5e Remastered - GM Binder

Download as pdf or txt
Download as pdf or txt
You are on page 1of 13

5e Remastered

Change Log V 1.3


Core Rules Additional ASI at 10th level to help with MADness and
Two Light weapons can now be drawn at once give option for Feats
Gave Whip ability to be used for grapples with limitations Debilitating Strike replaces Stunning Strike; uses slow
Dual Wielder now gives an additional attack with off-hand spell as debuff and has Wis mod uses per short rest. No Ki
weapon during the Attack action. Added level requirement cost
Elemental Adept adds spell casting mod to one damage Additional attack per Attack action at 13th level to help
roll instead of making 1’s 2’s, but not if you already add it even out their damage curve with other classes.
from another source Kensai gain proficiency with all martial weapons w/ same
Sharpshooter now doubles all ranges instead of ignoring limitations as before; added glaive as possibility
disadvantage at long range; gives a bonus to hit against When using a Kensai weapon, your Martial Arts die is
those in cover instead of ignoring cover considered one die type higher for weapon attacks and
SS and GWM have a level requirement maneuvers, max d12.
Shield Master now adds shield bonus to all Dex saves (not Open Hand Monk given some quality of life updates
just only targeting you) and can don/doff shield as a bonus Paladin
action Gave a second use of Channel Divinity at level 15.
Barbarian Ranger
Berserker 6th lvl feature given to all Barbs at 7th lvl, new Are prepared casters
13th lvl feature give them some AoE and helps give some Favored Foe no longer requires concentration starting at
extra damage to keep up in later tiers of play lvl 6
Battlerager and Storm Herald quality of life changes: Land's Stride grants bonus action dash
spiked armor from any armor, allows heavy armor use to Vanish grants expertise in stealth or another skill available
not interfere with Rage; changed scaling for Storm Herald at level one Ranger
to scale alongside PB Quality of life updates for Beast Master and Hunter. Not
Battlerager now makes spikes magical for the purposes of meant as a total “fix”
immunity and resistances
Sorcerer
Bard Gave more sorc points and changed creating spell slots to
Countercharm gives an immediate save at advantage recover expended spell slots to avoid Coffelock
when used. interactions from being too much.
Druid Additional spells known equal to proficiency modifier;
Land Druids add Wis mod to cantrip damage at level 10. subclasses give 5 additional spells known meaning a
slight nerf to Aberrant Mind and Clockwork Soul
Fighter Warlock
Additional use per rest to Second Wind at 17th level and Gave Eldritch Blast at level 1 for free.
you add Con mod to the roll. Increased the power of Pacts to help alleviate Invocation
Combat Maneuvers are now base Fighter; starts with tax, specifically Agonizing Blast
three manuevers and three d6s Pact of the Blade grants Extra Attack at 6th level and with
Gain additional skill proficiencies at 3rd & 10th level a third attack at 13th
Defy Death replaces Indomitable at 9th level Dissolved Hexblade into three invocations and Pact of the
Indomitable is now at 13th level and gives half proficiency Blade. Changed Thirsting Blade since the PotB update
to non-proficient saving throws. As written, this includes invalidates it
death saves. Can also use superiority dice to add to non- Updated a Sculptor of Flesh and Thief of Five Fates to
death saves give a free use per long rest instead
Get 4th attack at 17th level, new capstone
Gave Arcane Archer an +1 use per rest at 10th level Optional Rules
Gave Champion +1 superiority dice at 10th level since Updated multiclass requirements: 1 stat = 15's, 2 = 13's
combat maneuvers are now base fighter Equipped weapon slots and ASI progression
Monk Limited number of SR per day but LR have been buffed...?
Additional ki equal to Wis mod; can make one unarmed
attack when using Step of the Wind or Patient Defense
Gave Combat Maneuvers but use Ki instead of superiority
dice; know fewer maneuvers
Deflect Missile uses ki to deflect and reaction to throw

