A.Z. Farai's Class Compendium

General Changes

Ardor Suffusion

Throughout my travels through the worlds, I have rarely come across a more relentless soul or resiliant mind than that of a true warrior.
-Farai
6th level Barbarian, Fighter, Monk, Paladin, Ranger, Rogue feature
Your weapon attacks count as magical for the purposes of overcoming resistance and immunities to damage.
9th level Barbarian, Fighter, Monk, and Rogue feature
As a reaction to being forced to make an Intelligence, Wisdom, or Charisma saving throw, you can add your Constitution modifier to all Intelligence, Wisdom, or Charisma saving throws until the start of your next turn.
At 11th level, you gain advantage on saving throws on being Charmed or Frightened.
At 15th level, you gain immunity to the Charmed and Frightened conditions.

Fast Movement

7th level Barbarian, Fighter, and Ranger feature
You can take the Dash action as a bonus action.

Focused

6th level Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard feature
As a bonus action, you can steady your mind, gaining advantage on saving throws made to maintain concentration on a spell until the start of your next turn.

Reactive

4th level Barbarian, Fighter, Rogue, and Monk Feature
You gain additional reactions. You can still only cast one spell with your reaction per round if you have any.
LevelTotal reactions
4 2
9 3
15 4
7th level Ranger and Paladin feature
You gain additional reactions. You can still only cast one spell with your reaction per round.
LevelTotal reactions
7 2
15 3

Secondary Concentration

12th-level Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard feature
You can maintain your concentration on a second spell if that spell has a level equal or lower than to half your proficiency bonus (rounded down). You make one Constitution saving throw for both.

Spellbook (PHB page 114)*

3rd level Eldritch Knight and Arcane Trickster feature
You gain a spellbook that works like a Wizard spellbook.

Stances

3rd level Barbarian, Fighter, Monk, and Rogue feature
While others dedicate a part of or their whole training towards working with magic, you have perfected the interplay and movement of your body and equipment, leveraging them for your benefit in battle. Your martial level is determined by how many total levels in the Barbarian, Fighter, Monk Rogue, classes you have. For example, a level 9 character with five levels in Fighter, two levels in Monk, and three levels in Druid would be a 7th-level martial.   As a bonus action, you can enter a stance that you meet the requirements for*, the benefits of which last until the start of your next turn or you are Incapacitated or Restrained. A monk can spend a Ki point to enter a stance (no action required)
*Monks ignore the Stance requirements.   While in a stance, you gain extra benefits, detailed below. You can’t cast a spell requiring somatic components on a turn when you enter a stance. If you cast a spell requiring somatic components while in a stance, the stance ends.   Shorthand notations:
  • AC: Armor Class
  • PB: Proficiency Bonus
  • ML: Martial level

Basic Stances

Bulwark
Requirement: Wielding a Shield   You gain a +1 to AC. You have advantage on Strength saving throws, as well as checks and saving throws made against being Grappled and knocked Prone.   When you reach 7th ML, you have advantage on Dexterity saving throws. You can preemptively use one or more reactions, gaining a +1 to AC, Strength Saves, and Dexterity saves for every 2 reactions spent until the start of your next turn.   When you reach 11th ML, the base bonus to your AC goes up to a +2.  
Defensive
Requirement: Wielding a melee weapon or shield   As a reaction, you can add your PB to your AC against one melee attack roll made against you coming from creatures that you can see, or reduce the damage taken from a melee attack by one roll of the weapon you’re holding’s die (d8 for a shield) plus half your PB.   When you reach 7th ML, you can add your PB to your AC against or reduce the damage of a ranged attack coming from creatures that you can see.  
Offensive
Requirement: Wielding at least one weapon   You gain a +1 bonus to weapon attack rolls and damage rolls.   When you reach 7th ML, as a reaction when an opponent within your melee reach misses you with an attack, you can make a melee weapon attack against them. The bonus goes up to a +2.   When you reach 11th ML, the bonus goes up to +3.  
Steady
Your movement is not impeded by basic difficult terrain (1 foot of distance takes 2 feet of movement ), and opportunity attacks against you are made with disadvantage.   When you reach 7th ML, your movement isn’t impeded by dense difficult terrain (1 foot of distance takes 3 feet of movement) and doesn’t promote opportunity attacks.   When you reach 11th ML, your movement isn’t impeded by heavy difficult terrain (1 foot of movement takes 4-5 feet of movement), and you have advantage on checks and saving throws to avoid or end the Grappled, Prone and Restrained conditions.  

Capstone Stances

Capstone stances are the culmination of a martial’s effort, experience, and training, gained at 17th ML. They require a bonus action to assume but last until you are Incapacitated or choose to end it (no action required).  
Celestial Branches
Whenever a creature starts or ends its turn within melee reach of you, you can make an attack of opportunity against them, no reaction required.  
Roots of Pandaemonium
At the start of each turn since you’ve assumed this stance, all creatures of your choice that are aware of your presence within 60 feet must succeed a Wisdom saving throw (DC = 8 + PB + your Strength, Constitution, or Charisma modifier) or be Frightened of you until the start of your next turn. Creatures that fail the save but are immune to being Frightened take a penalty to their attack rolls and saving throw DCs equal to your Strength, Constitution, or Charisma modifier, whichever you used for the DC.  
Trunk of the World
Whenever you take damage, you can reduce the damage taken by your PB + your Constitution modifier.  

Class-Specific Changes

Artificer

  1. You can exchange one infusion for another on a long rest
  2. At 5th level, the crafting time (repairing, making, enchanting, etc) time you take for an item is half pf what it would normally be
 

