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General Changes -- Critical Hits automatically do maximum damage.

-- All Death Saves are reserved until someone actually


checks on you. No more "Ignore our badly hurt,
unconscious friend, he's got two successful saves already.
He's good." meta-game. You don't get to them in 4
rounds, they roll 4 saves right there to see if they're dead
or not.
-- No evil characters allowed. Neutral is fine, but if so
then good tendencies are preferred. Even neutral
characters know the difference between right and wrong.
They may not always act for the greater good, but they
know and appreciate that it exists. This is an heroic
game. I expect players to treat it, themselves, and each
other as such, if not all of the time, at least more often
than not. This is not to say that certain concepts are
disallowed. For example, a Red Wizard or Zhentarim
Agent is not required to be evil simply because the
organization is. Exceptions exist, and as the players of
heroic characters, you are those exceptions.
-- Characters were a little too powerful compared to
monsters and NPCs using the rolling plus ASI option I
gave, so we'll still have multiple options for creation, but
those options have changed.
---- Option 1: Increased array. Your stats are:
15, 14, 13, 12, 11, 10, arranged as you desire.
---- Option 2: Standard array plus one feat:
15, 14, 13, 12, 10, 8, and one feat of your choice.
---- Option 3: Reduced array plus two feats:
14, 14, 12, 11, 10, 8, and two feats of your choice.
-- If you have the Extra Attack feature, at level 11 the
bonus attack for dual wielding grants two off hand
attacks rather than one. Monks using martial arts gain no
extra benefit from this change unless they are actually
dual wielding weapons rather than using an unarmed
strike for one or more of their attacks.
-- Saving Throws which you are not proficient in add half
of your proficiency bonus (rounded down) to the roll.
Everyone essentially gets proficiency with the two Saving
Throws designated by their class, and half proficiency
(rounded down) with the other four.
-- Classes which do not offer the relevant skill have that
relevant skill added to their list.
If a character gains their relevant skill from a
background, they may choose to spend one of their
starting class proficiency choices to gain expertise in one
of the skills listed below (from these skills alone, and
only if it appears in both BG and Class choices).
The appropriate skills (including those possibly added to
lists) for each class:
---- Barbarian: Athletics, Intimidation

----------------------------------

Bard: N/A (bards get expertise @lvl2)


Cleric: Religion, Medicine
Druid: Animal Handling, Nature
Fighter: Athletics, Acrobatics
Monk: Acrobatics, Insight
Paladin: Insight, Persuasion
Ranger: Animal Handling, Survival
Rogue: N/A (a rogue begins with expertise)
Sorcerer: Deception, Persuasion
Warlock: Deception, Persuasion
Wizard: Arcana, History

-- Weapons with the Finesse property can be used with


either Str or Dex for attack and damage, as listed.
Weapons with the Light or Versatile properties, but lacking
the Finesse property, can be used with either Str or Dex to
attack, but always use Str for damage. Weapons with none
of those properties (Finesse, Light, or Versatile) use Str for
attack and damage, as per normal.
-- New Weapons
---- Katana = 300gp; martial (longsword proficiency
applies); as longsword with masterwork (+1 damage)
---- Wakizashi: 50gp; martial (short sword proficiency
applies); 1d6 slashing; finesse, versatile 1d8; special: a
wakizashi counts as a light weapon for all purposes except
dual wielding.
-- Clarification on Summoning spells
---- The player chooses only what the spell offers them to
choose. In some cases, this means that the player chooses
the CR of the summoned creatures, but not the exact type
(in which case the DM determines what creatures are in the
area and answer the call).
---- Summoned creatures act independently, and do not
follow your orders. They consider you allies, and if they
are intelligent and can understand you, then they may
choose to follow your orders, but are not required to. They
are DM controlled allies who may possibly view your orders
as valid if they can understand them.

- Race Changes Human


- I feel that the base Human race is underpowered, and
that the variant Human is overpowered. As such, I have
combined the two a bit to the following:
- An Human gains proficiency in one skill, tool, or weapon
of his choosing. This choice must be something appropriate
to his or her background, and approved by the DM. An
Human also gains a +2 to one stat of his choice, and a +1 to
three different stats of his choice.
- Variant Human is not allowed (see Ability Score Increases
below)

- Class Changes - Barbarian - Bard - Bards gain proficiency with the whip.

- Cleric - Druid Druids in Wild Shape do not use separate HP pools, but
instead get a pool of HP called Beast Form Hit Points
equal to half the beast's normal HP. These Beast Form HP
function like temporary HP except they can also be
healed. The Druid does not revert to humanoid form
when these Beast Form HP are depleted unless he
chooses to. The only way to refresh or regain the BFHP
other than healing is to revert to humanoid form, and
then into a *different* beast form. If three combat
rounds have passed after reverting to humanoid form,
the same beast form may be chosen again and the BFHP
will refresh as if you chose a different form.