Change Log
2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Revised Weapons
Weapon Cost Damage Weight Properties
Simple Melee Weapons
Dagger 2 gp 1d4 piercing 1 lb. Concealable, finesse, light, thrown (20/60)
Simple Ranged Weapons
Dart 5 cp 1d4 piercing 1/4 lb. Concealable, finesse, thrown (20/60)
Sling 1 sp 1d4 bludgeoning -- Ammunition (30/120), concealable
Martial Melee Weapons
Flail 10 gp 1d6 bludgeoning 4 lb. Special
Halberd 20 gp 1d8 slashing 6 lb. Heavy, reach, special, two-handed
Morningstar 15 gp 2d4 piercing 4 lb. Special
Pike 5 gp 1d10 piercing 13 lb. Heavy, reach, special, two-handed
Whip 2 gp 1d4 slashing 3 lb. Concealable, finesse, reach, special
Martial Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb. Ammunition (25/100), concealable, loading, special

Weapons
Whip. When taking the grapple action, you may grapple a
Weapon Properties creature within 10 feet of you using the whip; you cannot
Light. A light weapon is small and easy to handle, making it attack with the whip as long as it's grappling a creature. A
ideal for use when fighting with two weapons. Whenever you creature grappled in this way does not have their movement
would draw a weapon with the Light property, you may draw speed reduced to zero, but cannot willingly move more than
a second weapon with the Light property. 10 feet away from the grappler.
Concealable. This weapon may be concealed. Special Materials
Adamantine. Equipment made from adamantine can’t be
Special Weapon Properties destroyed or damaged and doesn’t suffer from wear. Armor
Blowgun. If you make a weapon attack using a blowgun made or reinforced with this material turns any critical hit
while hidden, you do not give away your location if the attack against you into a normal hit. Weapons made from it deal
misses. Additionally, if you have darts, you can use them as double damage to structures and objects.
the ammunition for the blowgun. A blowgun using darts as
ammunition deals 1d4 piercing damage. Mithral. Equipment made from mithral weighs only half as
much and has no Strength requirement. Additionally, armor
Flail. When you make a melee weapon attack using a flail made of it doesn’t impose disadvantage on Dexterity (Stealth)
against a creature, you ignore any bonus to AC that creature checks when it otherwise would. Small creatures do not
gains from using a Shield. have disadvantage on attack rolls with heavy weapons
made of mithral.
Halberd. When making an attack using a halberd, you may
change its damage type to bludgeoning or piercing. Concealment†
Additionally, when you make a melee attack against a
prone creature with this weapon you may deal 1d12 instead You may conceal a number of weapons on your person equal
of 1d8 and do not suffer disadvantage for attacking from to your Sleight of Hand modifier. Only weapons with the
more than 5 ft away. Concealable property may be concealed. These weapons can
be discovered if a creature makes an Intelligence
Morningstar. When making an attack using this weapon, you (Investigation) check while physically checking you. The DC
may change its damage type to bludgeoning instead. for this check is 8 + your Sleight of Hand modifier. While
concealed, weapons are sheathed and strapped to your
Pike. The reach property of this weapon adds 10 ft to your person and cannot be utilized in combat until they’re
reach instead of 5 ft. You have disadvantage when you use a removed from their hiding places, which requires an Action
pike to attack a target within 5 feet of you. per weapon.
Part 1 | Weapons
3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Feats Revised
Dual Wielder Obscurantist†
Prerequisite: At least 4th level You have the ability to find hiding places that others would
not. You gain the following benefits:
You have mastered fighting with two weapons, gaining the
following benefits: You gain proficiency in the Sleight of Hand skill if you are
not already.
You gain a +1 bonus to AC while you are wielding a You have advantage on Dexterity (Sleight of Hand) checks
separate melee weapon in each hand. made to hide small objects.
You can use two-weapon fighting even when the one- You may treat shortswords, light hammers, or clubs as if
handed melee weapons you are wielding aren't light. they had the Concealable trait.
You can draw or stow two one-handed weapons when you You may draw a weapon from concealment as an
would normally be able to draw or stow only one. interaction once per turn.
When you take the Attack Action on your turn and attack
with a melee weapon in one hand, you can make one extra Sharpshooter
attack as part of the same Action with a different melee
weapon in the other hand. You can make this extra attack Prerequisite: At least 4th level
only once on each of your turns. You have mastered ranged weapons and can make shots that
Elemental Adept† others find impossible. You gain the following benefits:
Prerequesite: The ability to cast at least one spell All ranges for ranged weapons are doubled. For example,
a dart has a normal range of 20 feet and a long range of
When you gain this feat, choose one of the following damage 60 feet; with this feat, the normal range would be 40 feet
types: acid, cold, fire, lightning, or thunder. Spells you cast and a long range of 120 feet.
ignore resistance to damage of the chosen type. Your ranged weapon attacks gain an additional +2 to hit
In addition, when you roll damage for a spell you cast that against targets behind cover.
deals damage of that type, and you would not otherwise add Before you make an attack with a ranged weapon that you
an ability modifier to that attack, you can add damage to one are proficient with, you can choose to take a -5 penalty to
of the damage rolls equal to your spellcasting modifier the attack roll. If the attack hits, you add +10 to the
attack's damage.
Great Weapon Master
Shield Master
Add the following to the feat:
You use shields not just for protection but also for offense.
Prerequisite: At least 4th level You gain the following benefits while you are wielding a
[. . .] shield:
Mage Slayer As a bonus action, you can try to shove a creature within 5
feet of you with your shield.
You have practiced techniques useful in melee combat If you aren't incapacitated, you can add your shield's AC
against spellcasters, gaining the following benefits: bonus to any Dexterity saving throw you make against a
When a creature within 5 feet of you begins to cast a spell, spell or other harmful effect as if you had cover.
you can use your reaction to make an opportunity attack If you are subjected to an effect that allows you to make a
against that creature. When you do, they must Dexterity saving throw to take only half damage, you can
immediately make a Constitution saving throw against a use your reaction to take no damage if you succeed on the
DC of 10 or half the damage, whichever is higher. On a saving throw, interposing your shield between yourself
failure, the creature's spell fails and has no effect. and the source of the effect.
You have advantage on saving throws against spells cast Additionally, you may now don or doff a shield as a bonus
by creatures within 5 feet of you. action.
When you damage a creature that is concentrating on a
spell, that creature has disadvantage on the saving throw
it makes to maintain its concentration.

