PDA

View Full Version : D&D 5e/Next Differentiating Martials (PEACH)



Dienekes
2020-04-06, 05:06 PM
This started out as a bit of a thought experiment. In my opinion the benefits of a class based system are this:
-Ease of start up and getting into the system for new players.
-Rough balance of characters per each level
-Set wildly different play patterns that could not be implemented in a non-class based system.

So far I’ve been enjoying 5e, but I really think for martial characters they’ve really only succeeded in the first, done a decent enough go at the second, and they’ve pretty much dropped the ball on the third one.

In my experience, Barbarians, Fighters, Rangers, Paladins play pretty similar to each other. There is some variation mostly with Paladins and Rangers that cast a few spells. But especially Fighters and Barbarians most the differences come from minor numbers differences from Fighting Style, or what armor they’re wearing. While the general play pattern is just setting up the most damage you can make through attacking every round. Which is a fine start, but I wanted them to feel even more distinct. When I play my Barbarian I want to feel like an absolute monster of a man. My Rogue should be a true trickster. Those are the fantasies I’m trying to promote.

I am not entirely certain how balanced these are going to be. They’re probably going to be all over the place and as such please feel free to reign me in. And if you have other ideas to promote differing gameplay between these classes, please bring them up. This thread is something of a starting point.

A few minor notes

Just to go over before we get started. There’s a few details that will need to be addressed. The first is, these classes are designed WITHOUT feats in mind. Now, personally I really like feats and when I'm done with the classes I will probably go through the martial feats and break them like a hammer. The other things will only really be relevant in the fighter section. But I have added one new Condition and two weapon Properties.

The condition is Staggered

Staggered
• A staggered creature cannot make Reactions, Bonus Actions, and cannot move unless they use the Dash action.

I added this for a handful of maneuvers, as sort of a lesser stun. If you don’t want to use it, then you can pretty much just ignore those maneuvers at no great loss.

The two properties are Hook and Set. Honestly, these properties don’t do anything by themselves, it was only created because several maneuvers only work for these weapons, and it was easier grouping them once that I could refer back to than repeatedly giving the list.

The following weapons have the corresponding tag:
[Hook]: Handaxe, Light Hammer, Sickle, Battleaxe, Greataxe, Halberd, War Pick, Warhammer
[Set]: Javelin, Spear, Lance, Pike, Trident


In theory, the goal is to get a recreation of the Barbarian, Fighter, Rogue, Ranger, Monk, and Paladin. As of now the Barbarian, Fighter, and Rogue are completed though additional optional abilities may be added.

So please, if you see something grossly unbalanced, or don't think I've quite captured the fantasy you see is core to the heart of one of these classes, tell me.

Dienekes
2020-04-06, 05:17 PM
BARBARIAN


Honestly, always hated the name Barbarian, which should really be a Background with maybe Berserker being the class. But that’s neither here nor there.

Of all the martial classes in 5e the Barbarian I’ve thought has one of the most firm identities to what it’s supposed to be. You’re a barbarian. You hit things really hard. You go into rages and murder everyone in sight.

Now do the mechanics of 5e reflect it? Mostly, I think. The fantasy is being big, tough, and dealing massive damage. With Resistance to a lot of damage you’re definitely tough. Your rage pushes you toward attacking each turn. And your damage is pretty good. I also felt that the it should suit the Barbarian to be the most simplistic in play pattern.

Now this doesn’t mean that there is no thought that should go into playing the Barbarian, you can combine the abilities in some interesting ways. And the Feats of Might can give more choices in how a player can build their Barbarian to fine-tune it to how they wish to play.

Hit Points
• Hit Dice: 1d12 per barbarian level.
• Hit Points at 1st Level: 12 + your Constitution modifier.
• Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st.

Proficiencies
• Armor: Light armor, medium armor, and shields
• Weapons: All simple and martial weapons
• Tools: None
• Saving Throws: Strength, Constitution
• Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment
• (a) a greataxe or (b) any martial melee weapon
• (a) two handaxes or (b) any simple weapon
• (a) An explorer's pack and four javelins

Alternatively, you can ignore the equipment from your class and background and start with 2d4 x 10 gp.



Level
Proficiency Bonus
Features
Rages until Exhaustion
Rage Die
Feats of Might


1st
+2
Rage, Feats of Might
1
1d4
1


2nd
+2
Brutal Charge
1
1d4
2


3rd
+2
Primal Path
1
1d4
2


4th
+2
Ability Score Improvement
2
1d4
2


5th
+3
Extra Attack
2
1d4
3


6th
+3
Path Feature
2
1d4
3


7th
+3

2
1d4
4


8th
+3
Ability Score Improvement
2
1d4
4


9th
+4
Brutal Critical (1 die)
2
1d6
5


10th
+4
Path Feature
3
1d6
5


11th
+4
Relentless Rage
3
1d6
6


12th
+4
Ability Score Improvement
3
1d6
6


13th
+5
Brutal Critical (2 dice)
3
1d6
7


14th
+5
Path Feature
3
1d6
7


15th
+5
Persistent Rage
3
1d6
8


16th
+5
Ability Score Improvement
4
1d8
8


17th
+6
Brutal Critical (3 dice)
4
1d8
9


18th
+6
Path Feature
4
1d8
9


19th
+6
Ability Score Improvement
4
1d8
10


20th
+6
Primal Champion
unlimited
1d8
10





RAGE
In battle, you fight with primal ferocity. You can enter a rage on your turn as part of an attack or as a Reaction caused by taking damaged, an ally being reduced to 0 hit points, being betrayed, being insulted, or any event that would cause a violent outburst of rage.

While raging you gain the following benefits:
-You have Resistance to bludgeoning, piercing, and slashing damage.
-You have advantage on Strength Checks and Strength Saving Throws.
-Your melee and thrown attacks deal additional damage equal to your Rage Die, at 1st level this is +1d4. When you are reduced to half your total starting Health you can roll this die twice and take the better result.
-You ignore the effects of Exhaustion (though you still have all accrued ranks)

If you are able to cast Spells, you can’t cast them or concentrate on them while raging.

Your Rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven’t attacked a Hostile creature since your last turn or taken damage since then. You can also end your Rage on Your Turn by making a DC 10 Will Saving Throw as a Bonus Action.

There is no limit to how many times you can Rage, however, being in a Rage is tiring on the body. At first level, you can Rage once with no ill-effects, but every Rage after the first causes 1 rank of Exhaustion. At 4th, and 8th level you can Rage an additional time without suffering a rank of Exhaustion.


So there are a few changes here. For the most part, I like the idea of Rage. I think the few downsides really do maintain that this is supposed to be a violent bloodlust. I essentially made two major changes. The first is that I changed the rage bonus from a static bonus to a roll. I did this for flavor reasons for the most part. I think Barbarians should appear wild and erratic. Adding that die feels more like that, and makes those criticals feel truly special.

The second major distinction revolves around how Rage is limited. Having Rages be limited by Long Rest made the players feel the need to horde their rages, especially at low level. I don’t want that. Again, I’m aiming for wild here. So I created a mechanic that in theory let’s the Barbarian rage as much as they want, only doing so will eventually kill them via exhaustion rules. If they want to play cautious, that options still there, and the Short Rest refresh means they can rage quite a bit. But if the player wants to say “Damn the consequences my rage is unbound!” they can.


FEATS OF MIGHT
You gain one Feat of Might at 1st level. When you gain certain Barbarian levels, you gain additional Feats of Might of your choice. You cannot pick the same Feat of Might more than once.


Possibly the crux of the rework really. This is how you fine-tune how you want to play your ball of rage. Both in and out of combat. Not gonna lie, I’m pretty much completely inspired by Warlocks here. But regardless you’ll find a smattering of class abilities that are mysteriously missing on the Class Table.


BRUTAL CHARGE
Starting at 2nd Level, you will let nothing get between you and the next victim of your rage. When you use your action to Dash, you can use a Bonus Action to make one melee or thrown weapon attack or a Shove attempt against a creature. If the Shove attempt is successful you deal damage equal to your Rage Die. If making an attack, you deal additional damage equal to your Rage Die, in addition to the Rage Die to your damage if you are currently Raging. After using Brutal Charge opponents within 5 feet of you have Advantage on attacks against you.


So this might be the most controversial change for the Barbarian. I removed what many consider a central feature and replaced it with one I thought was cooler. Reckless Attack is a useful ability. But I don’t really like how it gets implemented as much. I don’t see Barbarians as being necessarily more accurate than the other martial classes, I see them as hitting things harder. As rushing forward and destroying what is in front of them.

So this ability was made as a way of remaking the charging barbarian back from my 3.5 days. But it also shores up a bit of a weakness in the base Barbarian. It will be harder for enemies to just avoid the Barbarian until their range ends.


PRIMAL PATH
At 3rd level, you choose a Primal Path.

EXTRA ATTACK
At 5th level, you can attack twice instead of once whenever you take the Attack Action on your turn.

BRUTAL CRITICAL
At 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.

RELENTLESS RAGE
At 11th level, if you drop to 0 Hit Points while Raging and don’t die outright, you can make a DC 10 Constitution Saving Throw. If you succeed you drop to 1 Hit Point instead.

PERSISTENT RAGE
At 15th level, your Rage ends early only if you fall Unconscious or choose to end it.

PRIMAL CHAMPION
At 20th level, you can pick two of Strength, Dexterity, or Constitution. The two chosen abilities scores are increased by 4 to a maximum of 24.

The last 6 or so levels of Barbarian are a bit bland in my opinion. Other than Primal Champion which is great and flavorful of our strongman, after you get your final Path feature there’s not a lot to entice you. It’s mostly more of the same. My solution was to extend the path abilities out another to 18, partial because subclasses are cool and I want more of them. But also the goal is to give more fine-tuning and flavorful abilities in the Feats of Might lists, for those last group of levels.




PRIMAL PATHS
To keep the idea of simple but deep decisions that should flow from the player. I’ve pretty much split the Barbarian subclasses between three fighting styles: massive weapons, dual weapons, and sword and board. Not that you necessarily have to follow it, but that’s what they’re based upon.



BRUTE

Hey you. Yeah you. You want to hit things hard? Yeah you do. I bet you want to hit things so hard they’ll fall down or fly away after you smack them. But the hitting is the important bit. There's not a lot to say about this one. For a class that I tried to keep relatively simplistic in terms of gameplay this one remains pretty simple. You can hit harder at lower levels, and you don't gain anything you need to manage until 6th, and even then the only decisions is whether or not you want to throw someone around like a ragdoll, or eventually stun them.

MASSIVE STRIKES
At 3rd level, hen attacking with a weapon in two-hands you can add an additional Rage Die on all damage rolls, in addition increase the size of your Rage Die by 1 (d4 becomes d6, d6 becomes d8, etc.) to a maximum of d12.