- Fighter - Battle Masters may forgo their FIRST TWO Ability Score
Increases to gain the Champion archetype as well as the
one they have chosen.
- Eldritch Knights gain a third school of their choosing in
addition to the two schools listed.

- Monk - Way of the Four Elements Monks receive bonus Ki


equal to their Wisdom Modifiers.
- New Monk Monastic Tradition: Jedi
- Note that monks already get a lot of other jedi-like
powers as class features (step of the wind, slow fall,
deflect projectiles, and still mind cover most of the
remaining canon jedi powers).
- The Jedi receives Force Attuned and Lightsaber at level
3, and chooses Force Powers at levels 3, 6, 11, and 17.
- Force Attuned
You learn the mage hand cantrip if you did not know it
already.
- Lightsaber
As a bonus action on your turn, you can manifest a
gleaming blade of radiant force from a specially prepared
hilt, which you are proficient with and counts as a monk
weapon. The blade has the finesse and versatile
properties, and deals 1d6 radiant damage on an hit. Your
unarmed strike, martial arts, and flurry attacks can be
made with the Lightsaber or with your unarmed strike,
individually for each attack, as you prefer. Any features,
skills, and abilities which benefit your unarmed strike
can also be used with your Lightsaber.
- Force Powers
At each of levels 3, 6, 11, and 17 the Jedi chooses two

powers from the following list. He chooses an innate


power and a trained power. Innate powers are abilities
that the Jedi has a natural affinity for, but has not
practiced enough to become fully proficient in their use.
Trained powers are innate powers that have been mastered
by the Jedi, and as such have a lower cost and an higher
save DC (if applicable).
---- Alter Perceptions
(Ki cost: 2 innate / 1 trained, Wis save)
Distract an enemy. Make a Wisdom check (+prof if
trained). The result is the Wis save DC.
---- Empathy
(Ki cost: 1 innate, cannot be trained)
Opposed Wis check. If successful, you learn the general
attitude and mood of a creature, and gain advantage on
your next social or opposed ability check against it in the
next minute.
---- Enhance Senses
(Ki cost: 3 innate / 2 trained)
Initial benefit: Gain advantage on perception, investigation
and intuition checks. Requires concentration.
Secondary benefit: If you pay twice the cost and sacrifice
the initial benefit, you instead gain blindsight. This benefit
requires both concentration and the expenditure of one
force point every round.
---- Fear (dark side)
(Ki cost: 3 innate / 2 trained)
Make an Wis check (+prof if trained). The result equals the
Cha save DC. If successful, the target is frightened as long
as you maintain concentration. The target gets a new save
at the end of each of its turns.
---- Force Grip (dark side)
(Ki cost: 4 innate / 3 trained)
Make an Int check (+prof if trained). The result equals the
Con save DC. If successful, the target is grappled (at
range, this supersedes the general rule about grapple
range) and takes 2d6 damage each round that you
concentrate, plus an additional 1d6 for each point spent
above the initial cost. The target gets a new save at the
end of each of its turns.
---- Force Heal
(Ki cost: 3 innate / 2 trained)
Heal a creature of 1d8 + wisdom modifier damage, plus an
additional 1d8 for each point spent above the initial cost.
---- Force Illusion
At level 3, you can cast Minor Illusion. (Ki cost: 2 innate / 1
trained)
At level 6, you can cast Silent Image. (Ki cost: 3 innate / 2
trained)
At level 11, you can cast Major Image. (Ki cost: 5 innate / 3
trained)
These illusions only affect a single target of your choice.
---- Force Lightning (dark side)
(Ki cost: 2 innate / 1 trained)
You cast Witch Bolt. Each additional point spent counts as
an extra spell level.
---- Force Strike (some uses dark side)
(Ki cost: 3 innate / 2 trained)