Part 2 | Feats
4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Classes Revised
Barbarian Path of the Storm Herald
The Berserker subclass has been removed. Replace the listed features with the following:
Mindless Rage Storm Aura (3rd level)
Beginning at 7th level, you can’t be charmed or frightened Desert
while raging. If you are charmed or frightened when you When this effect is activated, each creature of your choice in
enter your rage, the effect is suspended for the duration of your aura takes 2 fire damage. The damage increases when
the rage. you reach certain levels in this class, increasing to 3 at 5th
Unstoppable Force level, 4 at 9th level, 5 at 13th level, and 6 at 17th level.
Beginning at 13th level, whenever you have advantage on a Sea
melee weapon attack roll and hit, you deal damage equal to
your Strength Modifier plus your Rage Damage to all When this effect is activated, you can choose one other
creatures within your reach (typically 5 feet) if the lower of creature you can see in your aura. The target must make a
the two d20 rolls would also hit the target. Dexterity saving throw. The target takes 1d6 + Rage Damage
lightning damage on a failed save, or half as much damage on
Path of the Battlerager a successful one. The damage dice increase when you reach
certain levels in this class, increasing to 2d6 at 7th level, 3d6
Battlerager Armor at 12th level, and 4d6 at 17th level.
When you choose this path at 3rd level, you gain the ability to Tundra
use spiked armor (see the “Spiked Armor” sidebar) as a When this effect is activated, each creature of your choice in
weapon. You can create a set of spiked armor out of any set of
armor, provided you have the materials. Bone, metal, wood, or your aura gains 2 temporary hit points, as icy spirits inure it
other resilient material can be used to form the spikes, which to suffering. The temporary hit points increase when you
are attached either directly to the armor or affixed to external reach certain levels in this class, increasing to 3 at 5th level, 4
pieces of leather. at 9th level, 5 at 13th level, and 6 at 17th level.
When you rage, if you are wearing spiked armor, you can Raging Storm (14th level)
make one melee weapon attack with your armor spikes
against a target within 5 feet of you. If the attack hits, the Desert
spikes deal 1d4 piercing damage. You use your Strength Immediately after a creature in your aura hits you with an
modifier for the attack and damage rolls. On subsequent attack, you can use your reaction to force that creature to
turns, you may make this attack as a bonus action on your make a Dexterity saving throw. On a failed save, the creature
turn. takes fire damage equal to half your barbarian level plus your
Additionally, when you grapple a creature, the target takes Constitution modifier, or half as much on a success.
piercing damage equal to your proficiency modifier if your
grapple check succeeds.
Bard
Battlerager Training
At 3rd level, you gain proficiency with heavy armor. Countercharm
Additionally, heavy armor does not interfere with any of Add the following to the end of the feature:
your Barbarian class features. As part of the same action used to start Countercharm,
choose an ally under the effects of the Charmed or
Reckless Abandon Frightened condition. They can immediately make an
Beginning at 6th level, when you use Reckless Attack while additional saving throw against the effect at advantage.
raging, you also gain temporary hit points equal to your
Constitution modifier (minimum of 1). They vanish if any of Druid
them are left when your rage ends.
As well, any damage dealt by your spiked armor, including Circle of the Land
the attack granted by the Battlerager Armor feature, counts
as magical for the purpose of overcoming resistance and Nature's Ally
immunity to nonmagical attacks and damage. Replace Nature's Ward
When you reach 10th level, you can’t be charmed or
Battlerager Charge frightened by elementals or fey, and you are immune to
Beginning at 10th level, you can take the Dash action as a poison and disease. Additionally, you may add your Wisdom
bonus action. Additionally, when you enter your rage, you may modifier to one damage roll of damage you deal with any
move up to half your movement as part of the same bonus druid cantrip you cast with a casting time of one action.
action.
Part 3 | Classes - Barbarian/Bard/Druid