CLEAVE
At 3rd level, if you make a melee attack that reduces an opponent to 0, you can spend a Bonus Action to attack an additional opponent adjacent to both yourself and the previous opponent. If the attack is successful you deal the same damage to this opponent as you did to the prior opponent.

OVERWHELMING ATTACK
At 6th level, a number of times per day equal to your Strength modifier, you can declare a melee attack against an opponent no more than 1 size category larger than yourself an Overwhelming Attack. The target must make a Constitution Saving Throw DC 8 + your Proficiency bonus + your Strength modifier or suffer the effects of being successfully Shoved.

IMPROVED OVERWHELMING ATTACK
At 10th level, when using the Overwhelming Attack ability, you can choose to expend two uses of the ability to instead Stun the target for 1 round.

IMPROVED MASSIVE STRIKES
At 14th level, when in a rage you gain an additional Rage Dice of damage on all melee weapon attacks made with a weapon in two hands and increase the size of your Rage Die an additional time (d4 becomes d6, d6 becomes d8, etc.) to a maximum of d12.
In the standard Barbarian subclasses 14th level is usually where they gain some form of additional attack. Berserker gains Retaliation, Totem Tiger gets a Bonus Action attack. So in my mind this is the damage increase point for Barbarians, but if the goal for the Brute is big attacks that feel heavy, I don’t want to give them more attacks. I just want the attacks they have to hit like a truck. Now throwing around 3 Rage Dice on every attack seems a lot. And it is.
But I've done the math on this, comparing the damage output of the Brute to a Berserker Barbarian.

The Berserker gains an additional attack as a Bonus Action every round much more consistently, and another attack with Retaliation which when combined with your standard Opportunity Attacks pretty much means the Berserker is going to get 4 attacks every round guaranteed. The Brute might get that, my calculations were based on having a 50% chance of getting a Cleave or an Opportunity Attack. And when you add in GWM and Reckless Attack, neither of which are going to be in this variation of the game, and the Berserker still comes out ahead in terms of damage. Just not by too much.

I BRING DEATH
At 18th level, when you enter a Rage, your first melee attack made against an enemy within your reach is considered a critical hit. You can only use this ability once per Short Rest.
The 18th level abilities were added because otherwise the tail end of the Barbarian class is pretty empty. I initially had two ideas for this slot, the other would be some modifier on the Overwhelming Attack ability, possibly where you could apply both stun and shove. Ultimately went with this because of the way it stacks with brutal charge, brutal critical, and massive strikes.


RAVAGER

You are a tornado of death. This subclass was essentially made because I know a couple people who want there to be more representation of a two-weapon barbarian. I know the designers did not want a two-weapon Barbarian because of how the weapons would interact with Sneak Attack. But that won’t really be a problem for my Rogues. So, I’m free to do just what I think is ok.

QUICK STRIKE
At 3rd level, whenever you make an Opportunity Attack or when a Barbarian class ability allows you to make an attack as part of a Bonus Action or Reaction you may choose to instead attack with both a Primary and Off-Hand weapon against the same target.

MOVEMENT MASTERY
At 3rd level, you gain training in Acrobatics. If you are already trained in Acrobatics you instead gain the ability to treat a d20 roll of 6 or lower as 7 when making a Dexterity (Acrobatics) check.

DANCE OF DEATH
At 6th level, when using the Brutal Charge ability, if you hit your opponent with an attack, you regain your Action and Bonus Action, however you can only use your Action to perform another Dash Action, and your total movement spent over all Dash Actions made in a turn can not exceed your Speed.
You cannot use this ability more than once per round. In addition you cannot spend your Bonus Action to target creatures you’ve already attacked this turn.

COMBAT DANCER
At 10th level, while Raging if you are wearing light or no armor and move you can make a Dexterity (Acrobatics) check, if higher than your AC it replaces your AC until the start of your next turn. This effect ends early if your Speed is reduced to 0 (such as through being Grappled or the Hold Person spell).
In addition, you gain Proficiency in Reflex Saving Throws during Rage.

IMPROVED DANCE OF DEATH
At 14th level, you are no longer limited on the number of uses of Dance of Death you can make per turn. Provided your total distance traveled over all Dash Actions taken does not exceed your Speed. You can attack the same creature more than once when using this ability, however, not before attacking a different creature.


I have a feeling this last ability might give people pause. I don’t think it’s too bad, because of the potential limits for it. The maximum number of attacks it can make is 8, 4 main hand, 4 off-hand. But that requires every enemy being exactly 10 feet away from each other. And without Reckless Attack your accuracy is not better than anyone else. I expect that the average will be closer to 4 or 5, which isn’t too bad at 14th level. Maybe I should limit it to a number of times per Rage?


WHIRLING VORTEX
At 18th level, you can when moving choose to increase your Speed by 20 feet, in addition you are considered to have rolled a 20 on your Dexterity (Acrobatics) check for the use of Combat Dancer.
Your Speed cannot be reduced until the start of your next turn.
Once you expend this ability it cannot be used again until you take a Short or Long Rest.



WAR CHIEF

The most tactical of the Barbarians. Which I think is a fair enough fit for those that look at all the damage options for Barbarians and still think “You know, I kinda want to lower that a tad and put on a shield. Don’t really wanna die while I butcher everyone in front of me.”
I also really like the martial leader archetype. And since Warlords still aren’t a thing in 5e, I may have interspersed that desire throughout.

WRATHFUL PRESENCE
At 3rd level, you gain proficiency in Intimidation. If you already have proficiency in Intimidation you instead gain the ability to treat a d20 roll of 6 or lower as 7 when making a Charisma (Intimidation) check.

SAVAGE LEADERSHIP
At 3rd level, a number of times per day equal to your Charisma modifier, you can designate the target of your melee or thrown attack as a target to be killed. Until the start of your next turn all allies may add your Rage Die to their damage rolls on the first successful attack or single target spell that deals damage made against that opponent.

WARCRY
At 6th level, when taking the Dodge action or in place of an attack as part of an Attack action, you can expend a use of Savage Leadership. This is considered the equivalent of making an attack for the purposes of continuing your Rage. Choose between one of the following options:
Shield Biter: You and all allied creatures within 30 feet of you gain a number of Temporary Hit Points equal to your Rage Die + your Charisma modifier for 1 minute.
Feral Howl: All opponents within 15 feet of you must make a Wisdom Saving Throw DC 8 + your Proficiency bonus + your Charisma modifier or become Frightened until the start of your next turn.
Take Cover: You and all adjacent allies gain a bonus to their AC and their Dexterity Saving Throw equal to your Shield bonus to AC.

YOU CAN DIE WHEN I ALLOW IT
At 10th level, when an ally that can hear and understand you drops to 0 Hit Points, you can spend a use of Savage Leadership as a Reaction to make a Charisma (Intimidation) Check. That ally gains Temporary hit Points equal to the result of your roll. If you are adjacent to your ally and wielding a Shield they are considered to have three-quarters Cover until the start of your next turn.

IMPROVED SAVAGE LEADERSHIP
At 14th level, you regain all expended uses of Savage Leadership on a Short or Long Rest.

WOLFPACK TACTICS
At 18th level, whenever you use the Warcry or Savage Tactics abilities you and all allies within 15 feet of you gain Advantage on all attack rolls made until the start of your next turn.



FEATS OF MIGHT
If a Feat of Might has prerequisites, you must meet them to learn it. You can learn the Feat of Might at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Unarmored Defense
While you are not wearing any armor, you can choose to have your AC be either 10 + your Dexterity modifier + your Constitution modifier. Or 8 + your Proficiency bonus + your Constitution modifier. You can use a Shield and still gain this benefit.

Danger Sense
You gain an uncanny sense of when things are nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have Advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.

Mighty Throw
Prerequisite: 5th level
When making a Thrown attack, the normal range is increased to the distance of the long range and gains a new long range that is 80 feet further than its initial long range.

Powerful
Prerequisite: 5th level
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Learn Skill
You gain Proficiency in any one Strength, Dexterity, or Wisdom skill.

Learn Defense
Prerequisite: 5th level
You gain Proficiency in any one saving throw.

Powerful Shoves
Prerequisite: 9th level
Whenever you make the Shove action the distance you can push an opponent back a number of feet 5 * your Proficiency bonus.

Panther Leap
Prerequisite: 5th level
You can spend a Bonus Action to double your jump distance until the end of your turn. You total speed is considered to be 50% greater for the purposes of completing a jump.

Monkey Climb
You gain a Climb speed equal to your Speed. In addition, if you ever fall within 5 feet of a wall, the total distance fallen is considered to be half.

Mer Swim
You gain a Swim speed equal to your Speed. In addition, you can spend a Bonus Action to prepare to dive, allowing you to hold your breath for double your Constitution modifier.

Fast Movement
Prerequisite: 5th level
Your speed increases by 10 feet while you aren’t wearing Heavy Armor

Sundering Strike
Prerequisite: 9th level
Your melee attacks deal double damage to objects and structures. In addition, when you make a melee attack against creatures with the construct type deal an additional die of damage equal to your Rage die.

Mighty Grappler
Prerequisite: 5th level
You are considered one size larger for the purposes of grappling and shoving.

Darkvision
You have darkvision out to a range of 60 feet.

Primal Scent
Prerequisite: 5th level
Your keen sense of smell allows you to pinpoint the location of creatures and particularly pungent objects within 10 feet of you. Even if they are invisible.

Fast Sleep
Prerequisite: 5th level
Twice per day you can regain one level of Exhaustion during a Short Rest.

Superstitious
Prerequisite: 9th level
You can give yourself Advantage on a saving throw made against any magical effect that targets you. You can use this ability once per Long Rest.

Feral Instinct
Prerequisite: 5th level
You have Advantage on Initiative rolls. Additionally, if you are surprised at the beginning of Combat and aren’t Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Natural Camouflage
Prerequisite: 9th level
If you have access to fresh mud, dirt, plants, soot, and other naturally occurring materials you can spend an Action to make a Stealth check to Hide. You are considered heavily obscured for the purposes of noticing you, until you move, take a Reaction, or any Action that would require movement.

Catlike Tread
Prerequisite: 5th level
You can Hide as a Bonus Action. In addition, you can move at full speed while Hiding.

Eagle Eye
You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

Indomitable Might
Prerequisite: 15th level
If your total for a Strength check is less than your Strength score, you can use that score in place of your total.

Indomitable Agility
Prerequisite: 15th level
If your total for a Dexterity check is less than your Dexterity score, you can use that score in place of the total.

Wrestler of Giants
Prerequisite: 15th level, Mighty Grappler
You are considered two size categories larger for the purposes of grappling and shoving.

Faster Movement
Prerequisite: 15th level, Fast Movement
Your speed increases by an additional 10 feet provided you are wearing light or no armor.