Make an Int check (+prof if trained). The result equals


the Str save DC. Up to four adjacent targets take 3d4
damage, are pushed 10 feet, and fall prone. On a
successful save, the targets take half damage and are not
pushed or knocked prone. If used against intelligent
living targets, this becomes a dark side power.
---- Friendship
(Ki cost: 1 innate / 0 trained)
You cast the Friends cantrip.
---- Hurl Object (some uses dark side)
(requires Move Object to be trained) (Ki cost: variable,
see Move Object)
When you use Move Object, you may throw the item with
enough force and velocity to deal damage. Make a
ranged spell attack. On a hit, the target takes 3d6
damage for each point of force required to move the
object (not for each point spent to move the object). If
the object hurled is a living creature, it takes the
damage as well. If used on or against a living creature,
this becomes a dark side power.
---- Imbue Lightsaber
(Ki cost: 1 permanent Ki point) (level 6 required)
Your Lightsaber gains a +1 to attack and damage rolls.
You can gain this Force Power up to three times and the
effects of doing so stack, but you may not take this
power more than once at any given level. The first time
you take this power you must learn it as a trained ability.
Each subsequent time it may be taken as an innate
ability if you choose.
---- Mind Trick
(Ki cost: 3 innate / 2 trained)
As per Suggestion, except the following. Make a Wis
check (+prof if trained). Result equals the save Cha DC.
---- Move Object
(Ki cost: 2 innate / 1 trained)
You can lift and move an object weighing 10 lbs or less.
Each time you double the current cost increases this limit
by a factor of 10, becoming 100 lbs at a cost of 4/2, 1000
lbs at a cost of 8/4, etc. If used against a living
creature, the target gets a Wis save to negate the effect.
Make an Int check (+prof if trained). The result equals
the save DC.
---- Prolong Force
(must be chosen as a trained ability)
You may choose to spend Hit Points to power your Force
Powers instead of Ki. The Hit Point cost is equal to three
times the untrained (or innate) Ki cost, regardless of
whether you are trained in the Force Power being used or
not.
---- Sense Force
(must be chosen as a trained ability)
DM Fiat premonitions
---- Telepathy
(Ki cost: 2 innate / 1 trained)
You can create a mental link with any creature that you
have met who is on the same plane and planet. Through
this link you can send emotions and a five word message
to the target.

- Paladin -

- Paladins receive a pool of free Divine Smites equal to


their Charisma modifier. These free Divine Smites are
always at the lowest power level (2d8, or 3d8 for undead
and fiends). This pool of free Divine Smites replenishes
after a long rest. Any Paladin who wishes for a more
powerful Smite, or who has run out of his free Smites, may
use spell slots to power them as per normal.

- Ranger -

- The Beast Master Archetype is being rolled into the


Ranger base class. The Ranger's "companion" for the day
would be the target of a modified Animal Friendship spell,
called Summon Animal Companion (the companion is
hereby referred to as the Ranger's Beast Friend), which
would need to be renewed each day, and the BM features
only apply if the Ranger has a Beast Friend.
- The Summon Animal Companion spell is only available to
Rangers, and all Rangers learn this spell automatically. A
Ranger can only have one companion at a time. When first
cast, or when a companion needs to be replaced, the DM
tells you which beasts are in the area for you to befriend at
the time, so he has some control over which beasts are
available, to keep abuse to a minimum. Basically,
companions need DM approval.
- The CR of a Ranger's Beast Friend is set by the spell level
used to befriend the companion beast.
---- 1st level slot = companion max CR 1/8 or lower
---- 2nd level slot = CR 1/4 or lower
---- 3rd = CR 1/2 or lower
---- 4th = CR 1 or lower
----- 5th = CR 2 or lower
*note: This means that All Rangers are both Hunters and
Beast Masters, but the Beast Master abilities are only
usable if the Ranger sacrifices one (or more, if the beast
dies) spell slots each day to gain a Beast Friend.

- Rogue -

- Rogues gain proficiency with the whip.


- Assassins may forgo their FIRST TWO Ability Score
Increases in order to gain the Thief archetype as well as the
one they have chosen.
- Arcane Tricksters gain a third school of their choosing in
addition to the two schools listed.
- Rogues can sneak attack with finesse weapons and
ranged weapons, as listed, as well as with Wizard cantrips
which require a ranged attack roll. If using a Wizard
cantrip to sneak attack, the cantrip does not scale with
levels, doing only the base one die of damage. You can
choose to either roll a single die for the cantrip and apply
sneak attack, or you can roll as many dice as your level
would allow for the cantrip and choose not to apply sneak
attack. The ability to sneak attack with cantrips is
restricted to Wizard cantrips (naturally available to
Tricksters) to avoid balance issues regarding multiclassing
Warlock to gain access to Eldritch Blast and its multiple
attack rolls.

