5e Remastered - GM Binder
5e Remastered - GM Binder
5e Remastered - GM Binder
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.
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
WWW.GMBINDER.COM
This document was lovingly created
using GM Binder.