5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fighter Champion
The Battle Master subclass has been removed due to the Add the following feature to the subclass:
addition of Combat Superiority to the base Fighter. Combat Expertise
Second Wind At 10th level, you gain an additional superiority dice.
You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a Monk
bonus action to regain hit points equal to 1d10 + your
Constitution modifier + your fighter level. Ki
Once you use this feature, you must finish a short or long Replace the first paragraph and add the following to the end
rest before you can use it again. Starting at 17th level, you of the Patient Defense/Step of the Wind features:
can use it twice before a rest. Starting at 2nd level, your training allows you to harness the
Combat Superiority mystic energy of ki. Your access to this energy is represented
by a number of ki points. You gain a number of ki points
All fighters gain this feature at 2nd level with the following equal to your Wisdom modifier plus your monk level
changes: (minimum 1).
Superiority Dice. You have three superiority dice, which are Patient Defense
d6s. [. . .] "[. . .] Additionally, you may make one unarmed strike as
Well-rounded Training part of the same bonus action.
When you reach 3rd level and again at 10th level, you gain Step of the Wind
proficiency in one skill of your choice from the list of skills You can take the Disengage or Dash action as a bonus
available to fighters at 1st level. action on your turn, and your jump distance is doubled for
Improved Combat Superiority
the turn. You may also spend 1 ki point and, if you do, you can
make one unarmed strike as part of the same bonus action.
At 7th level, all superiority dice you have become d8s. At 13th
level, your superiority dice turn into d10s. At 18th level, they Combat Maneuvers
turn into d12s. Beginning at 2nd level, you learn maneuvers that are fueled
Defy Death
by your Ki points.
Starting at 9th level, when you are reduced to 0 hit points but Maneuvers. You learn the Bait and Switch and Parry
not killed outright, you can drop to 1 hit point instead. You maneuvers along with one more maneuver of your choice
can’t use this feature again until you finish a long rest. from the list of maneuvers available to fighters. Many
maneuvers enhance an attack in some way. You can use only
Indomitable one maneuver per attack. You learn another maneuver of
Starting at 13th level, you can add half your proficiency your choice at 7th, 10th, and 15th level. Each time you learn
bonus, rounded down, to any saving throw you make that new maneuvers, you can also replace one maneuver you
doesn’t already include your proficiency bonus. know with a different one.
Additionally, when you fail a non-death saving throw, you
may expend a superiority dice and add it to the total, possibly Superiority Dice. Anytime a maneuver would require you to
turning a failure into a success. expend a superiority die, you may instead expend a ki point
and roll your martial arts die in place of the superiority die.
Extra Attack (3) You may do this a number of times equal to your proficiency
At 17th level, you can attack four times, instead of three, modifier per short or long rest.
whenever you take the Attack action on your turn.
Saving Throws. Some of your maneuvers require your target
Relentless to make a saving throw to resist the maneuver’s effects. The
Starting at 20th level, at the beginning of your turn, if you saving throw DC is the same as your Ki save DC.
have no superiority dice remaining, you regain one Deflect Missile
superiority die.
Make the following changes to the feature:
Arcane Archer Starting at 3rd level, you can spend 1 ki point to deflect or
Arcane Shot catch the missile [. . .]
Replace the last sentence with the following: [. . .] If you catch a missile in this way, you can use your
reaction to make a ranged attack [. . .]
[. . .] You gain an additional use at 10th level for a total of
three uses and each option also improves when you become Ability Score Improvement
an 18th-level fighter. Replace the following in the first paragraph
When you reach 4th level, and again at 8th, 10th, 12th,
16th, and 19th level [. . .]
Part 3 | Classes - Fighter/Monk
6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Debilitating Strike (replaces Stunning Tranquility
Strike): Beginning at 11th level, you can enter a special meditation