Shocking Display
Prerequisite: 15th level
You can spend your Bonus Action to force all opponents within 30 feet of you to make a Concentration saving throw DC 8 + your Proficiency modifier + your Strength or Dexterity modifier, or they lose whatever spell they are Concentrating on.

Perfect Senses
Prerequisite: 15th level, Darvision or Scent
You do not suffer Disadvantage on attack rolls against Invisible opponents and they no longer gain Advantage on attack rolls against you.

Break the Unbreakable
Prerequisite: 15th level, Sundering Strike
When you notice an indestructible object (such as a Wall of Force), you can spend an Action to remove all trace of that object from a 5 foot cube within 5 feet of you.

More to come

Dienekes
2020-04-06, 05:42 PM
FIGHTER


So we get to the Fighter. And here I have a little bit of a problem. A Fighter doesn’t have any fluff. It does not necessarily bring to mind a single vision of combat. There isn’t lore to think of how to make them feel out of combat. They’re just generic. This problem is even in most of the subclasses. While, thankfully, WotC are moving away from this with subclasses like Samurai, Cavalier, and Arcane Archer, the original subclasses were simple generic fighter, less simple generic fighter, and magic fighter. So, trying to make the class play and behave distinctly seems an uphill battle.

Thankfully, 5e already has a method of creating a single system but highly customizable martial combat rules group in Superiority Dice. Now my addition to this is essentially making individual Superiority Dice weaker but more free flowing. My inspiration here is my own limited experience with swordfighting. The general pattern of a bout is that the opponents move forward clash for a bit, then step back to take a breath and think of a plan for the next clash. So, much like the ToB classes of old, there’s a refresh mechanic here.

But to nerf the power a few things got removed. You’ll notice Fighting Styles are gone. Which, I’m not really crying over here. Summing up different methods of fighting with a small +1 or +2 to some stats is part of the problem in my mind. Also Action Surge is gone. While it was a cool ability, for the most part it just meant you were going to deal a lot of damage, almost always against the biggest threat on the field. I’m hoping that my version would see more diversity in how your abilities are used. And because differences of play become part of the choice ever class level, the additional Ability Score Improvements have also been tossed. Honestly, with this a variant, a lot of the current batch of feats become unnecessary. Or at least will need to be redesigned. But regardless, with fewer Ability Score Improvements the Barbarian will no longer reach maximum Strength and Constitution slower than the Fighter, which has always been a little weird to me. And instead the focus on Fighter power is on just how many unique things they can do with their weapon.

In a way I viewed making this class as a bit like the opposite of how I designed the Barbarian. For the Barbarian the base class gives some general combat abilities, but the true fighting style is developed in the subclasses, while the rest of the base class is more focused on adding utility abilities that play into different methods of portraying a wild and savage warrior. For the Fighter the base class gives you a lot of options on just how you want to fight, while the subclasses are about developing the utility abilities needed to truly feel like the type of warrior you envision your character to be.

Hit Points
• Hit Dice: 1d10 per fighter level.
• Hit Points at 1st Level: 10 + your Constitution modifier.
• Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st.

Proficiencies
• Armor: All armor, shields
• Weapons: All simple and martial weapons
• Tools: None
• Saving Throws: Strength, Constitution
• Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment
• (a) chain mail or (b) leather armor, longbow, and 20 arrows
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you can ignore the equipment from your class and background and start with 5d4 x 10 gp.



Level
Proficiency Bonus
Features
Superiority Dice

Maneuvers Known


1st
+2
Second Wind, Combat Superiority
2d4

3


2nd
+2
Refreshing Breath
2d4

4


3rd
+2
Martial Archetype
2d4

5


4th
+2

Ability Score Improvement
2d4

6


5th
+3

Extra Attack

3d4

7


6th
+3

Archetype Feature
3d4

8


7th
+3

Remarkable Athlete, Advanced Maneuvers
3d4

9


8th
+3

Ability Score Improvement
4d6

10


9th
+4

Indomitable
4d6

11


10th
+4

Archetype Feature

4d6

12


11th

+4

Improved Second Wind

4d6

13



12th

+4

Ability Score Improvement

5d6

14



13th

+5

Indomitable (two uses)

5d6

15



14th

+5

Extra Attack
5d8

16



15th

+5

Archetype Feature, Masterful Maneuvers

5d8

17



16th

+5

Ability Score Improvement

6d8

18



17th

+6

Indomitable (three uses)

6d8

19



18th

+6

Archetype Feature

6d8

20



19th

+6

Ability Score Improvement

6d8

21



20th

+6

Martial Mastery

7d10

22





SECOND WIND
You can take a moment to center yourself, coming up with a battle plan and a refreshed motivation for battle. You can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter level.
Once you use this feature, you must finish a Short or Long Rest before you can use it again.

COMBAT SUPERIORITY
You can use Maneuvers that are fueled by special dice called superiority dice.
Maneuvers: You learn three maneuvers of your choice from the Basic Maneuvers List. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn an additional maneuver every level of Fighter.
Superiority Dice: You have two superiority dice, which are d4s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 5th, 8th, 12th, 16th, and 20th level.
Your superiority die size increases to d6 at 8th level, d8 at 14th level, and d10 at 20th level.
Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. Unless stated in the description of the maneuver the saving throw DC is calculated as follows:
Maneuvers save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Maneuvers Prepared: You go into battle with a strategy in mind. For each superiority die you you can prepare one of your known maneuvers. After expending a superiority die to use a maneuver you cannot use the same maneuver again until you take a Short or Long Rest or use the Refreshing Breath ability, at which time you can choose to change which Maneuvers you have prepared.


Yup, maneuvers come right at level one. I figure mages don’t take until level 3 to get their spells. That said, my superiority dice are half as effective as the base Battlemaster. But you get more of them and a refresh mechanic. It should also be noted that there are both more maneuvers and maneuvers have been split into Basic, Advanced, and Masterful. This is to continuously provide interesting choices to the player, and not to fall into the trap of the Battlemaster where after I took the maneuvers I wanted further levels in the class were much less interesting.

While originally, the plan was to have different levels of maneuver cost additional superiority dice, I ultimately decided on a maneuvers known system more similar to the Warblade, for the simple reason that it will promote the player not just using their best Maneuver every turn. The whole point of this class is to create diverse gameplay, and the maneuvers known system makes that necessary.


REFRESHING BREATH
At 2nd level, you can stop to think up your next strategy. When you take the Attack Action you can choose to forgo one attack in order to refresh spent Superiority Dice. You can choose to prepare different maneuvers when using this ability.

MARTIAL ARCHETYPE
At 3rd level, you choose an archetype.

EXTRA ATTACK
At 5th level, you can attack twice instead of once whenever you take the Attack Action on your turn.

REMARKABLE ATHLETE
At 7th level, you can add half your Proficiency Bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your Proficiency Bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.


A nice flavorful ability, that isn’t too powerful. I didn’t think it would be a problem adding it in, because it seemed like something every trained fighter could use. If there’s an argument of it being too powerful, tell me and it’ll drop.


ADVANCED MANEUVERS
At 8th level you can choose to take maneuvers from the Advanced Maneuvers list.

INDOMITABLE
At 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a Long Rest. You gain an additional use at 13th and 17th levels.

MASTERFUL MANEUVERS
At 15th level, you can choose to take maneuvers from the Masterful Maneuvers list.

MARTIAL MASTERY
At 20th level, you can apply two Maneuvers to any single attack roll provided the effects of the Maneuvers do not contradict each other. If both Maneuvers increase damage by a superiority die add both superiority die to your total damage.





MARTIAL ARCHETYPES
As I mentioned above, I’ve always been a bit annoyed about how fluffless the fighter and its subclasses have been. So mine are almost completely based around digging down into a small handful of warrior tropes in fiction I’ve read. As such a lot of it is about getting the feel right for playing the fluff in and out of combat. While most the fine details of playing your character is determined by what maneuvers you pick.




SERJEANT-AT-ARMS
My required martial leader archetype. The goal is to get the feeling of a veteran of many of combat who has seen some **** and knows what to do in a terrible situation. They’re main purpose is getting the rest of their troops working to the best of their abilities and, importantly, to come out of combat alive.

BATTLEFIELD REMEDY
At 3rd level, you gain proficiency in Medicine. If you already have proficiency in Medicine you instead gain the ability to treat a d20 roll of 6 or lower as 7 when making a Wisdom (Medicine) check.
In addition, you can make a Wisdom (Medicine) check DC 15 as a Bonus Action, doing so provides the target Temporary Hit Points equivalent to 1d10 + your Fighter level. If the target is at 0 hit points or lower they are brought to 1 hit point.

DISCIPLINED TEAMWORK
At 3rd level, you can use the Help action as a Bonus Action. When using the Help action with a skill you are proficient in, your ally may add the equivalent of a superiority die to their roll. You can use this ability a number of times per day equal to your Wisdom modifier.

EXPERIENCED LEADER
At 3rd level, if you use the Rally maneuver, you can use your Wisdom modifier instead of your Charisma modifier.

BATTLE COMMANDS
At 7th level, once per Short Rest, you can perform one of the following abilities.
Serjeant’s Bark: You can use the Help action on any ally within 30 feet of you provided they can hear and understand you.
Rallying Shout: If you use the Rally ability you can apply the benefits to a number of allies equal to your Wisdom modifier.
Form Up: You can use your Bonus Action to grant a number of allies equal to your Wisdom modifier that can hear and understand you the ability to spend their Reaction to move up to half their Speed until the end of your next turn. This movement does not provoke Opportunity Attacks.

BRING IT DOWN
At 10th level, when using the Commander’s Strike maneuver, if the friendly creature uses its Reaction to attack the same creature you attacked when using the maneuver, they gain Advantage on their attack roll.

IMPROVED BATTLEFIELD REMEDY
At 15th level, when using the Battlefield Remedy feature, you can remove one of the following conditions from your target: Blinded, Charmed, Deafened, Exhausted (up to two ranks), Poisoned, Prone, Staggered, or Stunned.

MASTER BATTLE COMMANDS
At 18th level, you gain two additional uses of Battle Commands you can make per Short or Long Rest, In addition you gain the following additional use of Battle Commands
Combat Drills: You can spend a Bonus Action to pick one Basic Maneuver you know (it does not need to be one prepared). A number of allies that can hear and understand you equal to your Wisdom modifier gain the use of this maneuver and a d8 superiority die.
Unbreakable Resolve: You can spend a Bonus Action to grant a number of allies that can hear and understand you up to your Wisdom modifier a bonus on all saving throws equal to your Wisdom modifier until the end of your next turn.