- Sorcerer -

- Sorcerers use the variant Spell Point system by


default.
-- Sorcery Points are calculated and work differently
than they list in the PHB. Instead of getting your level in
Sorcery Points per long rest, they get [(ChaMod+Level)/3]
rounded down, which recharge per short rest.
- Spell Points can be exchanged for more Sorcery Points
on a 3:2 basis (3 spell points gets you 2 sorcery points).
- Sorcery Points can still be exchanged for more Spell
Points on a 1:1 basis.
-- Sorcerers gain two metamagics at level three, and one
more every four levels following. A third at level 7, a
fourth at level 11, a fifth at level 15, and a sixth at level
19.
-- Sorcerers gain proficiency in all simple weapons, like
they had in 3e.
-- Sorcerers choose one of the two spells from below for
each spell level 1-5. They add this spell to their list of
spells known (but doesn't count against their number of
spells known), and both spells are added to their
Sorcerer's spell list (if they aren't there already) so they
can learn the other by normal means if they wish.
Any supplemental material (such as Unearthed Arcana
articles) which grant two spells per spell level work the
same way. Instead of automatically learning both, they
learn one, and the other can be learned via a spell
known slot.
----Draconic, Acid type:
level 1: eroding mist (refluff burning hands to acid
damage), fog cloud
level 2: acid cloud (refluff cloud of daggers to acid
damage), Melf's acid arrow
level 3: hunger of hadar, protection from energy
level 4: acid rain (refluff ice storm), vitriolic sphere
level 5: acid fog (refluff cloudkill to acid damage), acid
blast (refluff cone of cold to acid damage)
----Draconic, Cold type:
level 1: ice knife, create or destroy water
level 2: Snilloc's snowball swarm, geyser (refluff gust of
wind to water - bludgeoning damage)
level 3: sleet storm, wall of water
level 4: ice storm, watery sphere
level 5: cone of cold, maelstrom
----Draconic, Fire type:
level 1: control flames, searing smite
level 2: continual flame, flame blade
level 3: flame arrows, fireball
level 4: fire shield, wall of fire
level 5: flame strike, immolation
---- Draconic, Lightning type:
level 1: thunderous smite, witch bolt
level 2: dust devil, warding wind
level 3: call lightning, wind wall
level 4: storm sphere, freedom of movement
level 5: conjure elemental (air only), control winds
----Draconic, Poison type:

level 1: detect poison and disease, ray of sickness


level 2: protection from poison, ray of enfeeblement
level 3: gaseous form, stinking cloud
level 4: blight, Evard's black tentacles (already restrained =
poison damage)
level 5: cloudkill, contagion
---- Wild Magic:
level 1: chromatic orb, color spray
level 2: crown of madness, silence
level 3: bestow curse, hypnotic pattern
level 4: confusion, Otiluke's resilient sphere
level 5: wall of force, geas
- New Sorcerer Bloodlines: Stormborn and Favored Soul
(ask me to see UA articles)

- Warlock -

-- Warlocks gain their first Pact restricted invocation for


free when it becomes available.
---- Book of Ancient Secrets @ lvl3 for Pact of the Tome
---- Voice of the Chain Master @ lvl3 for Pact of the Chain
---- Thirsting Blade @ lvl5 for Pact of the Blade
-- The Warlock invocation Repelling Blast can only push a
target once per turn, no matter how many blasts hit the
target. Multiple blasts directed at multiple targets may
push each target once, but only once per turn each.
-- The Warlock invocation Armor of Shadows just isn't good
enough to warrant spending one of your precious
invocations on it, considering it is only 1pt better than
studded leather, which Warlocks are already proficient
with. Therefore, it has been changed somewhat: Instead of
Mage Armor's 13+Dex, this invocation now gives unarmored
defense and makes your AC 10+DexMod+ChaMod.

- Wizard - New Wizard Arcane Tradition: Bladesinger


Bladesingers are elves who have blended art, swordplay,
and arcane magic into a harmonious whole.
---- Extra Proficiencies Upon selecting this Tradition at
level 2, a Bladesinger gains proficiency with light armor,
short swords, longswords, scimitars, and rapiers.
---- Bladesong Style - Beginning at 2nd level, when
wielding a short sword, longsword, scimitar, or rapier in
one hand a bladesinger's armor class equals
10+DexMod+IntMod. If the bladesinger wears any armor or
carries a weapon or shield in her other hand, she loses all
benefits of the bladesong style.
---- Song of Fury - Beginning at 2nd level, when the
baldesinger hits a creature with a melee weapon attack
made with a short sword, longsword, scimitar or rapier, she
can expend one spell slot to deal force damage to the
target. The extra damage is 2d6 for a 1st level slot, plus
1d6 for each spell level higher then 1st, to a maximum of
6d6 with a 5th level slot.
---- Song of Celerity - Beginning at 6th level, when a
bladesinger wields no weapons other than a short sword,
longsword, scimitar, or rapier (or any combination thereof,

but only with those weapons and no others), she can


attack twice instead of once whenever she takes the
Attack action.
---- Lesser Spellsong - Beginning at 10th level, when the
bladesinger casts a cantrip that has a casting time of one
action, she may make one melee weapon attack as a
bonus action. This attack must be made with a short
sword, longsword, scimitar, or rapier.
---- Greater Spellsong - Beginning at 14th level, when
the bladesinger casts any spell that has a casting time of
one action, she may make one melee weapon attack as a
bonus action. This attack must be made with a short
sword, longsword, scimitar, or rapier.