Starting at 5th level, you can interfere with the flow of ki in an that surrounds you with an aura of peace.
opponent’s body. When you hit another creature with a melee At the end of a short or long rest, you gain the effect of a
attack, you can attempt a debilitating strike. The target must sanctuary spell that lasts until the start of your next rest. The
succeed on a Wisdom saving throw or suffer the effects of the spell can end early as normal except it does not end if you
slow spell until the end of your next turn. attack, only if you cast a spell that affects an enemy or deal
You can use this feature a number of times equal to your damage to another creature.
Wisdom modifier (a minimum of once). You regain any The saving throw DC for the spell equals 8 + your Wisdom
expended uses when you finish a short or long rest. modifier + your proficiency bonus.
Adament Soul
At 9th level, whenever you make a non-death saving throw
Paladin
and fail, you can spend 1 ki point to add a single roll of your All Paladins gain the following feature:
martial arts die to the save, possibly turning a failure into a
success. Improved Channel Divinity
Beginning at 15th level, you can use your Channel Divinity
Extra Attack (2) twice between short rests.
Beginning at 13th level, you can attack three times, instead of
twice, whenever you take the Attack action on your turn. Ranger
Diamond Soul Favored Foe
Replace the last sentence with the following: Add the following to the final paragraph of the Favored Foe
Additionally, your Adament Soul feature may now be used feature from Tasha's Cauldron of Everything
on death saving throws and if the total result is a 20 or
higher, you are considered to have rolled a natural 20. Beginning at 6th level, this feature no longer requires
concentration.
Way of the Kensai
Spellcasting
Path of the Kensai Replace Spell Slots and Spells Known of 1st Level and
Replace the listed feature with the following: Higher with the following:
Kensei Weapons. You gain proficiency all martial weapons Preparing and Casting Spells
that lacks the special or heavy properties and they become The Ranger table shows how many spell slots you have to
monk weapons for you, as well as the glaive and longbow. cast your ranger spells. To cast one of your ranger spells of
Additionally, while you are wielding a kensei weapon you 1st level or higher, you must expend a slot of the spell’s level
may treat your martial arts die as one die type larger for your or higher. You regain all expended spell slots when you finish
kensei weapons and maneuvers, to a maximum of a d12. a long rest.
Sharpen the Blade: You prepare the list of ranger spells that are available for
Add the following to the end of the 1st paragraph and remove you to cast, choosing from the ranger spell list. When you do
the final sentence of the 2nd: so, choose a number of ranger spells equal to your Wisdom
modifier + half your ranger level, rounded down (minimum of
[. . .] If the weapon is already a magic weapon with a bonus to one spell). The spells must be of a level for which you have
attack and damage, the increase is cumulative but you cannot spell slots.
increase the total bonus beyond +3. For example, if you are a 5th-level ranger, you have four 1st-
level and two 2nd-level spell slots. With a Wisdom of 14, your
Way of the Open Hand list of prepared spells can include four spells of 1st or 2nd
level, in any combination. If you prepare the 1st-level spell
Open Hand Technique cure wounds, you can cast it using a 1st-level or a 2nd-level
Replace the indicated text with the following: slot. Casting the spell doesn’t remove it from your list of
prepared spells.
[. . .] Whenever you hit a creature with an unarmed strike, You can change your list of prepared spells when you finish
you can impose one of the following [. . .] a long rest. Preparing a new list of ranger spells requires
time spent in prayer and meditation: at least 1 minute per
Wholeness of Body spell level for each spell on your list.
At 6th level, you gain the ability to heal yourself. Whenever
you take the Dodge action, you can regain hit points equal to Land's Stride
two rolls of your Martial Arts die plus your Wisdom modifier. Add the following to the end of the ability:
You can use this feature a number of times equal to your "[. . .] the entangle spell, and may take the Dash action as
proficiency bonus, and you regain all expended uses when a bonus action."
you finish a long rest.