Alchemist

  • You get the revised Experimental Elixir trait
Experimental Elixir (Revised). Whenever you finish a long rest, you can magically produce an experimental elixir in an empty bottle, flask, or other small container of liquid you touch, referred to as a flask. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As a bonus, a creature can drink the elixir or administer it to another creature.   You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table. You can create a maximum number of additional elixirs in this way equal to your Intelligence modifier per long rest.   Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.   You can create a number of experimental elixirs equal to the number of infusions you can create.
Choose or roll 1d8 Effect
1 Healing. The drinker gains a number of hit points equal to your Alchemist level + a number of d4s equal to the number of the maximum number of experimental elixirs you can create.
10th level. The drinker gains a number of hit points equal to your Alchemist level + a number of d6s equal to the number of the maximum number of experimental elixirs you can create.
2 Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.
10th level. The drinker’s walking speed increases by 20 feet for 1 hour.
3 Resilience. The drinker gains a +1 to AC for 10 minutes.
10th level. The drinker gains a +2 AC and resistance to one damage type of the drinker’s choice for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
10th level. The drinker can roll a d6 and add the number rolled to every attack roll, ability check, and saving throw they make for the next minute.
5 Flight. The drinker gains a flying (hover) speed of 20 feet for 10 minutes.
10th level. The drinker gains a flying (hover) speed of 30 feet for 10 minutes.
6 Transformation. The drinker’s body is transformed as if by the alter self spell or the enlarge/reduce spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
10th level. The drinker’s body is transformed, as if by the polymorph spell. The drinker chooses the form. The form's challenge rating must be no higher than your Artificer level.
(The artificer chooses whether the elixir grants the standard effect or the 10th-level effect when they create the elixir)
7 Enhanced Senses. The drinker gains 60 ft. of darkvision for 1 hour, and adds the Artificer’s Intelligence modifier to Wisdom (Perception) checks
10th level. The drinker gains 120 ft. of darkvision, adds your Intelligence modifier to Wisdom (Perception) checks, and attackers cannot gain advantage on attack rolls against them as a result of being unseen for 1 hour.
(If the drinker already has a range of darkvision, its range increases)
8 Enhanced Mind. The drinker gains advantage on saving throws to maintain concentration on spells. 10th level. The drinker gains advantage on saving throws to maintain concentration on spells and Intelligence, Wisdom, and Charisma checks and saving throws.

Armorer

  • At level 5, you can replace one of your attacks with the casting of an artificer cantrip
 

Battlesmith

  1. Your Steel Defender has AC equal to 13 + PB
  2. At 5, you can replace one of your attacks with the casting of an artificer cantrip.
 

Barbarian

The Berserker subclass is no longer an option and has been assimilated into the class
  1. At 5th level, you gain the Wrathful Challenge Ability
  2. You gain an extra ASI/feat at 6th and 14th level
  3. At 9th level, you gain expertise in Athletics
  4. At 10th level, when you take damage from a creature within melee reach of you, you can use a reaction to make a melee attack against that creature
  Wrathful Challenge. As part of the bonus action you activate rage and as a bonus action on subsequent turns, you can choose to invoke a wrathful challenge. All creatures of your choice that are 10 * your proficiency bonus feet away and aware of you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be forced to target you with their attacks. If they fail by 5 or more, they must use their turn to get into melee range and, if possible, attack with a melee weapon or are considered Frightened (their choice) until the start of your next turn.  

Ancestral Guardian Reworks

  1. You can use your Spirit Shield to reduce damage taken to yourself
  2. At 10th level, you can see into the ethereal plane and see invisible creatures while raging. You can attack and damage creatures on the ethereal plane normally as if you were on the same plane of existence.
 

Beast Reworks

  1. At 3rd level, when you bite a creature, you don't need to be below half HP
  2. At 10th level, you can switch your natural weapon as a bonus action while raging
 

Storm Herald Reworks

Storm AuraDesertSeaTundraStorm Aura Radius
3rd level 1d4 fire damage 1d6 lightning damage 4 temp. HP 10 ft.
5th level 1d6 fire damage 2d6 lightning damage 8 temp. HP 15 ft.
10th level 1d8 fire damage 3d6 lightning damage 12 temp. HP 20 ft.
15th level 1d10 fire damage 4d6 lightning damage 16 temp. HP 25 ft.
20th level 1d12 fire damage 5d6 lightning damage 20 temp. HP 30 ft.
  1. At lvl 3, if you chose desert, you choose who takes damage
  2. At 10th level, as a reaction, you can impose disadvantage on any ranged attack that passes through the area of your Storm Aura feature.

Totem Warrior Reworks

  1. At 3rd level: Bear totems, whenever you enter rage or start your turn in rage, choose a number of damages equal to half your barbarian level rounded up to be resistant to in addition to the normal bludgeoning, piercing, and slashing; Tiger totems can grapple as a bonus action.
  2. At 6th level: Elk totems have advantage on Perception checks; Tiger totems can add 10 ft. to your long jump distance and 3 ft. to your high jump.
  3. At 14th level; If an Eagle totem is falling, you can safely fall a number of feet equal to your walking speed without taking damage
 

Zealot Reworks

  1. At 3rd level, you gain a bonus to Religion, Persuasion, and Intimidation checks equal to your Constitution modifier, and you have advantage on saving throws against being charmed, frightened, and possessed.
  2. At 10th level, once per short long rest, you can cast Speak with Dead, not expending a spell slot or requiring material components
 

Bard

  1. You can swap a number of your bard spells equal to your bard level with other throughout a long rest
  2. You automatically learn Vicious Mockery, not counting towards your spells known
  3. At 6th level, you get Revised Countercharm*,
Revised Countercharm. As a reaction when a creature that can hear you within 30 feet makes a saving throw against being charmed or frightened, you can grant the creature advantage on the roll.  

College of Swords

  1. At 3rd level, replacing your Blade Flourish feature, you gain the Panache feature. You additionally gain proficiency with shields
  2. At 6th level, you can attack twice instead of once when you take the attack action. Moreover, you can cast one of your bard cantrips in place of one of the attacks.
  3. At 14th level, instead of Masterful Flourish, when a creature you can see currently benefitting from your Bardic Inspiration is targeted by an attack roll, you can use your reaction to add your Charisma modifier to their AC against that attack.
*Panache.
Bard LevelPanache DieManeuvers Known
3 2 3
6 3 4
10 4 5
14 5 6
You learn 3 maneuvers of your choice from the Fighter maneuver list, which you can use using panache die, d6s, which you have 2 of. You gain an additional maneuver known and panache die at 6th, 10th, and 14th level. You gain expended panache die back on a long rest, or you can use a bardic inspiration on your turn (no action required) to gain an additional panache die.  