- Skill Changes - Passive ability checks are calculated 8+Mod+Prof


(instead of 10+)
- Ability Checks roll 2d10 instead of 1d20. Advantage on
an Ability Check is 3d10 keep the best 2. Disadvantage is
3d10 keep the worst 2.

- Ability Score Increase & Feat changes -

-- ASI and/or feats came at +2 every four levels (with


rogues and fighters gain an extra 1 or 2, respectively). I
have split these up into +1s instead, for less jumps in
power and a more even progression. This also means
that many of the more powerful feats have been split
into two separate feats.
At each level listed on the table below, a character gains
a +1 to any one stat of their choice, or a single feat (see
the feat list).
- Old Progression -Fighter: 4, 6, 8, 12, 14, 16, 19
Rogue: 4, 8, 10, 12, 16, 19
Others: 4, 8, 12, 16, 19
- New Progression -Fighter: 3, 4, 6, 7, 8, 10, 11, 12, 14, 15, 16, 18, 19, 20
Rogue: 3, 4, 7, 8, 10, 11, 12, 14, 15, 16, 19, 20
Others: 3, 4, 7, 8, 11, 12, 15, 16, 19, 20

- Feats Active
- You gain a +3 bonus to initiative.

If you take both Active and Alert, you gain an additional +1


initiative, for a total of +5

Alert
- You gain a +1 bonus to initiative.
- You cannot be surprised while you are conscious.
- Other creatures do not gain advantage on attack rolls
as a result of being hidden from you.
If you take both Active and Alert, you gain an additional +1
initiative, for a total of +5

Actor
- You have advantage on Charisma (Deception) and
Charisma (Performance) checks while attempting to

pass yourself off as a different person.


- You can mimic the speech of another person or the
sounds made by other creatures. You must have heard the
person speaking, or heard the creature make the sound,
for at least 1 minute. A successful Wisdom (Insight) check
contested by your Charisma (Deception) check allows a
listener to determine that the effect is faked

Athlete

- When you are prone, standing up uses only 5 feet of


your movement instead of half.
- Climbing doesn't half your speed.
- You can make a running long jump or a running high
jump after moving only 5 feet, rather than 10.

Bow Artist

- You can use your bow to make melee attacks. When


used this way, a bow has the finesse property. You are
treated as having proficiency with this weapon. This
attack deals 1d4 damage with a short bow and 1d6
damage with a longbow.

Centered Caster
Prerequisite: War Caster or one ability score increase in
Constitution, and the ability to cast at least one spell.

- You have advantage on Constitution saving throws that


you make to maintain concentration on a spell when you
take damage.

Charger

- When you use your action to Dash, you can use a bonus
action to make one melee weapon attack or to shove a
creature.
- If you move at least 10 feet in a straight line immediately
before taking this bonus action, you either gain a +5 bonus
to the damage roll (if you make an attack), or you push the
target up to 10 feet away from you (if you shove and
succeed).

Crossbow Expert / Gunslinger

- You ignore the loading quality of crossbows (or firearms)


with which you are proficient.
- Being within 5 feet of another hostile creature does not
impose disadvantage on your ranged attack rolls.

Crossbow Master / Pistolero


Prerequisite: Crossbow Expert or Gunslinger

- - When you use the Attack action on your turn and


attack with a one handed weapon, you can use a bonus
action to attack with a loaded hand crossbow (or onehanded, light firearm) that you are holding.

Deadeye
Prerequisite: Sharpshooter

- Before you make an attack with a ranged weapon that


you are proficient with, you may choose to not add your
proficiency modifier to the attack roll. If the attack hits,
you add your proficiency bonus to the attack's damage.

Defensive Duelist
Prerequisite: Dexterity 13 or higher

- When you are wielding a finesse weapon with which


you are proficient and another creature hits you with a
melee attack, you can use your reaction to add half of
your proficiency bonus (rounded down)to your armor
class against that attack.

Defensive Duelist, Improved

you select this feat you must choose a different damage


type.

Fencing Master

- If you are wielding a finesse weapon in one hand, and no


other weapons, and you take the Attack action, you may
choose to use your reaction on your turn to make a bonus
action attack with your currently held finesse weapon.
This bonus action attack does not add your proficiency
bonus to the attack roll.

