of your favored enemy types to another at the end of a long rest. If you choose to change Favored Enemies in this manner the languages you know do not change.
Additionally, you gain advantage on saving throws against spells and abilities used by a favored enemy.

I would make favored enemy changeable already at 1st level, and maybe improved it to be on short rest now.



Healing Salves
At 10th level, as part of a long rest you can prepare a number of medicinal salves and poultices equal to your wisdom modifier, minimum 1. As an action you can apply a salve to a creature within reach to heal 3d6 plus your Wisdom modifier HP or to grant a saving throw advantage against a poison or disease the recipient is suffering from. Unused salves expire if they are not used before your next long rest.

It came out too late IMO, maybe as a replacement to the Natural Gift class feature?



Primal Step
At 14th level, spells and magical effects cannot reduce your speed and you gain advantage on saving throws against being Paralyzed, Restrained or Stunned.

Nothing spectacular here but it can be effictive and useful. However I think that you have given your ranger too much "passive" class feature, and it need to be more exciting "gameplaywise".



Master of the Wild
At level 20 you increase your Strength, Dexterity, Constitution and Wisdom scores and maximums by 2
Additionally, your Hunter's Mark die increases from 1d4 to 1d6

I don't like it. As I already said before, I would prefer an "active" class feature or a more interactive one instead of another passive buff.

Kane0
2019-01-04, 05:29 PM
I would simple let a player choose humanoids as favored enemies, since it's almost a ribbon class feature and doesn't need to be more complicate.
It would be nice to have the option to switch the favored enemy, once per long rest for example.
Not a bad addiction per se, but I would prefer somenthing more "juice".
Maybe adding these to the favored terrain double proficiency as for RAW?

I just can't justify it at level 1. At this level you get three powerful but situational features (advantage on all Int and Wis checks vs limited creature selection, bonus action Perception/Investigation checks and ignore natural difficult terrain/advantage vs plants). If you pick redblood then you get advantage on all Arcana, Insight, Investigation, Lore, Medicine, Perception and Survival against pretty much all 'people'.



In my opinion, the hunter mark as a spell is ok RAW if the ranger is a prepared caster, except maybe that the damage could scale a little.

I agree that the spell is fine, but I wanted the design space. The target selection and damage could be played with by subclasses and the tracking ribbon could be moved to a core ranger feature (I actually split the functionality between the three level 1 features).
As a side note my concept for the ranger's niche was if the Rogue hides, the Ranger seeks and if the Paladin can use magic to throw around big damage the Ranger can use it for accuracy.



I would leave Expertise to Bard and Rogue and came up with a more unique class feature for the Ranger.

I was torn on what to do, I wanted the Ranger to pick up a little skill flexibility ala Rogue, Bard and Knowledge Cleric but also some focus on movement as seen in Monk, Barbariand and other ranger features. I cut it down the middle for a bit of both. I'd gladly take suggestions!



I would make favored enemy changeable already at 1st level, and maybe improved it to be on short rest now.

I think that would push the Ranger a bit too far into dominance of the interaction pillar considering what you could do with it, especially dipping or MCing.



It came out too late IMO, maybe as a replacement to the Natural Gift class feature?

It was originally at level 6, but Greater Favored enemy was more important to fit in. Don't want to wait until Tier 3 play to be able to update your FEs, Tier 2 was the sweet spot.



Nothing spectacular here but it can be effictive and useful. However I think that you have given your ranger too much "passive" class feature, and it need to be more exciting "gameplaywise".
I don't like it. As I already said before, I would prefer an "active" class feature or a more interactive one instead of another passive buff.

Indeed, perhaps too many passives. I was using Pally as a yardstick, and they get 6 actives / 6 passives against the rangers current 4 / 8 split (not counting ASI, Extra attack and subclass).
Notably, all but one of those actives are in levels 1-3 for paladin. Any ideas on this?

pagnabros
2019-01-04, 08:11 PM
The most advice I can give is to look at the community ranger subreddit at this link: https://www.reddit.com/r/DnD5CommunityRanger

There you will find tons of revisions and discussions about the ranger class, and you can also submit your ranger looking for improvements!

TheBrewerZ
2019-01-05, 07:10 PM
I really like a lot of the changes you made. I will probably steal a bunch of this for my own game (with notes of where I got it of course).

Kane0
2019-03-05, 04:58 PM
Bump for update, new Artificer UA has me tinkering again. Cleaned up some other bits and pieces as well, with some choice bits of content from other playgrounders on the backburner (credited right at the top).

Bjarkmundur
2019-03-11, 03:27 PM
I love this thread. So. Much.

Is it OK if I ask you what problems you are solving with some of these Houserules, since I don't have much experience in 5e, and would like to avoid some of the unnecessary hurdles?

Kane0
2019-03-11, 04:23 PM
By all means! It's a mixture of corrections and improvements, are there any parts in particular you wanted to focus on?

Bjarkmundur
2019-03-12, 02:41 AM
Regaining Hit Die
Was regaining half your expended hit dice problematic in some way?


Extra Attack:*When you take the Attack action you can attack twice instead of once. If you already have the Extra Attack feature you instead gain +1 to an attribute of your choice.


I see Extra Attack tweak all over the place in your post, but I don't understand what it changes. Does the same PC usually get multiple Extra Attack features?

Patron Bonus Spell
Did you feel the warlock needed more versatility and spells known?

Feats
There are a lot of fixed feats here, and I love them all. Is there a particular reason why I should use the fixes? How do you think the fixed feats change the overall experience? Was the idea to give more of an incentive to take a feat at levels 4 and 8? I pretty much have a question for each of the feats, so maybe you could just give me overall design goal for the whole idea of fixing the feats.

Kane0
2019-03-12, 03:38 AM
Long Rest Hit Die gain: For the times my table plays 'long games' it is a small but significant change. You don't notice it for most campaigns and definitely over oneshots and the like, but for extended play that extra LR or two you need to recover can make quite a bit of difference.

Extra Attack half ASI: I noticed a distinct pattern in my players (and myself) to avoid 5 or more levels in multiple martial classes even when it would make sense for the character in question, primarily because if you double up on this ability normally you get nothing resulting in a dead level. So I just gave +1 to a stat when you would normally double up on Extra Attack so it didn't feel so empty and viola, we considered those builds again

Warlock Patron Spells: I'm biased towards Warlocks. Sorry, I'm only human. A few extra spells known up your sleeve is just more fun and so far hasn't been a major enough boost in raw power for us to consider getting rid of. Besides, it's half as good as the bonus spells granted by Cleric Domain, Paladin Oath, Druid Circle, etc

Feats: There is no reason to use anything for any reason beyond 'I want to', but I tried to make feats a bit more fair and equal between the three pillars (exploration, interaction, combat) and between each other within those pillars while removing outliers that mess with the math like -5/+10. Some ended up needing to be changed based on other changes I made, such as Resilient with the swap back to 3.PF style Fort/Ref/Will saves. I took a bit of inspiration from various youtube and forum lists of 'best and worst feats/spells' to start off with then expanded from there.

Bjarkmundur
2019-03-12, 04:26 AM
Thank you so much for your answers :)