KNIGHT
What can I say, I love the knight in shining armor. The knight is the most likely of the fighters to take a roll as the face. Taking from Arthurian legend a bit, the knights could be some articulate folk. Most of the more combat focused abilities are focused on feeling like the unstoppable armored behemoth they were. And of course, some form of knightly duel needed to be thrown in.

COURTLY TRAINING
At 3rd level, you gain Proficiency in Persuasion, If you already have proficiency in Persuasion you instead gain the ability to treat a d20 roll of 6 or lower as 7 when making a Charisma (Persuasion) check.

BORN TO THE SADDLE
Starting at 3rd level, your mastery as a rider becomes apparent. If you are ever required to make a Dexterity saving throw to remain mounted, you can choose to instead make a Strength saving throw. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Finally, upon rolling Initiative you can grant your Mount Temporary Hit Points equal to twice your Fighter level.
Horses die fast. This will help them not die as fast. That said, I want to make certain that a knight can be effective on or off a horse.

CHALLENGE
At 3rd level, as a Bonus Action you can issue a challenge against an opponent within 5 feet of you. Spend one Superiority Die, until the end of your next turn the designated creature has Disadvantage on any attack roll that doesn’t target you.
In addition, if a creature marked by you deals damage to anyone other than you, you may add your Superiority Die to all damage rolls made against that creature until the end of your Challenge.

KNIGHTLY MANNERS
At 7th level, when dealing with nobility, you have Advantage on Persuasion checks.

KNIGHTLY CONFIDENCE
At 7th level, you gain Proficiency in Wisdom saving throws. If you already have proficiency in Wisdom saving throws you can instead add your Charisma modifier to your Wisdom saving throws.

ARMORED FOCUS
At 10th level, while wearing heavy armor you gain a +1 bonus to your AC. In addition, when using a maneuver that has the effect of adding the result of a superiority die to your damage roll, you may instead choose to gain Temporary Hit Points equal to the roll of your superiority die + your Constitution modifier. If you are Mounted and your Mount is wearing Barding it also gains this benefit.

It's a bit late coming, but a knight that isn't ridiculously unkillable isn't really a knight.

GLORIOUS CHARGE
At 15th level, when using the Charger, Trample, or Shock Cavalry maneuvers, you can choose to expend an additional superiority die. If you do, a number of allies that can see you equal to your Charisma modifier may add the equivalent of a superiority die to their next attack roll made before the end of their next turn.
After using this ability, you cannot use it again until you’ve taken a Short or Long Rest.

STRENGTH BEFORE DEATH
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.




ELITE GUARD
The Elite Guard is all about picking one ally and protecting them with your life. They are wary of danger and have an eye for those that may attempt to harm those under their protection.

EVER VIGILANT
At 3ed level, you gain proficiency in Perception. If you already have proficiency in Perception you instead gain the ability to treat a d20 roll of 6 or lower as 7 when making a Wisdom (Perception) check.

DANGER SENSE
At 3rd level, you have Advantage on Dexterity saving throws on effects you can see such as Traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

GUARDSMAN
At 3rd level, as a Bonus Action, you can pick one ally within 30 feet of you. This ally is now Guarded by you, if you use your Reaction to perform the Shield Ally, Retribution, or Take Me maneuvers to protect the ally you are guarding the maneuver is not considered expended and can be used again to protect an ally you are guarding.
Guard lasts one hour, though it can be ended early if you choose to, if you fall unconscious, or if you pick a different ally to Guard.

STAY BEHIND ME
At 7th level, the ally you are Guarding is considered to have Evasion as long as they are adjacent to you.

NOTICE WITH A GLANCE
You can use the Perception and Insight skills as Bonus actions.

COME TO THEIR AID
At 10th level, if the ally you are Guarding is not adjacent to you, however would trigger the Shield Ally, Retribution, or Take Me maneuver if you were adjacent to them you can move up to your Speed to your ally’s side to perform one of those maneuvers. This movement provokes Opportunity Attacks, however, you will not suffer take damage or suffer the effects of these Opportunity Attacks until the start of your next turn.

EVER PRESENT AID
At 15th level, after using your Reaction to use the Shield Ally, Retribution, or Take Me maneuvers to the benefit of the ally you are Guarding, you gain an additional Reaction.

A GUARD FOR ALL
At 18th level, when picking an ally to Guard you can instead pick 3. You gain all the benefits of Guarding an ally for each ally simultaneously. In addition, if you ever spend a Bonus Action to change who you are Guarding you can choose to change any or all of the these three allies.




BASIC MANEUVER LIST

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, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. The object lands in the space of your choice within 10 feet of the enemy, or in your hand if you had a free hand when you made the attack roll.

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 and are not wearing heavy armor, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the start of your next turn. This effect ends early if your Speed is reduced to 0 (such as through being Grappled or the Hold Person spell).

Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.

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.

Lunging Attack
Your reach is increased by 5 feet, however, to make attacks at this range you must make an attack that deals piercing damage and must expend one superiority die. If the attack is successful, add the superiority die to the attack’s damage roll.
For the purposes of the Set Spears maneuver and other abilities that are triggered upon something entering your reach, you can choose for it to trigger in your normal or expanded range, but not both.

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 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.

Armor Block
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + 1 if you’re wearing light armor, +3 if you’re wearing medium armor, or +5 if wearing heavy armor.

Parry
When another creature attacks you with a melee attack, you can use your reaction and expend one superiority die and add the result to your AC.

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 Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

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.

Cleaving Strike
When you kill a creature with a melee weapon attack that deals slashing damage, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature it also takes damage from the attack.

Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone and reduce their Speed by 10 until the end of their next turn. If you are using a weapon with the Hook property the target has Disadvantage on their save.

Beat
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 opposed by a Strength saving throw by your opponent. If successful, the opponent cannot make further attacks with that weapon until the start of its next turn.

Grappling Strike
Immediately after you hit a creature with a melee weapon attack on your turn, you can expend on superiority die and use a bonus action to grapple the target. Add the superiority die to your Strength (Athletics) check.

Brace Spears
When using a weapon with the Set property, if an opponent moves within your Reach, you can use your Reaction and expend one superiority die to make an attack against that creature. If the attack hits, add the superiority die to the attack’s damage. In addition, the target must make a Constitution saving throw or have their movement stopped and are pushed back 5 feet directly back.

Sentinel
When making an Opportunity Attack, you can choose to expend a superiority die, adding the result to your damage. In addition, the target must make a Wisdom saving throw or their movement drops to 0.

Lockstep
When making an Opportunity Attack, you can choose to expend a superiority die, adding the result to your damage. In addition, if you are not wearing Heavy armor you can follow your opponent provided you do not move further than your Speed and you end your movement at close to your target as you can without entering known hazards. This movement does not provoke Opportunity Attacks.

Hook Shield
When making a melee attack with a weapon with the Hook property, you can choose to expend a superiority die, adding the result to your damage. In addition, regardless of if you hit or miss, the target must make a Strength saving throw or lose their Shield bonus to their AC until the start of their next turn.

Mount Strike
When controlling a mount, you can use your Bonus Action to expend a superiority die. Your mount makes an attack with any natural attack they have, adding your superiority die to their damage.

Staggering Strike
When making a melee attack with a weapon that deals bludgeoning damage, you can choose to expend a superiority die, adding the result to your damage. In addition, the target must make a Constitution saving throw or becomes Staggered until the end of their next turn.

Unhorse
When making a melee attack against an opponent on a Mount, you can choose to expend a superiority die, adding the result to your damage. In addition, the target must make a Dexterity saving throw or be knocked off their Mount, landing prone on an adjacent open square of your choice. If you are using a weapon with the Hook property, the target has Disadvantage on their saving throw.

Shield Ally
When using a shield, if an adjacent ally is the target of an attack roll, you can use your reaction and expend one superiority die and add the result to your allies AC.

Retribution
When a creature within your reach attacks and damages one of your allies, 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.

Quick Aim
When using a ranged attack, you can choose to expend one superiority die, adding the result to your damage. In addition, you can ignore half and three-quarters Cover.

Hamstring
When making an attack that deals either piercing or slashing damage you can choose to expend one superiority die, adding the result to your damage. In addition, the target must make a Constitution saving throw or have their Speed halved until they receive healing.

Blood in the Eyes
When making a melee attack that deals either piercing or slashing damage you can choose to expend one superiority die, adding the result to your damage. In addition, the target must make a Wisdom saving throw or becomes Blinded until they or one of their adjacent allies takes an Action to wipe the blood from their eyes.

Manipulate Opponent
When making a melee attack against an opponent you can choose to expend one superiority die, adding the result to your damage. In addition, the target must make a Wisdom saving throw or becomes forced to move 5 feet in any direction of your choice, provided they end in an open square with no hazards.

Charger
When you use your action to Dash, you can use a Bonus Action to make one melee weapon attack or a Shove attempt against a creature. If the Shove attempt is successful you push the target back an additional 5 feet. If making an attack, you deal additional damage equal to your superiority die.

Tread with Care
When moving on Difficult Terrain, you can expend a superiority die to not have your speed reduced.




ADVANCED MANEUVER LIST

Commander's Strike
When you hit a creature with a weapon attack, you can expend a superiority die and a Bonus Action. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding one superiority die to the attack's damage roll.

Sweeping Attack
When you take the Attack action and are using a weapon that deals slashing damage, you can choose to declare a Sweeping Attack and expend a superiority die. You only can make one melee attack on your Attack action, compare the results of your attack roll to the AC of all creatures within 5 feet of you. Each creature you would hit takes damage, adding one superiority die to the damage received to one of creature’s hit.

Parry and Response
When using the Parry maneuver, you can choose to expend an additional superiority die. If your parry is successful, you can immediately gain the benefits of either the Beat or the Riposte maneuver provided you know those maneuvers.

Counter-Attack
When you would take damage due to a melee attack, you may choose to expend a superiority die and use you Reaction. Roll damage as if you made a non-critical melee attack. If your damage surpasses the damage of the attack that hit you, the attack is negated. In additional you deal all remaining damage to your opponent as if you hit them, adding one superiority die to the result.

Restraining Grapple
Whenever you make a Grapple attempt, including as part of a different maneuver, you can choose to expend one superiority die. If the check is successful, the target is also restrained while grappled.

Reactive Lunge
When using the Lunge maneuver, you can choose to expend an additional superiority die to apply either the Sentinel or Set Spear maneuvers as well provided you know the maneuver.

Warding Attack
When you take the Attack action and are wielding a two-handed melee weapon you can choose to declare a Warding Attack and expend a superiority die. Roll damage as though an attack hit, though all attacks have been removed from this action.
All opponents within 5 feet of you must choose to stay still or spend their Reaction to move 5 feet away from you, this movement does not provoke Opportunity Attacks. All opponents that choose to remain within 5 feet of you must make a Dexterity saving throw or take the rolled damage, save for half. All opponents that enter any of the squares within 5 feet of you, or start their turn within 5 feet of you must also make a Dexterity saving throw or take the rolled damage, save for half. This effect ends at the start of your next turn, or if you move or are moved.