Prerequisite: Defensive Duelist

- When you are wielding a finesse weapon with which


you are proficient and another creature hits you with a
melee attack, you can use your reaction to add your
proficiency bonus to your armor class against that attack,
and half of your proficiency bonus (rounded down) to
your AC against all other melee attacks until the start of
your next turn.

Dual Wielder

- You gain a +1 bonus to your AC while you are holding a


separate melee weapon in each hand.
- When using Two Weapon Fighting, you can add your
ability modifier to the damage you deal with your bonus
action.

Dungeon Delver

- You have advantage on Wisdom (Perception) and


Intelligence (Investigation) checks made to detect the
presence of secret doors.
- You have advantage on Dexterity saving throws made
to avoid or resist traps.
- You have resistance to the damage dealt by traps.
- You can search for traps while traveling at full speed.

Durable

- When you roll a Hit Die to regain hit points at the end
of a short rest, the minimum number of hit points you
regain from each die rolled equals your Constitution
modifier (with your Constitution modifier added after, as
normal).

Elemental Adept

Fighting Style

- Choose one Fighting Style from the Fighter's list and learn
that style.

Grappler

- You have advantage on attack rolls against creatures you


are grappling.
- You can use your action to attempt to pin a creature
grappled by you. To do so, make another grapple check. If
you succeed, you and the creature are both restrained until
the grapple ends.

Great Weapon Master


Prerequisite: Strength 13 or higher

- On your turn, when you score a critical hit with an heavy


weapon or reduce a creature to 0 hit points with one, you
can make one melee weapon attack as a bonus action.

Healer
- With the Use an Object action, you can spent one use of
an healer's kit to tend to a creature and restore 1d6+4 hit
points, plus additional hit points equal to it's total number
of Hit Dice. The creature cannot regain hit points from this
method again until it finishes a short rest.
- When you use an healer's kit to stabilize a creature, that
creature can use its next action (even while unconscious)
to spend Hit Dice as if it had just finished a short rest and
regain consciousness.

Heavily Armored
Prerequisite: Proficiency with medium armor.

- You gain proficiency with heavy armor.

Prerequisite: The ability to cast at least one spell.

- When you gain this feat, choose one of the following


damage types: acid, cold, fire, lightning, or thunder.
- When you roll damage for a spell you cast which deals
that damage type, you can treat any roll of 1 on a
damage die as a 2.
- You may take this feat multiple times. Each time you
select this feat you must choose a different damage
type.

Heavy Armor Master


Prerequisite: Proficiency with heavy armor.

- While you are wearing heavy armor, damage that you take
from non-magical bludgeoning, piercing and slashing
weapons or natural weapons is reduced by 1 point.
This feat may be taken up to three times. Its effects stack.

Inspiring Leader
Prerequisite: Charisma 13 or higher.

Elemental Adept, Improved


Prerequisite: Elemental Adept

- Spells you cast ignore resistance to damage of the


chosen type.
- - You may take this feat multiple times. Each time

- You can spend 10 minutes inspiring your companions and


shoring up their resolve to fight. When you do so, choose
up to six friendly creatures (which can include yourself)
within 30 feet of you who can see, hear, and understand
you. Each of those creatures gain temporary hit points

equal to half your level plus half your Charisma modifier.


A creature cannot gain temporary hit points from this
feat again until it finishes a long or short rest.

Inspiring Leader, Improved


Prerequisite: Inspiring Leader.

- The temporary hit points gained from Inspiring Leader


now equal your level plus your Charisma modifier.

Keen Mind
- You always know which way is north.
- You always know the number of hours left before
sunrise or sunset.
- You can accurately recall anything you have seen or
heard within the past month.

Lightly Armored
- You gain proficiency with light armor.

Linguist
- You learn three languages of your choice.
- You can create written cyphers. Others cannot
decipher a code that you create unless you teach them,
or they succeed on an Intelligence check with a DC equal
to your Intelligence score (if they also have this feat,
they add their proficiency bonus to this check), or they
use magic to decipher it.

Lucky
- You have 2 luck points. Whenever you make an attack
roll, an ability check, or a saving throw, you can choose
to spend one of your luck points after you roll the die,
but before the outcome is determined. You roll an
additional d20 and choose which of the d20s is used for
the attack roll, ability check, or saving throw.
- You can also spend one luck point when an attack roll
is made against you. Roll a d20, and then choose whether
the attack uses the attackers roll or yours.
- If more than one creature spends a luck point to
influence the outcome of a roll, the points cancel each
other out; no additional dice are rolled.
- You may use one luck point to remove disadvantage
affecting you before you roll.
- You regain your expended luck points when you finish a
long rest.
You can select this feat an additional time. If you do so, you gain 2
additional luck points.

can use your reaction to make a melee weapon attack


against that creature.
- You have advantage on saving throws against spells cast
by any creature within your reach.