Part 3 | Classes - Monk/Paladin/Ranger


7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Vanish Hunter
Replace the feature with the following:
Starting at 14th level, you can add double your proficiency Subclass Spells
bonus whenever you make a Stealth check. If you already do, Starting at 3rd level, you learn an additional spell when you
you may choose another skill of your choice from the list of reach certain levels in this class, as shown in the Hunter
skills available to Rangers at level one to gain this benefit. Spells table. The spell counts as a ranger spell for you, but it
Also, you cannot be tracked by nonmagical means, unless doesn’t count against the number of ranger spells you know.
you choose to leave a trail.
Hunter Spells
Foe Slayer Ranger Level Spells
At 20th level, you become an unparalleled hunter of your
enemies. You can add your Wisdom modifier to any weapon 3rd Snare
attack and damage rolls you make. 5th Pass Without Trace

Beast Master 9th Leomund's Tiny Hut


13th Freedom of Movement
Subclass Spells
17th Tree Stride
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Beast
Master Spells table. The spell counts as a ranger spell for Hunter's Prey
you, but it doesn’t count against the number of ranger spells Replace the listed features with the following:
you know.
Giant killer
Beast Master Spells When a Large or larger creature within 30 feet of you hits or
Ranger Level Spells misses an attack, you can use your reaction to attack that
3rd Animal Friendship
creature immediately after its attack, provided that you can
see the creature. You can draw the weapon as part of the
5th Summon Beast attack.
9th Haste Horde Breaker
13th Charm Monster [. . .] a different creature that is within 5 feet of the original
17th Awaken target, or you, and within range of your weapon.
Multiattack
Exeptional Training Replace the listed feature with the following:
Add the following to the feature
Your companion can magically communicate simple ideas, Whirlwind Attack
emotions, and images telepathically with you as long as you When you take the Attack Action, in place of one of your
are within 100 feet of it. attacks you can make a melee attack against any number of
As long as you are each within 5 feet of each other, when a creatures within your reach, with a separate attack roll for
creature attacks you or your companion, the other can use each target.
their reaction to impose disadvantage on the attack roll.

Part 3 | Classes - Ranger


8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sorcerer Divine Soul
Choose a Cleric domain; gain one of the listed spells upon
Spells Known reaching the appropriate level.
Replace the listed Spells Known with the following:
When you gain a Sorcerer level, you may exchange a spell
Sorcerer Spells Sorcerer Spells learned from this feature for another Cleric or Sorcerer
Level Known Level Known spell of the same level. This replaces the normal exchange
1 4 11 16 for subclass spells
2 5 12 16 Draconic Sorcerer
3 6 13 18 Subclass Spell Schools: Abjuration or Evocation
4 7 14 18 Sorcerer
5 9 15 19 Level Spells

6 10 16 19 Chromatic Orb (requires no material


1st
components to cast ancestry's damage type)
7 11 17 21
3rd See Invisibility
8 12 18 21
5th Fear
9 14 19 21
7th Leomund's Secret Chest
10 15 20 21
9th Legend Lore