Quick Bash
After missing a melee attack, you can choose to immediately expend a superiority die and spend a Bonus Action to make one of the following attacks:
-Pommel Strike: Deals superiority die + Strength bludgeoning damage and the target must make a Constitution saving throw or becomes Staggered.
-Shoulder Bash: Deals superiority die + Strength bludgeoning damage and the target must make a Strength saving throw or is knocked back 10 feet.
-Shield Bash: Deals superiority die + Strength bludgeoning damage and you can choose to force the opponent to make a Constitution saving throw or become Staggered or a Strength saving throw to be knocked back 10 feet. Or you can expend an additional superiority die to gain both.

Shielded Strike
When making a melee attack while holding a shield, you can choose to expend a superiority die to disguise the movement of your weapon until you strike. You can add a superiority die to the damage of the attack. In addition, your attack cannot trigger Reactions.

Trample
When mounted and controlling your mount, you can expend a superiority die if your mount takes the Dash action. It can move over squares that are occupied by enemies smaller than your Mount. In addition, all enemies in your path can choose to move 5 feet into an unoccupied square (this movement still provokes Opportunity Attacks) or they must make a Strength saving throw DC 8 + your Proficiency modifier + your Mount’s Strength modifier or are knocked prone and take damage equal to one superiority die + your Mount’s Strength modifier.
You cannot trample over the same creature more than once per Dash action, the first opponent that passes their Strength saving throw stops your Mount’s movement.

Shock Cavalry
If your controlled Mount moves at least 20 feet in a straight line toward a target before you take your Attack action, you can choose to expend a superiority die. You can make a single melee attack with Advantage for your Attack action, if successful this attack is considered to be a critical hit. In addition, add your superiority die to the damage of this attack. If you are using a weapon with the Set property you can also add your Mount’s Strength modifier to your damage.

Mage Slayer
When a creature within reach you can take opportunity attacks casts a spell, you can expend a superiority die and use your reaction to make a melee weapon attack against that creature. You deal additional damage equal to a superiority die. In addition, the target must make a Constitution saving throw or the spell fails.

Disrupt Concentration
When you attack a creature within reach who is Concentrating on a spell or ability, you can choose to expend a superiority die, adding the results of one to the damage. In addition, the target loses Concentration.

Take Me
If an adjacent ally is the target of a single target spell or ability, you can use your reaction and expend a superiority die to change the target from your ally to you.

Will to Resist
When you are affected by a spell or ability that forces you to make a saving throw, you can spend a Reaction to expend a superiority die adding the result to your saving throw.

Counter-Grab
When an opponent provokes an Opportunity Attack from you, you can choose to expend a superiority die to make a grapple attempt against that opponent instead of a normal weapon attack.

Throw Enemy
When you are grappling an opponent, you can expend a maneuver die to throw them as an attack made as part of an Attack action. The opponent takes damage equal to your superiority die, are pushed 15 feet in any direction, and are knocked prone. If they are thrown into a square that they cannot pass through that take an additional +1d6 damage for every 5 feet less than the initial 15 feet they would have been thrown.
This movement does not provoke Opportunity Attacks.

Goring Thrust
When making an attack with a [Set] weapon as part of an Attack action, you can expend a superiority die to have this attack target all enemies directly behind the initial target of your attack up to your Reach + 5 feet. In addition, you can add the results of your superiority die to the first opponent hit as part of this maneuver.

Two-Weapon Rend
When making an attack with your main-hand attack while holding a weapon in both hands, you can expend a superiority die to attack with your off-hand as well. If you hit and deal damage with both your main and off-hand weapon you can add a superiority die worth of damage to your off-hand attack.

Know Your Enemy
At 7th level, you can expend a superiority die to use an Action to make a DC 15 Insight check to learn certain information about the capabilities of one creature you can see compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regards to two of the following characteristics of your choice:
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels
• Fighter class levels




MASTERFUL MANEUVER LIST

Indestructible
When you take damage while wearing heavy armor or using a shield, you can spend a Reaction to negate the damage.

Come at Me
You can use your Bonus Action and expend a superiority die to attempt to goad all enemies within 30 feet of you into attacking you. All opponent’s within 30 feet of you must make a Wisdom saving throw. On a failed save, the target has Disadvantage on all attack rolls against targets other than you, and if they force one of your allies to make a saving throw your ally will have Advantage on that saving throw until the end of your next turn.

Set the Battlefield
You can use your Bonus Action and expend a superiority die to allow all allies that can hear and understand you to spend their Reaction to move up to their Speed, they do not provoke Opportunity Attacks.

Stunning Bludgeon
When attacking with a weapon that deals bludgeoning damage you can expend a superiority die. You deal additional damage equal to your superiority die. In addition, the target is Stunned for 1 round.

Sever the Arcane
When making a weapon attack against a target that is under the effect of a spell you can expend a superiority die, adding the result to your damage. In addition, all single-target spells effecting the target are ended.
In addition, all magic equipment carried by the target ceases to function, though it will begin to work again after a Short or Long Rest or when targeted by the Mending spell.

Perfect Strike
When making a weapon attack you can choose to expend a superiority die, adding the results of three superiority dice to your damage. This damage cannot be reduced or negated.

Riddle of Steel
When you are the target of a charm or frightened effect, you spend a Reaction and expend a superiority die to become immune to all charmed or frightened effects until the end of your next turn.

Perfected Defense
If you are dealt damage by an opponent while wearing medium or heavy armor, you can expend a superiority die as a Reaction to gain Resistance against all damage against you by that opponent until the end of your next turn.

Dienekes
2020-04-06, 06:49 PM
ROGUE

So we get to the Rogue. And here we have a wee bit of a problem. Because in the Rogue I clearly see what the designers were attempting to do and how it directly relates to how the class should be played differently than other classes. Which is what I want. But it does so in ways I don’t really like.

The first problem is Expertise. If you’ve looked through the other classes, you can see I’m a big fan of utilizing skills as part of combat gameplay. This works great as long as skills scale in the same way everything else does. But as soon as Expertise comes into effect we get a lot of wonkiness. Rogues become the best grapplers and shovers in the game. And that’s just weird and is not how the game should be.

Then on the other side of things comes Sneak Attack. Which, again, I completely understand why it came about as a means of representing a character that takes the time to find the perfect method to assassinate someone, or attack them when they’re not paying attention to you. But the actual effect is that the characters with the most cause to use light weapons are the ones who are optimized for making those huge single hit crushing attacks. Which, again, I’ve always felt was supposed to be what sets the Barbarian apart, as they’re the guys waving around the giant axes.

So what are rogues supposed to do in combat?

In brief, the Rogue is disruption made manifest. They should be confusing, taunting, and annoying. To play a rogue you should feel like you have a bag of tricks to pull from for every occasion. They can hold their own, I suppose. Well enough not to die outright anyway. But, with the exception of certain situations keyed off their archetype. My Rogues leave the garish trading of attacks and damage to those more suited. Rogues seek to control the battlefield to make certain everything goes their way.

With the possible exception of the Paladin which is nowhere near ready yet (I have a cool idea, but balancing it around spells is nigh impossible) the Rogue is easily the most changed class.

Hit Points
• Hit Dice: 1d8 per rogue level
• Hit Points at 1st Level: 8 + your Constitution modifier
• Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies
• Armor: Light armor
• Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
• Tools: Thieves' tools, Poisoner's Kit, or 3 Instruments
• Saving Throws: Dexterity, Intelligence
• Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Equipment
• (a) a rapier or (b) a shortsword
• (a) a shortbow and quiver of 20 arrows or (b) a shortsword
• (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
• Leather armor, two daggers, and thieves' tools
Alternatively, you can ignore the equipment from your class and background and start with 4d4 x 10 gp.



Level

Proficiency Bonus

Features
Skill Talents


1st
+2
Reliable Skills, Skill Talents
1


2nd
+2
Cunning Action
2


3rd
+2
Roguish Archetype
2


4th
+2
Ability Score Improvement
3


5th
+3
Extra Attack, Cunning Action 2
3


6th
+3
Reliable Skills
4


7th
+3
Archetype Feature, Evasion
4


8th
+3
Ability Score Improvement
5


9th
+4
Cunning Action 3
5


10th
+4
Archetype Feature
6


11th
+4
Reliable Talent, Reliable Skills
6


12th
+4
Ability Score Improvement
7


13th
+5
Archetype Feature
7


14th
+5
Clever Attacker
8


15th
+5
Reliable Skills
8


16th
+5
Ability Score Improvement
9


17th
+6
Archetype Feature
9


18th
+6
Always Reliable
10


19th
+6
Ability Score Improvement
10


20th

+6
Stroke of Luck, Trickster of Legend

11




RELIABLE SKILLS
Pick two skills or tools for which you are proficient. When making an ability check for the chosen skills or tools you can treat a d20 roll of 6 or lower as 7. At 6th, 11th, and 15th level you can pick two more skills or tools to gain this benefit.



So, you'll notice the absence of Expertise here. This is my attempt to continue to portray the Rogue as a master of skills without completely messing up bounded accuracy in the way Expertise does. The plan is that Rogues can continue to gain Reliable Skills throughout their 20 levels. With the level 11 ability Reliable Talent being changed to only effecting the chosen Reliable Skills.

I know, I know. I'm weakening Expertise, Sneak Attack, and Reliable Talent. That's a lot of nerfs for the Rogue. And I'm going to be honest, I'm not 100% certain once I'm done with it the Rogue will be improved mathematically. But I do think I'd enjoy playing it a lot more.



SKILL TALENTS
You can pick one Skill Talent that you have the prerequisites for from the Skill Talents List. When you gain certain Rogue levels, you gain additional Skill Talents of your choice. You cannot pick the same Skill Talent more than once, unless otherwise noted.

CUNNING ACTION
At 2nd level, you can take a Bonus Action on each of your turns in Combat. This action can be used only to take actions chosen as Cunning Actions. At 2nd level you can choose any three of the following actions as Cunning Actions.
-Dexterity (Stealth) check to Hide
-You can no longer move for the remainder of your Turn, ranged attacks ignore half and three-quarters cover until the start of your next turn. If you moved more than half your Speed on your turn you can no longer use this Cunning Action.
-Dash
-Disengage
-Dexterity (Sleight of Hand) check or Thieves Tools to disarm a trap or open a lock

At 5th level you can choose an additional two options for your Cunning Action. You can choose any of the prior options or take from the following list:
-Apply Poison to a weapon or 3 pieces of ammunition
-Use/Give Potion to an ally within 5 feet of you
-Use the Help action
-Wisdom (Perception) check to spot a hidden creature or object or make an Intelligence (Investigation) check to uncover or decipher clues.