Cleric

Forge

  1. At 2nd level, you may use wisdom for smith's tools
  2. At 6th lvl, in addition to the usual benefits, Forge Domain Clerics can craft, upgrade, or enchant things in half the time
 

Trickery Domain

  1. Trickery Domain Clerics get more thematically appropriate spells*
  2. Blessing of the Trickster lets you reroll a nat 1 once per long rest
Cleric LevelNew Spells
1st minor illusion
3rd silent image, invisibility
5th major image
7th greater invisibility
9th seeming
 

War Domain

WHAT ARE YOU DOING HERE!? THIS IS MY TURF! -B.B.
This is talking about war. War is my thing. Fighting. Fighting with magic. -A.Z.F.
Fineeee. You can consult. -B.B.
Fair. -A.Z.F.
  1. At 2nd level, in addition to the normal benefits, you can use Wisdom instead of Strength or Dexterity for one weapon of your choice, which you touch at the end of a long rest
  2. At 6th level, in addition to the normal benefits, you can attack twice instead of once when you take the Attack action
 

Druid

  1. When in wildshape, you gain temporary hit points equal to your druid level + your proficiency bonus and a bonus to AC equal to your proficiency bonus
  2. Your attacks in wildshape count as magical for overcoming resistances and immunities to damage
 

Circle of Dreams

  1. At 6th level, Tiny Hut is added to your spell list. You can cast Pass without Trace a number of times per long rest equal to your proficiency bonus
 

Circle of the Moon

  1. At 6th level, you can use your Wisdom modifier for attack and damage rolls in wildshape.
  2. At 14th level, you can cast alter self at will, requiring no concentration
 

Fighter

Never underestimate the power of a being who has dedicated its life to mastering the art of warfare.
-Farai
  1. The battle master fighter is no longer an option and has been assimilated into the fighter class.
  2. At 2nd level, you gain the Combat Superiority trait*
  3. At 7th level, you gain the Know Your Enemy trait*
  4. At 9th level, you gain the Revised Indomitable trait in place of the normal one
*Combat Superiority.
Fighter LevelSuperiority Dice NumberManeuvers Known
1-4 2 4
5-8 4 6
9-12 6 8
13-16 8 10
17-20 10 12
You gain superiority dice (d6's) which can be spent on maneuvers, which can enhance an attack in some way. Only one can be used per attack. Maneuvers available are in the Adjusted Maneuvers* list. They are fueled by superiority dice, which recharge in three ways:
  • All expended superiority die are regained on a short or long rest
  • One expended superiority die is regained when you reduce a creature to 0 hit points without using superiority dice
  • If you are out of superiority dice and haven't used any superiority dice within the last round, you automatically regain one superiority die at the end of your turn.
You can swap maneuvers known after a long rest   *Know Your Enemy. At 7th level, You gain proficiency in insight. If you already have proficiency, you gain expertise in insight.   If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. At the end of the minute, you make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. You gain a +1 bonus to your check for each minute spent analyzing it. On a successful Insight, the DM tells you either
  1. if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice
  2. The general ballpark of one of the following characteristics of your choice
  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Number of hit dice
  • Fighter class levels (if any)
In addition, if you succeed in the Insight check by 5 or more, you learn the resistances, immunities, and vulnerabilities of the creature.
On a failed Insight, the target is immune to your Know Your Enemy ability for 24 hours
  *Revised Indomitable.
When you fail a saving throw, you can treat the roll as a 20. Once you use this trait, you cannot do so again until you finish a long rest.   You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.   *Adjusted Maneuvers.
  Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.   Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.   Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.   Brace
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.   Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.   Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.   Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll. The creature must make a Strength saving throw, DC equalling either the attack roll or your Maneuver Save DC, your choice. On a failed save, it drops the object you choose. The object lands at its feet.   Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.   Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC and Dexterity saving throws until you stop moving.   Feinting Attack
You can expend and roll one superiority die to feint, choosing one creature within 5 feet of you as your target. The creature must succeed on a Wisdom (Insight) check against your Strength (Sleight of hand) or Dexterity (Sleight of hand) check, adding the number rolled on the superiority die to the total. If the creature fails, you have advantage on your next attack roll against that creature this turn.   Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.   Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.   Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.   Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.   Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to either
  • Reduce the damage by the number you roll on your weapon die + your Dexterity or Strength modifier (d8 for shield).
  • Increase your AC against that attack by the number you rolled on your superiority die
  Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.   Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is up to one size larger than you, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you or knock it Prone.   Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.   Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.   Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. 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 that deals bludgeoning or slashing damage, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die plus your damage modifier. The damage is of the same type dealt by the original attack.   Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.    

Arcane Archer Reworks

  1. You have a number of shots equal to half your known maneuvers per short rest, and you can use Wisdom or Intelligence for the save DC
  2. At 3rd level, once per short or long rest, you can touch a shortbow or longbow and bond with it. You can summon your bonded bow as a bonus action on your turns, and the bow counts as magical for the purposes of overcoming resistance and immunities to damage. You can only have one bow bonded at a time.
  3. 7th level Arcane Archers don't require physical ammunition for their attuned bows, automatically creating ammunition if there isn't any available. These arrows disappear immediately after hitting or missing their target.
  4. At 10th level, each time you make an attack, you can replace the damage type of your arrow from piercing to acid, cold, fire, lightning, necrotic, poison, psychic, or radiant.
 

Champion Reworks

  1. At 3rd level, in addition to the normal trait, you gain proficiency in Athletics and Acrobatics if you don't already have it. Your speed increases by 5 feet, and you gain a Climbing and Swimming speed equal to your walking speed.
  2. At 7th level, in addition to the normal trait, you gain expertise in Athletics and Acrobatics if you don't already have it. Additionally, you count as one size larger for determining Carrying Capacity. You gain proficiency in Dexterity saving throws if you have not got it already. Your speed increases by 5 feet.
  3. At 10th level, once on each of your turns when you miss with a weapon attack, you may reroll the attack.
  4. At 15th level, If you are subjected to an effect that forces you to make a Dexterity or Strength saving throw to take half damage, you instead take no damage if you succeed and only half if you fail
  5. At 18th level, you regain 10 + con mod at the start of your turn if you are at or under half your health but not unconscious or incapacitated.
 

Eldritch Knight Reworks

  1. At 3rd level, you gain the Arcane Recovery* feature and a Spellbook*(above). Your bonded weapon(s) count as magical for the purposes of overcoming resistance/immunity to nonmagical attacks, and counts as a spellcasting focus. If it is a ranged weapon, it creates the ammunition
  2. At 7th level, as a bonus action, you can replace one weapon attack with the casting of a wizard cantrip
  3. At 15th level, instead of the teleportation from your Arcane Charge being used along with your Action Surge, it can be used as a bonus action.
  4. At 18th level, as a bonus action, you can replace one weapon attack with casting a spell.
*Arcane Recovery. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than your proficiency bonus (rounded up).  