Spellcasting Focus Shadow Sorcerer


Your very body counts as a spellcasting focus for your Subclass Spell Schools: Illusion or Necromancy
sorcerer spells.
Sorcerer Level Spells
Font of Magic
Replace the listed features with the following: 1st Disguise Self
3rd Blindness/Deafness
Sorcery Points
You gain a number of sorcery points equal to your Sorcerer 5th Bestow Curse
level plus half your proficiency modifier. You can never have 7th Shadow of Moil
more sorcery points than your maximum. You regain all
spent sorcery points when you finish a long rest. 9th Mislead
Starting at 6th level, once per day when you finish a short
rest, you can regain a number of sorcery points equal to your Storm Sorcerer
proficiency modifier. Subclass Spell Schools: Conjuration or Evocation
Creating Spell Slots Sorcerer Level Spells
You can use unexpended sorcery points to recover expended 1st Fog Cloud
spell slots as a bonus action on your turn. The Creating
Spell Slots table shows the cost of creating a spell slot of a 3rd Gust of Wind
given level. You can refresh spell slots no higher in level than 5th Call Lightning
5th.
7th Freedom of Movement
Subclass Spells 9th Control Winds
You learn additional spells when you reach certain levels in
this class. Each of these spells counts as a sorcerer spell for Wild Sorcerer
you, but it doesn’t count against the number of sorcerer spells
you know. Subclass Spell Schools: Evocation or Transmutation
Whenever you gain a sorcerer level, you can replace one Sorcerer Level Spells
spell you gained from this feature with another spell of the
same level. The new spell must be of a school of magic listed 1st Chaos Bolt
under the subclass but can be from the sorcerer, warlock, or 3rd Enlarge/Reduce
wizard spell lists unless otherwise stated.
5th Blink
Aberrant Mind and Clockwork Soul
7th Otiluke's Resilient Sphere
Choose one of the listed subclass spells to learn upon
reaching the appropriate level. 9th Wall of Force
The Aberrant Mind also learns Mind Sliver at 1st level.
Part 3 | Classes - Sorcerer
9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Warlock Additional Eldritch Invocations
The Hexblade subclass has been removed. It's design space The following are listed in alphabetical order
has been split between Pact of the Blade and Invocations. Armor of Hexes
Prerequisite: 11th level, hex spell or a warlock feature that
Eldritch Gift curses
At 1st level, you learn the eldritch blast cantrip. It counts as a Your hex grows more powerful. If a target cursed by your
warlock cantrip for you, but does not count against your hex spell or by a warlock feature of yours, such as Curse of
number of cantrips known. the Blade or Sign of Ill Omen, hits you with an attack roll, you
can use your reaction to roll a d8. On a 7 or 8, the attack
Pact Boon instead misses you, regardless of its roll.
Pact of the Blade Curse of the Blade
You gain the Grasp of Hadar invocation but it does not count Prerequisite: 6th level, Pact of the Blade feature
against the number of invocations you know. You gain the ability to place a baleful curse on someone. As
When you attack with your pact weapon, you can use your a bonus action, choose one creature you can see within 30
Charisma modifier, instead of Strength or Dexterity, for the feet of you. The target is cursed for 1 minute. The curse ends
attack and damage rolls. early if the target dies, you die, or you are incapacitated. Until
Beginning at 6th level, you can attack twice, instead of the curse ends, you gain the following benefits:
once, whenever you take the Attack action on your turn. The
number of attacks increases to three when you reach 13th You gain a bonus to weapon damage rolls against the
level in this class cursed target. The bonus equals your proficiency bonus.
Any weapon attack roll you make against the cursed target
Pact of the Chain is a critical hit on a roll of 19 or 20 on the d20.
You gain the Investment of the Pact Master invocation but it If the cursed target dies, you regain hit points equal to
does not count against the number of invocations you know. your warlock level + your Charisma modifier (minimum of
Additionally, the CR of your familiar is treated as being 1 hit point).
equal to your proficiency modifier for the purposes of spells You can’t use this feature again until you finish a short or
and features such as the polymorph spell. long rest.
Starting at 6th level, when your familiar is within 60 feet of
you, you may add your Charisma modifier to the damage of Hex Warrior
eldritch blast on a hit. This benefit does not stack with the Prerequisite: Pact of the Blade feature
agonizing blast invocation.
Pact of the Talisman You gain proficiency with medium armor and shields.
You gain the Rebuke of the Talisman invocation but it does Additionally, as an action, you can touch a suit of armor
with which you are proficient and that isn’t being worn or
not count against the number of invocations you know. carried by anyone and instantly don it, provided you aren’t
Additionally, starting at 6th level, if your talisman is within wearing armor already. If you do so, you may summon your
30 feet of you, you may add your Charisma modifier to the pact weapon as part of the same action.
damage of eldritch blast on a hit. This benefit does not stack
with the agonizing blast invocation. Sculptor of Flesh
Pact of the Tome Prerequisite: 7th level
You gain the Book of Ancient Secrets invocation but it does You can cast polymorph once per long rest without using a
not count against the number of invocations you know. spell slot.
Starting at 6th level, while your Book of Shadows is on
your person, you may add your Charisma modifier to the Thief of Five Fates
damage of eldritch blast on a hit. This benefit does not stack You learn the bane spell and can cast it once per long rest
with the agonizing blast invocation. without using a spell slot.
The spell counts as a Warlock spell for you but does not
count against your number of spells known.
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
When you use your Action to cast a spell of 1st level or
higher on your turn, you can make one weapon attack using
your pact weapon as a bonus aciton.