At 9th level, you can choose an additional two options for your Cunning Action. You can choose from any of the prior options or take from the following list:
-Activate Magic Item
-Dodge

ROGUISH ARCHETYPE
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities.

EXTRA ATTACK
At 5th level, you can attack twice instead of once whenever you take the Attack Action on your turn.

This is here for a simple reason. Rogue is no longer a one hit per round sneak attacker, it is still considered a martial. If it does wish to start dealing damage, such as when using abilities from one of their subclasses, this will come in handy.


RELIABLE TALENT
At 11th level, for all skills and tools you have chosen with the Reliable Skills class feature, when making an ability check with one of the chosen skills a d20 roll of 10 or lower is considered an 11.

CLEVER ATTACKER
At 14th level, when making an Attack action you can choose to forgo one of your attacks to perform a Combat Trick that would normally take an Action to perform.

ALWAYS RELIABLE
At 18th level, you gain the benefits of Reliable Talent for every skill or tool with which you are Proficient. In addition, if you gained half proficiency in any other skills or tools you instead gain the benefits of Reliable Skill (but not Reliable Talent) with those skills and tools.

STROKE OF LUCK
At 20th level, you can turn any d20 roll into a 20. If the roll was an attack, you do not gain the benefits of a critical hit. You can use this ability three times. You regain all expended uses of Stroke of Luck on a Short or Long Rest.

TRICKSTER OF LEGEND
At 20th level, you can use all Combat Tricks twice each encounter.




ROGUISH ARCHETYPES
The subclasses here were like the Fighter based a bit more on different types of roguish characters that I could think of. Though I only really explored it here in the last of the subclasses, my rogue isn’t really a rogue anymore. To the point that I toyed with just renaming it Expert. Without being based around Sneak Attack there’s not a whole bunch that’s inherently scoundrelly. Now of course there are plenty of sneaky options available if you pick the right Cunning Actions or Skill Talents.
Anyway, the subclasses. They’re goal is to behave wildly different in combat with each other.



ASSASSIN
I’m gonna be honest, I have never liked the official Assassin. It’s not that it didn’t have some good abilities. It does. But most of them could have worked just as well for a spy or something. My assassin is much more focused on sudden and terrifying death. And poisons. What’s interesting to me is how it would work in combat with everyone else. It’s first turn potential is unmatched among the martials, the only thing that surpasses the Barbarian in terms of pure kill potential. But after that it drops off, hard. This is by design.

ASSASSINATE
At 3rd level, during the first turn, the Assassin has Advantage on Attack rolls against any creature that hasn’t taken a turn. Any hit the Assassin scores against a surprised creature deals an additional +2d6 damage and is automatically a critical. In addition, that creature must make a Constitution Saving Throw DC 8 + your Proficiency bonus + your Dexterity modifier or be dropped to 0 hit points. If the creature has more than 50% of their hit points remaining after the Assassin’s attack they have Advantage on the saving throw.

Yup. I gave them a death attack at 3rd level. It is designed in a way that they’re unlikely to kill any important big baddies. But a high ranking lieutenant? Yeah that’s fair game for them to burst down. I think that’s the desire of playing an assassin in the first place. If there is a good argument that this shouldn’t exist in the game I’ll listen. I may just push the Death effect back a few levels.


CREATE POISON
At 3rd level, provided you have access to a Poisoner’s Kit, during a short or long rest you can create a vial of Virulent Poison. This poison loses its potency after 24 hours.
Virulent Poison: This vial of poison can be applied to one slashing or piecing weapon, or up to three pieces of Ammunition as an action. A creature hit by the Poisoned weapon or Ammunition must make a DC 8 + your Proficiency bonus + your Intelligence Constitution Saving Throw or take 1d6 poison damage. Once applied, the poison retains potency for 1 minute before drying.

GENIUS POISONER
At 7th level, you can take 1 hour, which may be part of a Short or Long Rest to make a DC15 Poisoner’s Kit check to change the type of poison to any one of the following: Ingested, Inhaled, or Injured.

IMPROVED ASSASSINATE
At 10th level, your Assassinate ability deals an additional +2d6 damage. In addition, creatures with more than 50% of their hit points remaining no longer have Advantage on the saving throw.

POISON MASTERY
At 13th level, when attempting to poison a creature your poison is not limited by Resistance to poison damage, in addition, if a creature is Immune to poison damage they instead are considered to have Resistance to it.
In addition, creatures that are not Resistant or Immune to poison damage suffer Disadvantage on Constitution saving throws against your poison attacks.

ASSASSINATE SUPREMACY
At 17th level, your Assassinate ability deals an additional +2d6 damage.

SEEING ME COMING WILL NOT SAVE YOU
At 17th level, you can use your Assassinate ability on any creature during your first turn, even those that have taken their turn before you.




THIEF
Of all the subclasses this one I’m the least certain about. The goal here was to make a Rogue that was not inherently about violence. But this unfortunately left me with a bunch of abilities that I don’t really have a good reason for not putting in the Skill Talents list. In a way it’s just the Rogue, but better, which I understand is the basis behind many subclasses. But it still rubs me the wrong way. If any of you have any ideas on how to improve this, I’m all ears.

COMBAT PICKPOCKET
At 3rd level, as part of an attack, you can make a Dexterity (Sleight of Hand) check opposed by the target’s Wisdom (Insight) to lift any one object off the target that they are not holding in their hands and does not weigh more than 5 lbs.

MARK THE PATSY
At 3rd level, as an Action, you can designate one opponent with an Intelligence of 4 or higher and can see you. For 1 hour that target gets Disadvantage on all opposed skill or save checks against your Combat Pickpocket and Combat Tricks. You can use this ability once per Short Rest.

ESCAPE ARTIST
At 7th level, when you take the Disengage action, your movement is unaffected by difficult terrain, spells, and other effects that would reduce your speed or would cause you to be paralyzed or restrained. In addition, you can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.
You can perform this ability twice. You regain expended uses after a Short Rest.

IMPROVED MARK THE PATSY
At 10th level, you gain an additional use of Mark the Patsy per Short Rest. In addition, you can choose to expend two uses of this ability as a single action, targeting two different creatures.
In addition, you can use Skill Tricks an additional time per encounter. However, the target must be your Patsy.

ADDITIONAL SKILL TALENT
At 10th level, you gain the use of an additional Skill Talent that you meet the prerequisites for.

ALWAYS ON EDGE
At 13th level, you can add your Proficiency bonus to your Initiative checks. In addition, you gain Advantage on all saving throws made during the first round of combat, even when surprised.

THIEF'S INITIATIVE
At 17th level, you can take two turns during the first round of every combat. You can take your first turn at your normal initiative and your second turn at your initiative -10.




SWASHBUCKLER
The swashbuckler is my attempt to make the most martial of Rogues. It is also supposed to be an answer to the most frequently forgotten fighting style in D&D, the einhander. Not by being really forced into it, per se, but the mechanics favor it. You can attempt to make it work with two-weapons, and in certain cases where you have Advantage for a full round of attacks using the Bonus Action to make an additional attack will be nice. But then you won’t be using Cunning Action or Trickster Combatant, which is kind of the point of playing the class.

STRIKE THE DISTRACTED
At 3rd level, when attacking an opponent with a one-handed weapon for which you have Advantage on the attack roll, you deal an additional +1d8 damage. You can also gain this benefit if from the start of your turn to the end of your turn you move to the opposite side of the creature you are attacking (essentially if from the start of your movement to the end you would be flanking with yourself).

FANCY FOOTWORK
At 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

TRICKSTER COMBATANT
At 7th level, you can use your Cunning Action to perform a Skill Trick that would normally take an Action. You can use this ability a number of times equal to your Dexterity modifier. You regain expended uses after a Short Rest.

IMPROVED STRIKE THE DISTRACTED
At 10th level, increase the damage dealt with Distracting Strike to +2d8.

ELEGANCE IN MOTION
At 13th level, you can gain Advantage on any Skill Talent that requires a Dexterity (Acrobatics) ability check or a Strength (Athletics) ability check.

SUPREME STRIKE THE DISTRACTED
At 17th level, increase the damage dealt with Distracting Strike by +3d8.

MASTER SWASHBUCKLER
At 17th level, you spend a Bonus Action and expend the use of any one of your Combat Tricks to gain Advantage on your next Attack.




MINSTREL
The last of the Rogue archetypes sort of popped into my head when I was editing the Skill Talents. I know a few people on this board wanted to play a non-magic Bard. And I think the whole bag of tricks idea works very well for them too. Plus the mechanic that came to me was pretty simple and easy to implement. Which I hope makes it good, though I will admit this is the one I’ve thought about the least. It also, technically, fits another martial leader archetype. Might as well make it 3 for 3.

COMBAT PERFORMANCE
At 3rd level, as an Action you can perform on an Instrument with which you are Proficient. This performance must be one of the following types: March, Estampe, or Dirge. This Performance takes up your Concentration and lasts until the start of your next turn, though it can be ended early if you choose or if your Concentration is broken.
March: You and all allies within 15 feet of you gain +10 Speed.
Estampe: You and all allies within 15 feet of you gain Temporary Hit Points equal to your Charisma modifier (A reminder, unconscious creatures cannot hear you).
Dirge: You and all allies within 15 feet of you gain 1d4 damage on all attack rolls.

TALENTED MUSICIAN
At 3rd level, when choosing a Skill Talent that requires a proficiency in a Charisma skill, you may ignore that prerequisite, provided you are proficient in Perform. In addition, if when using any of these Skill Talents it asks for the roll of a skill, you can use the Perform skill instead of the original required skill.

TRICKSTER PERFORMER
At 7th level, as part of the Action used to make a Combat Performance you can also use any one Combat Trick that requires the use of a Charisma (Perform) ability check

IMPROVED COMBAT PERFORMANCE
The range of Combat Performance increases to 30 feet. In addition a number of times per day equal to your Charisma modifier you can give all allies the benefit of two of your Combat Performances for 1 round.

ADDITIONAL PERFORMANCE
At 13th level, you gain additional uses of Combat Performance:
Charm Breaker: You and all allies within 30 feet gain Advantage on all saving throws against being Frightened or Charmed. In addition, if an ally within 30 feet of you is already Frightened or Charmed they make a saving throw with Advantage to be free of the condition.
Song of Focus: You and all allies within 30 feet gain 1d4 on their next skill check.

BRILLIANT PERFORMER
At 17th level, you have no limit to the number of times you can give the benefits of two of your Combat Performances.




SKILL TALENTS LIST
Certain Skill Talents have the tag [Combat Trick] as part or all of the talent. These are powerful abilities that can be used in combat, however, once the trick is done it is no longer able to be used in that encounter.