Samurai Reworks

  1. You gain a number of temporary hit points equal to your fighter level and have advantage on Wisdom saving throws for one minute. You can use this a number of times equal to your proficiency bonus each day.
 

Monk

The Way of the Open Hand monk has been assimilated into the monk class as a whole and is no longer an option
  1. You cannot use Quickened Healing optional rule introduced in Tasha's
  2. d10 hit dice instead of d8 (6+con avg HP per level)
  3. You can use Intelligence instead of Wisdom for your Monk traits and save DC's (Called Ki Modifier)
  4. At 2nd level, you gain Revised Martial Arts* and Revised Ki*. You can add your Wisdom modifier to Strength checks and Acrobatics checks.
  5. At 3rd level, you gain immunity to disease, resistance to poison, and have advantage on saving throws against poison, and you gain the revised Deflect Missiles feature: Deflect Attacks*.
  6. At 5th level, then again at 8th, 11th, and 14th level, you gain an additional saving throw proficiency of your choice.
  7. At 5th level, you gain the ability to attempt special strikes: On your turn, you may attempt a special strike (whether that be a stunning strike or slowing strike) a number of times equal to half your proficiency bonus, rounded down. You must use an unarmed strike if you wish to attempt a special strike. If the target succeeds the saving throw against a special strike, they take extra damage from the strike equal to a roll of your martial arts die plus your ki modifier.
  8. At 6th level, then again at 14th level, you gain an extra ASI/feat
  9. At 6th level, your Deflect Attacks works on all damage types. You can deflect multiple attacks with one reaction if the deflect roll reduces enough damage to allow for multiple attacks
  10. At 9th level, you gain the ability to move along and stand on vertical surfaces and across liquids without falling
  11. At 11th level, when you perform a flurry of blows, you can make one additional unarmed attack (3 total attacks)
  12. At 15th level, you can't die of old age unless you want to, and your stillness of mind feature extends to the petrified, paralyzed, and stunned conditions
  13. AT 17th level, you gain the quivering palm* trait
  14. At 18th level, you can either choose to get the Empty Body trait or the Revised Empty Body* trait
  15. At 20th level, your Wisdom or Intelligence (whichever you used to determine Ki) and Dexterity scores increase by 4, as well as your maximums for those scores
*Special Strikes (2 ki each)
  • Stunning Strike: When you hit a creature with an unarmed strike, the creature must succeed a CON saving throw or be stunned until the start of your next turn
  • Slowing Strike: When you hit a creature with an unarmed strike, the creature must succeed an INT or WIS saving throw (your choice) or be slowed* as if by the Slow spell until the start of your next turn
  • Pushing Strike: When you hit a creature with an unarmed strike, the creature must succeed a STR or DEX saving throw (your choice) or be knocked up to 15 feet from you and knocked prone
  • Dulling Strike: When you hit a creature with an unarmed strike, the creature must succeed a CHA saving throw or subtract a roll of your martial arts die from attack rolls and saving throws
*Slowed: -2 penalty to AC and Dex saves; can't use reaction; on its turn, can only move up to half speed and use either an action or bonus action, not both; it can make only one melee or ranged attack during its turn; if the creature casts a spell of 1 action, they have to roll at or above an 11 on a d20 or use an action on a subsequent turn to finish casting the spell or else the spell is wasted.   *Revised Ki
Monk LevelMax Ki PointsKi Regen/Turn
2 4 4
3 5 4
4 6 4
5 8 6
6 9 6
7 10 6
8 11 6
9 13 6
10 14 6
11 15 8
12 16 8
13 18 8
14 19 8
15 20 8
16 21 8
17 23 10
18 24 10
19 25 10
20 26 10
*Revised Martial Arts
Martial ArtsKi CostChanges/Additions
Flurry of Blows (BA) 1 (none)
Focused Aim (NA) 1+ When you would miss an attack roll, you can spend ki up to the half the maximum roll of your martial arts die, each ki spent adding a +1 to the attack roll and Ki Save DC of the attack if it carries a special strike*
Patient Defense (BA) 1 (none)
Step of the Wind 0 (none)
[5th level] Special Strike () 2 (none)
Stance (NA) 1 (none)
Deflect Attacks. At 3rd level, when you take bludgeoning, piercing, or slashing damage from an attack, you can use a reaction to reduce that damage by 1d10 + your Dexterity modifier + your monk level.   If you reduce the damage to 0, as part of the same reaction, you can spend 1 ki point to make an unarmed attack against the creature if it's within range.   If the attack was a ranged attack, you can throw the missile back at the creature if the missile is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 30/90 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.   6th level Deflect Attacks. You can use Deflect Attack against any damage type, and if you're damaged by multiple attacks and the reduction is sufficient to cover one or more, the other is reduced. The ranged attack deals whatever type of damage the original attack dealt.   *Quivering Palm. When you hit a creature with an unarmed strike, you can spend 10 ki points to start imperceptible vibrations in the creature's ki, which last for a number of days equal to your monk level. As an action, you can end these vibrations if you and the creature are on the same plane of existance. When you use this action, the creature must make a CON saving throw, dropping to 0 HP on a failure or taking 55 (10d10) force, psychic, necrotic, or radiant damage on a success.   Ki spent this way cannot be regained except for by a long rest.   Revised Empty Body. You spend one minute reflecting on what has been and what is to be. At the end of the minute, you gain the benefits of the Foresight spell for the next hour. You can do this no more than once per day.   You may still cast Astral Projection without needing material components and you still can't take other creatures with you.  

Ascendant Dragon Reworks

  1. Can use Breath of the Dragon prof bonus/short rest, spending 2 ki to activate it.
  2. Must spend 3 ki at the start of each of your turns after regenerating ki to maintain Aspect of the Wyrm (monk lvl 11, regaining 8 ki/turn: net gain 5 ki)
 

Astral Self Reworks

  1. Must spend 1 ki at the start of each turn after regenerating ki to maintain the basic form (lvl 3, regaining 4 ki/turn: net gain 3 ki)
  2. An additional 1 ki for the Visage (lvl 6, regaining 6 ki/turn: net gain 4 ki)
  3. An additional 1 ki for the body (lvl 11, regaining 8 ki/turn: net gain 5 ki)
  4. An additional 1 ki for the awakening (lvl 17, regaining 10 ki/turn: net gain 6 ki)
 

Four Elements Overhaul

(coming hopefully soon)  