Magic Initiate
Prerequisite: 13 in an appropriate spellcasting attribute.

- Choose a class: bard, cleric, druid, sorcerer, warlock, or


wizard. You learn one cantrip of your choice from that
class' list. Your spellcasting ability for the chosen spell is
determined by the class list it was chosen from.

Magical Adept
Prerequisite: Magic Initiate.

- You gain one additional cantrip from the same list chosen
when you took Magic Initiate.
- In addition, choose one 1st level spell from that same list.
You learn that spell and can cast it at its lowest level
without using a spell slot once per long rest.

Martial Novice

- You learn one maneuver of your choice from among those


available to the Battle Master archetype in the fighter class.
If a maneuver you use requires your target to make a saving
throw to resist the maneuvers effects, the saving throw DC
equals 8 + your proficiency bonus + your Strength or
Dexterity modifier (your choice).
- You gain two superiority dice, which are a d6 each. If you
have levels in Battle Master Fighter, the size of these dice
are instead equal to those from your class. These dice are
used to fuel your maneuvers. A superiority die is expended
when you use it. You regain your expended superiority dice
when you finish a short or long rest.

Martial Adept
Prerequisite: Martial Novice

- You learn one additional maneuver.


- You gain one additional superiority die.

Medium Armor Master


- Wearing medium armor doesn't impose disadvantage on
your Dexterity (Stealth) checks.
- When you wear medium armor, you can add 3, rather
than 2, to your AC if your Dexterity allows.

Mobility
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't
cost you extra movement on that turn.

Mage Disruptor

Mobile Warrior

- When you damage a creature that is concentrating on a


spell, that creature has disadvantage on the saving throw
it makes to maintain concentration.

Prerequisite: Mobility

Mage Slayer
- When a creature within your reach casts a spell, you

- When you make a melee attack against a creature, you


don't provoke attacks of opportunity from that creature for
the rest of the turn, whether you hit or not.

Moderately Armored
Prerequisite: Proficiency with light armor.

- You gain proficiency with medium armor and shields.

Mounted Combatant

- You have advantage on melee attack rolls against any


unmounted creature that is smaller than your mount.

Mounted Defender

- You can force an attack targeted at you to target your


mount instead.
- If your mount is subjected to a 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.

Observant

- If you can see a creatures mouth while it is speaking a


language that you understand, you can interpret what it's
saying by reading its lips.
- You have a +2 bonus to your passive Wisdom
(Perception) and Intelligence (Investigation) checks.
You may take this feat a second time, raising the bonus to your passive
Perception and Investigation scores to +5 total.

Polearm Master

- When you take the attack action with a glaive,


halberd, pike, quarterstaff, trident, or spear which is
wielded in two hands, you can use a bonus action to
make a melee attack with the opposite end (or haft) of
the weapon. This attack deals 1d4 bludgeoning damage.

Polearm Defender

- While you are wielding a glaive, halberd, pike,


quarterstaff, trident, or spear in two hands, other
creatures provoke an opportunity attack from you when
they enter your reach.

Power Attack
Prerequisite: Great Weapon Master

- Before you make an attack with an heavy weapon that


you are proficient with, you may choose to not add your
proficiency modifier to the attack roll. If the attack hits,
you add twice your proficiency bonus to the attack's
damage.

Resilient
Prerequisite: You must have taken an ability score increase in
the chosen ability.

- You gain proficiency in saving throws for one ability of


your choice that you have previously raised with an
ability score increase.

Ritual Caster
Prerequisite: Intelligence, Wisdom, or Charisma 13 or higher
from the appropriate ability.

- You have learned a number of spells that you can cast


as rituals. These spells are written in a ritual book, which
you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book


holding two 1st-level spells of your choice. Choose one of
the following classes: bard, cleric, druid, sorcerer,
warlock, or wizard. You must choose your spells from that
classs spell list, and the spells you choose must have the
ritual tag. The class you choose also determines your
spellcasting ability for these spells: Charisma for bard,
sorcerer, or warlock; Wisdom for cleric or druid; or
Intelligence for wizard.

Ritual Caster, Improved


Prerequisite: Ritual Caster

- If you come across a spell in written form, such as a


magical spell scroll or a wizards spellbook, you might be
able to add it to your ritual book. The spell must be on the
spell list for the class you chose, the spells level can be no
higher than half your level (rounded up), and it must have
the ritual tag. The process of copying the spell into your
ritual book takes 2 hours per level of the spell, and costs 50
gp per level. The cost represents material components you
expend as you experiment with the spell to master it, as
well as the fine inks you need to record it.