Part 3 | Classes - Warlock


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

T
hese are rules that, while in the theme of these
revision, are either controversial or different Fighting Styles
enough in scope that I feel they deserve their
own section. Archery
You gain a +1 bonus to attack rolls you make with ranged
Equipped Weapons† weapons.
In addition to any weight limit you have, you can carry a
limited number of weapons on your person at any one time, The Dungeon Coach Rest*
called equipped weapons. These weapons are placed for ease Short Rests
of access, and can be drawn using a free action as part of an
attack. As a bonus action, you can sheathe a weapon into any Short rests only last 10 minutes. You can only benefit from
weapon slot that it would normally fit and draw another up to 2 Short Rests per 24 hours.
equipped weapon as part of the same bonus action. Any Field Rests
donning or doffing requirements, such as a Shield requiring
an action to don, still apply. Taking a long rest out in the wilderness, and with the
When carrying weapons in another way, such as in a cart possibility of constant danger, does not allow for a completely
or a Bag of Holding, retrieving the items requires one action. restful, well, rest. Characters do not regain hit points at the
Your DM may determine that the length is greater, depending end of a long rest taken outside of a safe area. Instead, field
on how difficult the weapon is to find or grasp. rests allow more flexibility at the cost of a full night’s sleep.
When using weapons with the Ammunition property, the Field rests are split into two 4 hour periods, one with no
method by which you carry that ammunition, such as a quiver more than Light Activity and one with No Activity (typically
of arrows, does not count against your equipped weapons. sleep), which can be taken in any order. At the end of the first
Weapons concealed within the Thigh Strap may be drawn 4 hour period, you gain the benefits of a Short Rest and
using a normal item interaction, or as a free action if one has regain ½ of your Hit Dice (min 1). At the end of the second 4
the Obscurantist feat. hour rest, you regain your spell slots and other Long Rest
cooldowns.
Weapon Storage Table You can only benefit from a single Field or Long Rest per
Storage
24 hour period, and to reduce Exhaustion you must spend the
Position Restrictions full 8 hours with No Activity.
Primary
Shoulder
None Multiclassing
Secondary Replace the prerequisites table with the following:
Cannot equip a shield
Shoulder Class Ability Score Minimum
May only equip one-handed weapons, or Artificer Intelligence 15
Primary Waist
10 darts
Barbarian Strength 15
Secondary May only equip weapons with the Light
Waist property, or 10 darts Bard Charisma 15
May only equip one concealable item, or Cleric Wisdom 15
Thigh Strap
5 darts Druid Wisdom 15
Fighter Strength 15 OR Dexterity 15
Character Progression Monk Dexterity 13 & Wisdom 13
Ability Score Increases Paladin Strength OR Dexterity 13 & Charisma 13
When you reach 2nd level, and again every second character
level thereafter, you can increase one ability score of your Ranger Strength OR Dexterity 13 & Wisdom 13
choice by 1. As normal, you can’t increase an ability score Rogue Dexterity 15
above 20 using this feature.
Ability Score Improvements given by classes must instead Sorcerer Charisma 15
be spent on feats. Warlock Charisma 15
Wizard Intelligence 15

Rule of Thumb: Classes that with only one Ability Score


Minimum require a minimum of 15; otherwise, the
minimum is 13 in both scores
Part 4 | Optional Rules
11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Credits and Shout-outs
†: All items marked with the dagger are based on

A Labor the work of u/LepLoople with permission. Check


out his work on DM's Guild!
*: Rest rules based on (are) The Dungeon Coach's
of Love New Long Rest Rules. The rules listed here are a
truncated/simplified version of said rules as I
don't feel the need for the rest of them. Check out
the pinned comment for the chance to purchase
his PDF.
5th Edition, for all it's faults, is the system that Shout-out to my friend Jeremy of Once Upon a
reignited my love for table top RPGs. This whole d20 for always supporting me.
revamp took many an hour to make and had Cover Art: "Paladin Class MtG Art" by Campbell
White
many an inspiration.

WWW.GMBINDER.COM
This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like