Kensei Reworks

Upon choosing this subclass, you choose to make any weapon your kensei weapon, but the Heavy property disappears whilst you are wielding it. You may replace one of your Flurry of Blows attacks with a melee weapon attack.
  1. Your Kensei's Shot ability uses your martial arts die.
  2. You may select one of the Fighting Styles from the Fighter list. Whenever you reach a level in Kensei monk that grants an ASI, you can switch your Fighting Style
 

Mercy Reworks

  1. At 3rd level, your senses are attuned to the suffering of others. You can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. You can cast Prestidigitation at will, using your Ki modifier for the spellcasting ability.
  2. You may only use hand of healing a number of times per short rest equal to the maximum roll of your Martial Arts Die + your Ki modifier
 

Long Death Reworks

  1. Mastery of death able to be used a number of times equal to half the max roll of your martial arts die per short rest
  2. Touch of the Long Death ki cap is 5 ki
 

Shadow Reworks

  1. Able to cast each spell a number of times equal to half the maximum roll of your martial arts die
 

Paladin

The Oathsworn. You don't want to get on a paladin's bad side. They'll atomize you in mere moments if pushed far enough, and their defenses are like adamantine walls.
-Farai
  • You can use Wisdom instead or Charisma for paladin spells and abilities
  • You can smite on thrown weapons
  • Lay on Hands is altered
Lay on Hands. Instead of removing the poisoned condition and diseases automatically with 5 points from your pool, the creature receiving the healing can remake the save against the poison or disease at advantage. The creature makes one save for all poisons and or diseases.   At 5th level, if you use 20 hit points against a creature afflicted with a curse, instead of healing the creature, you can attempt to remove the curse. The targeted creature then remakes the saving throw against the curse. You may attempt to remove only one curse at a time, and you must know what the curse does and the specifics behind how it functions (i.e. lycans turn into beasts on a full moon).  

Oathbreaker

  1. Renamed to "Oath of Dread"
  2. When you take this oath, you can choose to switch the damage dealt by your divine smite from radiant to necrotic if you so desire
  3. Aura of Hatred empowers fiends and undead within range that you choose to be empowered
  4. Level 20 ability's named Dread Apostle
 

Oath of the Ancients

  1. Nature's Wrath's range is 5 * your paladin level, targets Strength saving throws, and the target must use an Action to attempt to break free

Ranger

The brave souls that strive to protect those who they will never know and explore readily where most others cower in fear... I hold them in the highest regards.
-Farai
  1. The monster slayer subclass is no longer an option and has been assimilated into the class as a whole
  2. At 1st level, you can either choose the TCoE Deft Explorer feature or the revised Natural Explorer* Feature
  3. If you choose Favored Enemy, you don't need to concentrate on hunter's mark if its against a chosen foe, and the extra damage triggers each time you make a successful attack roll, whether from a spell or a weapon.
  4. At 3rd level, you can use a bonus action to identify what resistances, immunities, and vulnerabilities creature you can see within 60 feet has if any.
  5. At 6th level, your Favored Foe Damage, instead of being your weapon damage, you can have the extra damage be: acid, cold, fire, lightning, poison, thunder.
  6. At 7th level, you gain proficiency with Wisdom saving throws
  7. At 10th level, your Favored Foe damage can be necrotic, psychic, or radiant damage.
  8. At 18th level, you gain Blindsight to a range of 30 feet, provided that you aren’t deafened.
*Natural Explorer.On a long rest, upon spending a tenday or more in a terrain (arctic, coastal, desert, grassland, mountain, swamp, or the Underdark), you may mark it as your Favored Terrain. You may have a number of Favored Terrains equal to half your proficiency bonus.
You can swap an old Favored Terrain for a new one that meets the requirements above on a long rest. You cannot gain a Favored Terrain if you aren't in the terrain.
When you make an Intelligence or Wisdom check related to your favored terrain, you have advantage on the roll.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area
 

Horizon Walker Reworks

  1. At 3rd level, once per turn, you can turn the damage you do from a weapon attack into force damage and you deal an extra 1d6 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d6
  2. At 15th level, the etherealness spell's duration extends to 1 minute, and moving up or down doesn't cost extra movement.
 

Gloom Stalker Reworks

  1. At 7th level, instead of the usual trait, you have advantage on Wisdom saves and saving throws made to maintain concentration.
 

Hunter Reworks

  1. At 3rd level, when you cast Hunter's Mark, you can choose any damage type for the extra damage to deal. You have advantage on Constitution saving throws made to maintain concentration on a spell. You can use martial stances, and ranger counts as a martial class for you. Instead of gaining additional reactions at 7th and 15th levels, you gain additional reactions at 4th, 9th, and 15th.
  2. At 7th level: If you choose Escape the Horde, you can instead take the Disengage action as a bonus action; If you choose Steel Will, you have advantage on Wisdom saving throws; If you choose Multiattack Defense, instead of gaining a +4 bonus when triggered, you gain a bonus to your PB for all attacks the creature makes against you until your next turn.
  3. At 11th level, you additionally gain proficiency in Constitution saving throws
 

Swarmkeeper Reworks

Additional Spells
You learn additional spells, which don't count against your spells known.
Ranger LevelNew Spell
3rd Animal Friendship
5th Misty Step
9th Conjure Animals
  1. Your Gathered Swarm can move you a number of feet equal to 5 * the sum of your PB and half your Wisdom modifier (rounded up). This movement doesn't provoke opportunity attacks. The damage dealt by your swarm counts as magical
  2. At 7th level, when you use the Writhing Tide feature, you gain a fly (hover) speed of 5 * your PB modifier and half your wisdom modifier (rounded up)
 

Rogue

The thief subclass has been removed and assimilated into the route class.
  1. Shields are added to your proficiency list
  2. Instead of getting the normal Steady Aim at 3rd level, you get the revised Steady Aim*
  3. At 3rd level, you can use your bonus action to make a Sleight of Hand check, use your thieves' tools, or take the Use an Object action. You gain a climbing speed equal to your walking speed, and when you take a running long jump, the distance covered increases by a number of feet equal to your Dexterity modifier.
  4. At 5th level, you can make two attacks when you take the attack action (Extra Attack)
  5. At 13th level, you ignore all class, race, and level requirements on the use of magic items. Your Sneak Attack dice go up to d8's
  6. At 17th level, you can attune to up to 5 items at once
*Steady Aim. As a bonus action, if you have not moved more than half your speed during this turn, you give yourself advantage on the next attack roll you make, and your speed is halved.  