Learn Skill/Tool
Gain proficiency in one Skill or Tool. This talent can be taken multiple times, each time to gain proficiency in a different Skill or Tool.

Thieves’ Cant
You learn a secret dialect that lets you hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. You understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. In addition, you can spend 1 hour to teach an ally the basics of Thieves’ Cant. For the rest of the day, that ally can communicate with you.

Dirty Cheat
Once per day you can take 5 minutes to plan out how to cheat at any game. You are considered to have Proficiency in the Gaming Set you are cheating in.
If you already have proficiency in the gaming set, you can choose to reroll a gaming set roll. However, if your reroll is lower than the Passive Perception of anyone paying attention to your actions (usually the other players and referee) you are outed as a cheater. Every time you choose to reroll while playing the same gaming set the passive perception of all paying attention is increased by 2.

Underworld Connections
In any urban area you enter, you are aware of the criminal element and they are welcoming to you. You will be allowed entrance unmolested into criminal taverns and will not be robbed by those who know who you are. In addition, you may draw upon them for minor favors and information. In addition you gain Advantage on Charisma (Persuasion) checks made on criminals.

Jack of All Trades
You can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn’t already include your Proficiency Bonus.

Cover Identity
Prerequisite: Proficient in Disguise Kit
Spend 1 week and 25 gold to create a false identity for yourself. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Poison Worker
Prerequisite: Proficient in Poisoner’s Kit, 8th level
When using poisons you can choose to use their normal save DC or 8 + Proficiency + your Intelligence modifier.

Second-Story Work
Prerequisite: Proficient in Athletics
You can choose to use Dexterity instead of Strength to make Athletics checks to Climb or Jump. In addition, you gain a Climb Speed equal to your Speed.

Exhaust the Enemy [Combat Trick]
Prerequisite: Proficient in Athletics
When an opponent makes a melee attack that misses you, you can spend a Reaction to make a Strength (Athletics) check opposed by the target’s Constitution saving throw. If successful the target suffers 2 levels of Exhaustion.

Juke [Combat Trick]
Prerequisite: Proficient in Athletics, 8th level
As part of moving, you can choose to make an Strength (Athletics) check opposed by the Dexterity saving throw of an enemy within 5 feet of you. If you succeed the opponent is knocked prone.

Stymie Action [Combat Trick]
Prerequisite: Proficient in Athletics, 8th level
When an opponent within 5 feet of you makes any Action that is not an Attack against you, you can spend a Reaction to disrupt it. Make an Strength (Athletics) check opposed by the target’s Strength saving throw. If successful, that opponent loses their Action for their turn.

Redirect Attack[Combat Trick]
Prerequisite: Proficient in Athletics, 8th level
When you are the target of a melee attack, you can use your Reaction to make a Strength (Athletics) check opposed by the attack roll. If successful, the attack is no longer aimed against you and instead targets one opponent within 5 feet of you that is not the original attacking opponent.

Dominos[Combat Trick]
Prerequisite: Proficient in Athletics, 14th level
As an action, make a Strength (Athletics) check opposed by the Strength saving throw of one opponent within 5 feet of you no larger than one size category larger than you. If successful that opponent is knocked prone and you can pick one opponent within 10 feet to the enemy knocked prone. That opponent must be no larger than one size category larger than the first opponent and must also make a Strength saving throw or be knocked prone and you can again pick an enemy within 10 feet to this second enemy no larger than one size category larger than the second opponent to make a Strength saving throw or be knocked prone. Repeat until one of the opponents makes their saves or there are no further enemies within 10 feet of the appropriate size of your last target.

Kip Up
Prerequisite: Proficient in Acrobatics
You can stand up from Prone using only 5 feet of movement.

Parkour!
Prerequisite: Proficient in Acrobatics, 8th level
You can make a Dexterity (Acrobatics) check DC 20 check to move through the air as though you could Fly. However, you can only move half your speed without first landing on the ground, a creature, or a wall before completing your movement.

Roll with the Hit [Combat Trick]
Prerequisite: Proficient in Acrobatics
When attacked you can spend a Reaction to make an Dexterity (Acrobatics) check opposed by the attack roll, if your roll surpasses the attack roll the attack is negated and you can move up to half your speed in any direction. This movement does not provoke Opportunity Attacks.

Combat Roll [Combat Trick]
Prerequisite: Proficient in Acrobatics
As part of your Movement, you can make a Dexterity (Acrobatics) check opposed by the AC of an opponent within 5 feet of you. If successful you can move through any square they occupy and do not provoke Opportunity Attacks from the target.

Roll to Safety [Combat Trick]
Prerequisite: Proficient in Acrobatics, 14th level
When within the area of an area of effect spell or ability that forces a saving throw upon you, you can spend a Reaction to gain Advantage on the save. In addition, you can move up to half your speed. This movement does not provoke Opportunity Attacks.

Stash and Grab
Prerequisite: Proficient in Sleight of Hand
If you pick up or receive an object you can immediately make a Dexterity (Sleight of Hand) check to hide it on your person. In addition, if you wish to draw a weapon or item concealed on your person you can draw it as part of the action taken to use that weapon or item.

Hidden Weapons [Combat Trick]
Prerequisite: Proficient in Sleight of Hand, 8th level
When drawing and attacking a weapon hidden on your person, your first attack with that weapon made before the end of your next turn deals an additional +2d8 damage.

What's Yours is Mine [Combat Trick]
Prerequisite: Proficient in Sleight of Hand, 14th level
You can take an action that is currently being held in the hands of your opponent. As an action make a Dexterity (Sleight of Hands) check opposed by the Wisdom (Perception) check of one creature within 5 feet of you. If successful you can take any one object you can hold in your hands from the target. They do not notice until the start of their next turn, or if they attempt to interact with the item (for example, attempting to make an Opportunity Attack and realizing they no longer have their weapon).

Face in the Crowd
Prerequisite: Proficient in Stealth
You gain Concealment when in a group of people allowing you to Hide even when you are seen.

Startling Reveal [Combat Trick
Prerequisite: Proficient in Stealth, 14th level
When Hiding, you can use your Action to sneak up to within 10 feet of any one opponent without the need of cover or concealment and make a Dexterity (Stealth) check opposed by the Wisdom saving throw of the target. You are no longer considered to be hiding. If the check is successful the target is considered Incapacitated until the end of their next turn. In addition, all attacks made against the target until then have Advantage.

Notice the Imperceptible
Prerequisite: Proficient in Investigation, 8th level
You can spend an action to make an Intelligence (Investigation) check DC 20, if successful you know the location of any Invisible creatures or objects within 30 feet of you. You do not suffer Disadvantage on attacks made against Invisible creatures until they move to a different space.

Perfect Read
Prerequisite: Proficient in Investigation, 14th level
Make an Intelligence (Investigation) check opposed by the Wisdom saving throw of one creature you can see. You can only use this ability once on any creature per month. You understand any three things from the following list about that person:
*If they have any secrets that could damage their reputation
*What that secret is
*Their alignment
*What they desire most in life
*Deep seated psychological issues
*Any password they have made or memorized
*Their true feelings about any one institution or person

Horse Thief
Prerequisite: Proficient in Handle Animal
As an Action you can target a creature with Intelligence of 3 or less with a Charisma (Handle Animal) check opposed by their Will Saving Throw. If successful that creature is Charmed and will follow you for 1 hour. If the creature is Hostile they gain Advantage on their save.

Disturb Mount [Combat Trick]
Prerequisite: Proficient in Handle Animal, 8th level
As an action you can make a Charisma (Handle Animal) check, all opponents currently riding a Mount within 30 feet of you must make an opposing Charisma (Handle Animal) check or be thrown from their Mount.

Gambler’s Read
Prerequisite: Proficient in Insight
When performing a game that has some form of hidden information, you can make an Insight check opposed by the opponent’s Wisdom Saving Throw. If successful you can tell if they’re in a better or worse position than yourself.

Notice the Strange
Prerequisite: Proficient in Insight
You can make a Wisdom (Insight) check DC 15 to determine if a creature you can see is under the effect of any Transmutation, Illusion, or Enchantment spell.

Forewarning [Combat Trick]
Prerequisite: Proficient in Insight, 8th level
As an action you can choose one opponent within 30 feet that you can see, make a Wisdom (Insight) check opposed by the target’s Wisdom Saving Throw. If successful you can get a read on what the enemy is likely to do, on the opponent’s next turn they have Disadvantage on all attack rolls, and if they perform a spell or ability that forces those effected by it to perform a saving throw or ability check they have Advantage on that saving throw or ability check.

Medical Surgery
Prerequisite: Proficient in Medicine
During a Short Rest, you can heal one ally. Make a DC 15 Wisdom (Medicine) check and the target can heal the equivalent of a Hit Dice without spending one. This increases to 2 Hit Dice if you make a DC of 25.

Cure-All
Prerequisite: Proficient in Medicine, 8th level
As an action you can make a Wisdom (Medicine) check DC 20 and expend one use of a Healer’s Kit administered to one ally within 5 feet of you. If successful that ally removes one disease afflicting it, or loses one of the following conditions: Blinded, Deafened, or Poisoned.

Miracle Worker
Prerequisite: Proficient in Medicine, 14th level
As an action, you can make a Wisdom (Medicine) check DC 20 and expend one use of a Healer's Kit to return any one creature that has died to life with 1 hit point. The creature must have died within the last 10 minutes. It can return a creature to life that has died of old age, however they will only live for 1 day longer at which point Miracle Worker cannot be used on them again.

Notice Weakness [Combat Trick]
Prerequisite: Proficient in Perception, 8th level
As a Bonus Action, make a Wisdom (Perception) check DC equal to the AC of the opponent within 30 feet you can see. If successful, your next attack against that opponent either deals an additional +1d8 damage or ignores Resistance.

Impersonator
Prerequisite: Proficient in Deception
If you listen to a character talking for 1 minute you can perfectly copy their voice patterns and mannerisms and gain Advantage on any checks to Disguise as the person. You can only have 1 character you can perfectly impersonate at a time.

False Friend [Combat Trick]
Prerequisite: Proficient in Deception, 8th level
As an action, you can make a Charisma (Deception) check, opposed by the Will Saving Throw of all creatures that can see, hear, and understand you. If successful, they believe that you are allied to them and will not attack you or target you with an aggressive spell or ability. This effect ends when they notice you directly hinder or damage one of them. However, your first attack against a fooled opponent is made with Advantage and deals an additional +2d6 damage on a successful hit or allows the use of the Assassinate ability if you have it.

Fluster [Combat Trick]
Prerequisite: Proficient in Deception, 8th level
If an opponent within 30 feet of you makes an attack or casts a spell, you can spend a Reaction to attempt to distract them. Make a Charisma (Deception) check opposed by the target’s Wisdom saving throw, if successful the attack misses and the spell fails to cast, however, the spell slot is not consumed.