Savage Attacker
- Once per turn when you roll damage for a melee weapon
attack, you can reroll the weapon's damage dice and use
either total.

Sentinel, Guardian
- When you hit a creature with an opportunity attack, that
creature must roll a saving throw with a DC equal to 8 +
your Str or Dex modifier (your choice) + your proficiency
bonus, or its speed becomes 0 for the rest of the turn.
- Creatures within your reach provoke opportunity attacks
from you even if they take the Disengage action before
leaving your reach. This ability has no effect on a creature
with the Mobility feat, as that creature did not take the
disengage action.

Sentinel, Retribution
- When a creature within your reach makes an
attackagainst a target other than you (and that target does
not have this feat), you can use your reaction to make a
melee weapon attack against the attacking creatrure.

Sharpshooter
Prerequisite: Dexterity 13 or higher

- Attacking at long range does not impose disadvantage on


your attack rolls.
- Targets only receive half the benefit from cover against
your ranged weapon attacks.

Shield Defender
Prerequisite: Proficiency with shields.

- If you are not incapacitated, you can add your shield's AC


bonus to any Dexterity saving throw you make against a
spell or other harmful effect that targets only you.

- If you are subjected to an effect that allows you to


make a Dexterity saving throw to take half damage, if
you succeed on the saving throw you can use your
reaction to take no damage in stead of half damage.

Shield Master
Prerequisite: Shield Defender

- If you take the Attack action on your turn, you can use
a bonus action to attempt to shove a creature within 5
feet of you with your shield.

Skilled
- You can choose to either gain proficiency in two skills
and/or tools of your choice, or you can choose to gain
expertise with any one skill or tool for which you already
have proficiency. You can select this feat multiple times.

Skulker
- You can try to hide when you are only lightly obscured
from the creature from which you are hiding.
- When you are hidden from a creature and miss it with
a ranged weapon attack, making the attack doesn't
reveal your location.
- Dim light doesn't impose disadvantage on your Wisdom
(Perception) checks relying on sight.

Spell Sniper
Prerequisite: The ability to cast at least one spell.

- When you cast a spell which requires a ranged attack


roll, the spell's range is doubled.
- You learn one cantrip that requires an attack roll.
Choose the cantrip from the bard, cleric, druid, sorcerer,
warlock, or Wizard spell list. Your spellcasting ability for
this cantrip depends on the spell list you chose from:
Charisma for bard, sorcerer, or warlock; Wisdom for
cleric or druid; or Intelligence for wizard.

Tavern Brawler

- You are proficient with improvised weapons and


unarmed strikes.
- Your unarmed strikes deal 1d4 damage.
- When you hit a creature with an unarmed strike or an
improvised weapon on your turn, you can use a bonus
action to attempt to grapple the target.

War Caster
Prerequisite: The ability to cast at least one spell.

- You can perform the somatic components of spells even


if you have weapons or a shield in both hands.
- When an hostile creature's movement provokes an
attack of opportunity from you, you can use your
reaction to cast a spell at the creature instead of making
an opportunity attack. The spell must have a casting time
of one action, and must only target that creature.
Cantrips which have multiple attack rolls, such as
Eldritch Blast, only get a single attack roll. 1st level
spells or higher with multiple attack rolls, such as
Scorching Ray, receive their full compliment of attack

rolls.

Weapon Master

- You gain proficiency with four weapons of your choosing


from the weapons table in the Player's Handbook.

Whip Expert
Prerequisite: Proficiency with the whip.

(whip: martial melee, 1d4 slashing, finesse, reach)


- As a special attack (or in place of one of your attacks,
like shove or disarm), you may use your whip to manipulate
an unattended object up to 10 feet away as if you were
adjacent to it. This manipulation is limited to things you
could accomplish in a single use an object action using only
one hand. For example, you can pick the object up,
bringing it to your space (and even grabbing it with a free
hand, if you have one).
- You may use your action to lash the end of your whip to
any appropriate anchor point within range. You can then
move up to 15 feet from your starting point as part of your
normal movement without requiring Acrobatics or Athletics
checks that might normally be needed, moving at your full
speed even up a wall, over a chasm, or across difficult
terrain. You can even attach the whip to a point next to
you, wrap the remaining length around herself, and jump
down, unrolling the whip from your body as you go,
effectively treating a fall as 10 feet shorter. You can detach
the whip from its anchor point for free, without the use of
any actions.

Whip Master

Prerequisite: Whip Expert

- When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to make one
attack with a whip that you are holding.

- Spell Changes -

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