Assassin Reworks

  1. At 3rd level, in addition to the normal features, you gain a bonus to initiative equal to your Intelligence or Wisdom modifier.
  2. At 9th level, in addition to the normal feature you only need to spend 72 hours and 25 gold pieces to create a false identity, following the rules for Infiltration Expertise. You can make special poison* by spending 1 hour and 5 gp to make a number of doses equal to your proficiency bonus. You can apply poison to weapons or ammunition as a bonus action.
  3. At 13th level, in addition to the other feature, treat rolls of a 1 on your sneak attack as a 2
Special Poison. Once applied to a weapon, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon, it must succeed a Constitution saving throw (DC equals 8 + your Intelligence or Wisdom modifier + your proficiency bonus) or be poisoned for one minute and take a number of d6s of poison damage equal to your proficiency bonus, taking half damage and not being poisoned on a successful save. A creature must repeat the Constitution saving throw at the start of each of its turns. After three successful saves, the poisoned condition ends.  

Inquisitive Reworks

  1. At 3rd level, in addition to the other features, you gain expertise in Insight, Perception, or Investigation
  2. At 13th level, you can use your action to gain the benefits of the detect magic spell, as well as the listed benifits. You can use this and Unerring Eye a number of times equal to your proficiency bonus per day, instead of a number of times equal to your Wisdom modifier.
 

Mastermind Reworks

  1. At 3rd level, in addition to the other feature, you gain expertise in either Deception, Performance, or Persuasion
  2. At 9th level, if you complete your Insightful Manipulator, you have advantage on all Deception and Persuasion checks to influence the target. Additionally, a number of times equal to your Charisma modifier (a minimum of one) per long rest, if you spend 1 minute conversing with the creature, you can force it to make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your charisma modifier). On a failure, the creature is charmed by you for one hour or until you or one of your allies attack it. When the effect ends or the target succeeds, it has no idea you tried to influence it. Once this feature is used on a target, they are immune to this effect for 24 hours.
 

Scout Reworks

  1. At 3rd level, you can use your reaction to move up to half your speed when an enemy moves within 15 feet of you instead of when an enemy ends their turn. You gain a Swimming speed equal to your walking speed. You gain a bonus to initiative checks equal to your Wisdom modifier
 

Soulknife

  1. At 3rd level, your primary psychic weapon’s damage die is a d6, and your secondary psychic weapon damage die is a d4.
  2. At 3rd level, once per turn, when you deal psychic damage to a creature with sneak attack, you can add additional d6s by spending psychic energy dice. You learn the Message cantrip and can cast it without components. You can touch a creature, expend a psionic energy die, and learn one language that they speak for a number of hours equal to 2 + the number rolled on the psionic energy die.
  3. At 9th level in this class, the primary psychic weapon’s damage die is a d8 and the secondary psychic weapon’s damage die is a d6
  4. Psychic Teleportation allows you to teleport as a bonus action up to 60 feet without expending a psychic energy die
 

Sorcerer

Ah yes, sorcerers. They are the best magic users hands-down. I'm not biased at all. Ever. Yes, I'm a sorcerer. Why do you ask?
-Bipbap the Incredibly Powerful
  1. The Wild Magic subclass has been removed. Instead, it has been assimilated into the class as a whole
  2. At 14th level, you can roll twice on the Wild Magic Surge table and use either number
Wild Magic Surge. Once per turn, when you expend a sorcery point, roll a d20. If you roll at or below the total number of sorcery points you have expended since a long rest, a wild magic surge happens. It resets when you regain sorcery points.  

Draconic Bloodline

Additional Spells
You learn additional spells, which don't count against your spells known:
Sorcerer LevelSpell 1Spell 2
1st level Cause Fear Chromatic Orb
3rd level Alter Self Dragon's Breath
5th level Fear Fly
7th level Polymorph
9th level Passwall Summon Draconic Spirit
 

Shadow Magic

  • At 3rd level, you can see through magical darkness.
  • At 6th level, the Hound of Ill Omen has temporary hit points equal to your sorcerer level, an AC equal to your spell save DC, an attack bonus equal to your spell attack modifier, and uses your spell save DC for knocking creatures prone.
Additional Spells
You learn additional spells, which don't count against your spell known:
Sorcerer LevelSpell 1Spell 2
1st level Cause Fear Ray of Sickness
3rd level Darkness* Blindness/Deafness
5th level Animate Dead Fear
7th level Blight Shadow of Moil
9th level Contagion Enervation
*Shadow Sorcerers already learn Darkness at 3rd level, so that is included  

Storm Sorcery

Additional Spells
You learn additional spells, which don't count against your spells known:
Sorcerer LevelSpell 1Spell 2
1st level Thunderclap Thunderwave
3rd level Gust of Wind Shatter
5th level Call Lighting Fly
7th level Storm Sphere Conjure Minor Elementals
9th level Destructive Wave Maelstrom

Warlock

The Undying is no longer an option and has been assimilated into The Undead
  • You can swap one of your warlock spells with another warlock spell throughout a long rest
  • You learn Eldritch Blast, which doesn't count against your spells known, and deals a specific damage type determined by your patron. If it deals multiple damage types, you can choose each time you cast the spell.
  • You can use Intelligence, Wisdom, or Charisma for spellcasting and anything that ordinarily requires Charisma in the warlock's features, instead of just Charisma
PactDamage Type
Archfey Acid, Psychic, or Thunder
Celestial Fire or Radiant
Fathomless Acid, Cold, or Psychic
Fiend Cold, Fire, or Poison
Genie Bludgeoning (dao), Thunder or Lightning (Djinni), Fire (Efreeti), Cold (Marid)
Great Old One Cold, Necrotic, or Psychic
Hexblade Bludgeoning, Piercing, Slashing, or Necrotic
Undead Acid, Necrotic
 

Great Old One

  1. You know the spells on the new spell list*, and they don't count against your spells known or require material components
  2. At 1st level, your telepathy is out to 60 feet, and the creature may telepathically speak back if you allow them. At 6th, 10th, and 14th, it increases by 30 feet.
  3. At 6th level, you can cast Hunger of Hadar and Detect Thoughts once per long rest each.
  4. At 10th level, you gain immunity to effects that would charm or frighten you. Your thoughts can't be read unless you allow it. Whenever a creature that you can see deals damage to you, you can use your reaction to deal your warlock level in psychic damage to them. You ignore resistance to psychic damage
Warlock LevelSpell
1st dissonant whispers, hideous laughter
3rd phantasmal force, tasha's mind whip
5th hypnotic pattern, sending
7th black tentacles, summon aberration
9th dominate person, synaptic static

Eldritch Invocations

Assume they’re the same except for the written changes. Some of these are clarifications.  
Ascendant Step
Levitate doesn’t require concentration for you. You gain the benefits of a Ring of Feather Falling.  
Beast Speech
You gain advantage on Animal Handling checks and other checks made to influence beasts.  
Beguiling Influence
You gain expertise in either Deception or Persuasion and are proficient in the other.  
Cloak of Flies
You can use this invocation a number of times equal to your proficiency bonus every long rest.  
Eyes of the Rune Keeper
You understand the literal meaning of all writing.  
Investment of the Chain Master
Addition: The familiar gains extra HP equal to your warlock level.  
Master of Myriad Forms
Alter Self doesn’t require your concentration.  
Spellblade
5th level Pact of the Blade Invocation
When you cast a cantrip as your action, you can make one attack with your pact weapon as your bonus action.  

Wizard

  • If you select a school of magic for your subclass, you must learn a spell of that school each time you level up unless there is none of the school available at your level.

Abjuration Wizard

  1. At 6th level, as a part of the projected ward feature, if an abjuration spell you can cast has a range of self, you can cast it on a creature within your projected ward radius. For example, you can cast shield on an ally that would be hit with an attack roll
  2. At 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell, you add twice your proficiency bonus to that ability check. Your projected ward radius increases to 60 feet.
  3. At 14th level, you additionally gain resistance to the damage of spell-like abilities, and have advantage on saving throws against spell-like abilities.
 

Bladesinger Wizard

  1. At 6th level, the cantrip you replace an attack with must be a wizard cantrip.
  2. At 7th level, you gain an additional reaction, to a total of 2 reactions. You can still only cast one spell with your reaction per round. You gain third reaction at 14th level, with the same restriction.

Enchantment Wizard

  1. Your hypnotic gaze has a range of a number of feet equal to 5 times your proficiency bonus

Illusion Wizard

  1. At 6th level, creatures have disadvantage on Intelligence checks to perceive illusions created by you
  2. Illusory self recharges when you expend a spell slot of second level or higher to cast an illusion spell

Necromancer Wizard

  1. At 5th level, you learn Animate Dead
  2. At 6th level, your undead thralls add your proficiency bonus to their attack rolls, damage rolls, and AC. Instead of making a zombie or skeleton, you can do an hour ritual to raise a special undead thrall, picking what is appropriate from the table below. The creature cannot have a CR greater than 1/4 of your wizard level. You may only have one of these thralls under your control at a time.
  3. At 10th level, you learn and can cast Raise Dead. If the check is successful, the creature is always a Reborn
  4. At 14th level, you learn and can cast Resurrection. If the check is successful, the creature is always a Reborn
CRCreature
1 Boneless, Ghoul
2 (8th level) Ghast
3 (12th level) Phantom Warrior, Wight
4 (16th level) Ghost
5 (20th level) Greater Zombie, Wraith

Transmutation Wizard

  1. At 2nd level, you gain the Revised Minor Alchemy* trait, and you gain proficiency in Alchemist's supplies. If you already have proficiency in Alchemists' Supplies, you may select another artisan's tools. You learn the Cure Wounds spell and always have it prepared. It is a wizard spell for you, but it is not compatible with Spell Mastery and other wizards cannot scribe it into their spellbooks.
  2. At 6th level, you can spend 1 hour creating a Transmuter's Stone*, choosing a number of benefits up to your half proficiency bonus (round up). You can benefit from the stone yourself or give it to another creature. A creature gains the benefit(s) selected as long as the stone is in the creature's possession. Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.
*Revised Minor Alchemy. You may use your action to perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. It ends after one hour, or if you choose to end it as an action. You can do this a number of times per long rest equal to your Intelligence modifier.
*Transmuter's Stone. You may select from the following benefits:
  • Darkvision out to a range of 60 feet. If the creature benefitting already has darkvision, it extends by 60 feet.
  • Movement speed 10-foot increase while the creature is unencumbered
  • Proficiency in Constitution saving throws
  • Water breathing.
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit). You may choose this benefit more than once to gain multiple resistances.
  • +1 to Perception checks
  • +1 to Initiative checks
  • Altered appearance as per the guidelines of the Alter Self spell
If a creature holds your Transmuter’s Stone when it shapeshifts into a different creature (such as by the Polymorph spell), and the carried Transmuter’s Stone merges with the new form, the creature retains the ability to audibly speak languages known in its normal form (even if the form lacks mouth, tongue, teeth, lungs, etc). The Transmuter Stone’s holder can gain the stone’s benefits as normal while the stone is merged into the new form as if the creature were carrying the stone.  

Prestige Classes

Prestige classes are supplements to a character's primary class at 6th level they can take so long as they meet and continue to meet the prerequisites. A character's level in a prestige class equals their level in their primary class. A character may not have more than one prestige class. The character's level in the prestige class is equal to the number of levels they have in their primary class.   If you take a prestige class, you cannot have levels in another class other than your primary class surpassing half your level in a primary class. For example, a character with 6 levels in Sorcerer (primary class) and 4 levels in other class(es) cannot take the prestige class of Hemomancer until they meet the requirement.   Features from a prestige class come at levels 6, 9, 12, 15, and 18.   THESE ARE OPTIONAL RULES THAT MUST BE EXPLICITLY CLEARED BY YOUR DM.  

Antimage

Prerequisite: A primary class that doesn’t grant access to the Spellcasting feature or Pact Magic feature, the Mage Slayer feat Antimages are specialized warriors against spellcasters, fervent in their hunt for those who seek to exploit the arcane for undue power. Their Ardor can negate the magic of others. Any spellcasting from this class can use Constitution, Intelligence, Wisdom, or Charisma for their spellcasting ability, and doesn't require material components.  

Spell Cleanse

At 6th level, you can cast dispel magic. You gain a number of temporary hit points equal to twice the level of the highest level spell you end.   You can cast dispel magic in this way a twice per long rest. You gain an additional use of this feature at each level where you gain a new Antimage feature.
Antimage LevelSpell Cleanses per long rest
6 2
9 3
12 4
15 5
18 6

Greater Spell Cleanse

At 9th level, you can cast counterspell in place of dispel magic.  

Magic Resistant

At 12th level, you have advantage on saving throws against spells and other magical effects.  

Spell Turning

At 15th level, when you roll a 20 or succeed by 10 or more on a save against a spell of 7th level or lower, the spell has no effect on you and instead targets the caster as if they had targeted themselves.  

Magical Deadzone

At 18th level, once per long rest, you can cast antimagic field, and have advantage on saving throws to maintain concentration on it.  

Hemomancer

Prerequisite: Primary class a full-caster (bard, cleric, druid, sorcerer, warlock, or wizard) and Proficiency in Constitution saving throws
  Hemomancers draw on their own vitality to empower their spells. The primary resource for this prestige class is hit dice. Any hit point maximum reduction from this class ends upon the completion of a long rest, and hit dice are regained at the end of a long rest as in the normal game. Your hemomancer hit die is the hit die of your primary class.  

Spell Empowerment

At 6th level, once a turn when you cast a spell, you can expend and roll a number of hemomancer hit dice up to a maximum of your proficiency bonus. Your hit point maximum is reduced by the total rolled. You can then empower the spell in one of the following ways:
  • If the spell requires a saving throw, you can increase the spell save DC for up to a number of creatures equal to your Constitution modifier (minimum of 1) by the number of hit die expended.
  • If the spell deals damage, you can increase the damage for one target by the total rolled on the hit die.
  • If the spell has a duration of 1 minute or longer, you can double it, up to a maximum duration of 24 hours.
 

Sacrificial Surge

At 9th level, as a reaction when you take damage, you can expend and roll any number of hemomancer hit die you have. You can then cause one of the following effects to happen:
  • One creature of your choice you can see within 60 feet of you has to make a Constitution saving throw against your spell save DC. On a failed save, they take psychic or necrotic damage (your choice) equal to the total rolled. On a success, they take half the damage. The creature automatically fails if it caused the damage that triggers this reaction. Your hit point maximum is reduced by the amount of damage the creature takes.
  • You regain one spell slot with a level equal to half the amount of hit dice expended, and your hit point maximum is reduced by a total rolled.
 

Bloodweaver's Resilience

At 12th level, as a reaction when you are damaged, you can expend and roll a hemomancer hit die. The damage is reduced by the number rolled plus your spellcasting ability modifier.  

Metabolic Resilience

Starting at 15th level, if you start your turn below half health, you can expend a hit die and gain temporary hit points equal to half your Hemomancer level.  

Siphon Life

At 18th level, when you kill a creature with a spell, you can choose to either gain a number of temporary hit points or regain a number of hit points equal to your Hemomancer level plus the amount of hit dice that creature had. Once you do so, you cannot do so again until you finish a long rest.  

Slayer

Prerequisite: Primary class of Barbarian, Fighter, Paladin, Ranger, or Rogue, and one or more of the following feats: Crusher, Great Weapon Master, Piercer, Polearm Master, Savage Attacker, Sentinel, Sharpshooter, Shield Master, Slasher   Slayers are masters of focusing their brutal efforts on one target at a time, using divination magic along with exceptional martial training to hunt down their enemies. Any spellcasting from this class can use Constitution, Intelligence, Wisdom, or Charisma for their spellcasting ability, and doesn't require material components.  

Mark of Death

At 6th level, you learn how to focus your mind on a single target. You can cast the spell Hunter's Mark, not requiring concentration.   You can cast Hunter's Mark in this way twice per long rest. You gain one additional use of this feature each time you gain a new Slayer feature.
Slayer LevelMarks of Death per long rest
6 2
9 3
12 4
15 5
18 6
 

Eye for an Eye

At 9th level, as a reaction when a creature currently affected by your Mark of Death feature within your melee range deals damage to you, you can make an attack against them at advantage. You can use this reaction this a number of times per long rest equal to the amount of times you can use your Mark of Death feature.  

Deadly Precision

At 12th level, your Mark of Death reveals to you ways you can quickly overcome foes: your critical hit range increases by 1 against a creature currently affected by your Mark of Death feature. For example, if you normally critically hit on a d20 roll of 20, you critically hit on a roll of 19 or 20 against a creature you have your Mark of Death on.  

Lethal Momentum

At 15th level, once per turn, if you have advantage on a attack roll against a creature currently affected by your Mark of Death feature and miss, you can make another attack against that creature without advantage.  

Unyielding

At 18th level, as a reaction when you are reduced to 0 hit points but not killed outright while a creature currently affected by your Mark of Death is in sight, you regain hit points equal to your slayer level plus your Constitution modifier. You can use this ability once per long rest.  

Zealot

Prerequisite: Primary class of cleric, paladin, or warlock, and Expertise in the Religion skill or the Inspiring Leader feat   Zealots are those who are granted arcane power from an external and greater source and seek to uphold the ideals of and further the goals of what gives them power, protecting those who stand by them and punishing those who stand against them. Your primary resource for this prestige class is Zealot Empowerment.  

Zealous Empowerment

At 6th level, as a bonus action, you touch one willing creature and grant it temporary hit points equal to 1d6 plus your Zealot level.   You can use your Zealous Empowerment twice before finishing a long rest. You gain an additional use of this feature at each level where you gain a new Zealot feature.
Zealot LevelZealous Empowerment per long rest
6 2
9 3
12 4
15 5
18 6

Righteous Fury

At 9th level, you empower your and your allies' attacks with your zealous fervor: you can expend a use of your Zealous Empowerment to gain advantage on an attack roll or deal extra damage when you hit with an attack roll equal to a number of d6s equal to how many times you can use Zealous Empowerment per long rest. Additionally, if an ally you can see within 60 feet makes an attack or hits with an attack roll, you can use a reaction to grant them either of the benefits you would gain from this feature.  

Bolstering Ward

At 12th level, when you or an allied creature you can see within 60 feet of you takes damage, you can use a reaction to expend a use of your Zealous Empowerment to reduce the damage by 4d6. When you grant creatures temporary hit points from your Zealous Empowerment feature, you now grant temporary hit points equal to 2d6 plus your Zealot level.  

Unshakable Resolve

At 15th level, if a creature has temporary hit points from your Zealous Empowerment feature, they add your spellcasting ability modifier to damage rolls. You have advantage on saving throws against being charmed or frightened.  

Resurgence

At 18th level, whenever a creature you can see within 60 feet of yourself is reduced to 0 hit points but isn't killed outright, you can expend a use of your Zealous Empowerment to have them instead drop to 1 hit point and use Zealous Empowerment on them without needing to touch them.

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