Sow Confusion [Combat Trick]
Prerequisite: Proficient in Deception, 8th level
As an Action make a Charisma (Deception) check opposed by the Will saving throw of all opposing creatures within 30 feet of you. If successful, the affect creature cannot take an Action without also spending their Bonus Action.

Distraction [Combat Trick]
Prerequisite: Proficient in Deception, 8th level
As an Action make a Charisma (Deception) check against an opponent within 5 feet of you, if successful all attacks made against that opponent gain Advantage until the start of your next turn.

Uhh... He Did It! [Combat Trick]
Prerequisite: Proficient in Deception, 14th level
As an Action, make a Charisma (Deception) check against one opponent who had taken damage over the course of the last round opposed by their Wisdom saving throw. If successful, that opponent must spend their next turn making an attack action against their nearest ally, moving to an appropriate spot to do so.

Demand Surrender [Combat Trick]
Prerequisite: Proficient in Intimidation
As an Action make a Charisma (Intimidation) check opposed by the Wisdom Saving Throw of one creature within 30 feet of you that can see, hear, and understand you. If successful, the creature drops any weapons it is holding and takes no hostile actions. If the target has more total hit dice than you, it gains Advantage on its saving throw.

Weaken Resolve [Combat Trick]
Prerequisite: Proficient in Intimidation, 8th level
As an action, you can make a Charisma (Intimidation) check opposed by the Wisdom Saving Throw of an opponent within 30 feet of you that can hear and understand you. If successful, that opponent suffers Disadvantage on all Saving Throws for the next minute.

Cower Before Me [Combat Trick]
Prerequisite: Proficient in Intimidation, 14th level
As an action, you can make a Charisma (Intimidation) check opposed by the Wisdom saving throw of all creatures within 30 feet of you that can see, hear, and understand you. Each creature that fails their save is Frightened for 1 round, dropping everything they are holding in their hands.

Sophistry
Prerequisite: Proficient in Persuasion
You can use Intelligence instead of Charisma when making Charisma (Persuasion) and Charisma (Deception) checks.

Sesquipedalian Loquaciousness [Combat Trick]
Prerequisite: Proficient in Persuasion
You can take an Action to make a Charisma (Persuasion) check opposed by the Will Saving Throw of a single opponent that can hear and understand you. If successful, that opponent cannot take a Reaction until the start of their next turn. In addition, that opponent can move or take an action on their next turn, but not both.

Join Us [Combat Trick]
Prerequisite: Proficient in Persuasion, 8th level
As an action you may choose to make a Charisma (Persuasion) check opposed by the Wisdom saving throw of a creature that can see, hear, and understand you. If successful, the target becomes your ally and will fight on your side until the end of the encounter, at which point it will depart (or, if the DM wishes, the target can become a permanent ally). Anyone hostile to you becomes hostile to the target.
If the target has more total hit dice than you, it has Advantage on their saving throw. In addition, if the total number of hostile creatures other than your target is greater than you and your allies your target’s Wisdom Saving Throw is considered +5 higher than rolled.

Inspiring Words [Combat Trick]
Prerequisite: Proficient in Persuasion
As an action you can make a Charisma (Persuasion) check DC 15, if successful, one ally within 60 feet of you that can hear and understand you gains Advantage on their next ability check or attack roll made before the end of their next turn.

Befriend
Prerequisite: Proficient in Persuasion, 8th level
Over the course of a minute, you can make a Charisma (Persuasion) check opposed by the target's Wisdom saving throw. If successful, the target is considered to be Charmed by you, this lasts for 24 hours or until you or one of your allies either attack them or place the character in danger.

Settle Down Now [Combat Trick]
Prerequisite: Proficient in Persuasion, 8th level
As an action you can make a Charisma (Persuasion) check opposed by the Charisma saving throw of all opponents within 60 feet of you. Each opponent that fails their save suffer the effects of the Calm Emotions spell.

Dienekes
2020-04-14, 03:33 PM
RANGER

Paladin is still kicking my ass. So I moved to Ranger. So what is a Ranger, exactly. It’s kinda skill focused, so like a Rogue. But it’s also kinda a warrior, so like a Fighter. And don’t forget the heavy nature theme and spells, so it’s like a Druid. That the Ranger is a bit of a mess isn’t really a grand insight. It pretty frequently gets listed as the most disappointing of classes, and I think a part of that is that on paper it's just a hodgepodge of things other classes are supposed to do.

So what exactly is the fantasy of playing a ranger? The ranger is supposed to be the pinnacle of wilderness survival and independence. The man that can trudge through the world from the frozen glaciers to the arid desert without complaint. The stereotypical rangers don't care for the comforts of civilized life, they don't rage against it like the barbarians, so much as they go without, and have honed their bodies and minds to the point they don't even really feel the discomforts of nature and embrace them. And that's what I focused on for out of combat abilities, but what should I focus on for combat?

Focus being the operative word there. I wanted to get the feeling of a character that can sit and plan their attacks. A barbarian may rage and charge in to deal damage. A fighter may fearlessly move to engage a battle knowing he has the techniques to fall back upon for any situation he faces. But the Ranger needs to stop, take into account the battlefield and loose that perfect arrow. They should get the most benefit from taking the time to plan out their attack than just about anyone else.

Unfortunately, having a bunch of abilities that take time to set up is not really a way to make a working martial in 5e where combat is supposed to last about 3 to 5 rounds.


Hit Points
• Hit Dice: 1d10 per ranger level
• Hit Points at 1st Level: 10 + your Constitution modifier
• Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st.
Proficiencies
• Armor: Light armor, medium armor, shields.
• Weapons: All weapons.


• Tools: None
• Saving Throws: Strength, Dexterity
• Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
Equipment
• (a) scale mail or (b) leather armor
• (a) two shortswords or (b) two simple melee weapons
• (a) a dungeoneer's pack or (b) an explorer's pack
• A longbow and a quiver of 20 arrows
Alternatively, you can ignore the equipment given by your class and background and start with 5d4 x 10 gp.



Level
Proficiency Bonus

Features
Survivalist Trainings



1st
+2
Quarry, Favored Terrain




2nd
+2

Favored Enemy I, Survivalist Training

2



3rd
+2
Ranger Conclave

2



4th
+2
Ability Score Improvement

3



5th
+3
Extra Attack, Fast Movement

3



6th
+3
Improved Quarry

4



7th
+3
Conclave Feature

4



8th
+3
Ability Score Improvement
5



9th
+4
Conclave Feature

5



10th
+4
Improved Quarry

6



11th
+4
Favored Enemy II

6



12th
+4
Ability Score Improvement

7



13th
+5
Improved Favored Terrain

7



14th
+5
Conclave Feature

8



15th
+5
Improved Quarry

8



16th
+5
Ability Score Improvement

9



17th
+6
Favored Enemy III

9



18th
+6
Conclave Feature

10



19th
+6
Ability Score Improvement

10



20th
+6
Foe Slayer

11





QUARRY
You choose a creature you can see within 90 feet of you as a Bonus Action. For the next 8 hours you gain the following benefits against that creature:
• You deal an additional 1d6 damage on all attacks against the target creature
• You have Advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find or track the target creature

At 6th level, you gain the following benefit against the Quarry target
• When taking the Attack action, you can choose to forgo one of your attacks to instead gain Advantage and double the number of dice you add to your damage when attacking your Quarry.

At 10th level, you gain the following benefits against the Quarry target
• You deal an additional 1d6 (now 2d6) damage on damage against the Quarry target.
• When you choose to forgo an attack against your Quarry, you increase your Critical Range by 1 and can ignore half and three-quarters cover.
• You know where your Quarry is provided, they are within 15 feet of you, even if they are invisible or hiding.

At 15th level, you gain the following benefits against the Quarry target
• You deal an additional 1d6 damage (now 3d6)
• Your critical range increases by 1 (19-20 normally, or 18-20 if you forgo one attack)
• Your Blindsense goes out to 30 feet for your Quarry target.

FAVORED TERRAIN
Choose one of the following terrains to gain the listed benefits.
Urban: While in a city, town, house, keep, or other place where people live you gain Advantage on Dexterity saving throws against traps, Advantage on Dexterity (Stealth) checks, and Advantage on Wisdom (Survival) checks to Track creatures.
Surface Wilderness: While you are on the surface and not in an Urban area you gain Advantage on all saving throws caused by the Environment, Advantage on Dexterity (Stealth) checks, and Advantage on Wisdom (Survival) checks to Track creatures.
Dungeon: While you are underground and in tunnels you gain Darkvision, if you already have Darkvision your Darkvision range increases by 60 feet, Advantage on Dexterity (Stealth) checks, and Advantage on Wisdom (Survival) checks to Track creatures.

At 13th level, while in your Favored Terrain your Speed is not reduced due to difficult terrain and you gain Advantage on Initiative checks.

FAVORED ENEMY
At 2nd level, you can choose a type of favored enemy: beasts, fey, humanoid, monstrosities, or undead. You gain benefits based upon your choices.
Beasts: You gain proficiency in any two of the following skills: Animal Handling, Nature, or Survival. If you already have proficiency in two of these skills you gain proficiency in the last and can pick one of these skills. When making an ability check for this skill you can treat a d20 roll of 6 or lower as 7. If you are proficient in all three skills you can gain the above benefit in two of those skills.
In addition, when you use the Attack Action against creatures of Large size or larger you deal an additional +1d4 damage on your first attack.
Fey: You gain Advantage on saving throws to resist effects that would give you the Charm or Frightened condition.
In addition, if a creature within 5 feet of you has the Charm or Frightened condition, you can make a DC 15 Wisdom (Nature) check to remove the Condition. You can use this ability once, regaining its use after a Short or Long Rest.
Humanoid: You learn any two Maneuvers from the Fighter’s Basic Maneuver List and 2d4 superiority dice. Once you expend a superiority die to use a Maneuver, you cannot use that Maneuver again until you take an Action to regain all expended superiority dice.
Monstrosities: You can’t be Frightened. In addition, when you use the Quarry ability you learn the Resistances, Immunities, and Vulnerabilities of your Quarry.
Undead: You gain proficiency in Religion and Medicine. If you already have proficiency in one or both of these skill when making an ability check for this skill you can treat a d20 roll of 6 or lower as 7. In addition, you gain Advantage on all Constitution saving throws against Disease, Poison, and spells from the Necromancy school.

SURVIVALIST TRAINING
At 2nd level, you can pick two Survivalist Trainings that you meet the prerequisites for. You gain an additional Ranger Talent every even level.

This is probably an unnecessary change. I like creating cool non-magical abilities hence this entire redesign. You could theoretically instead keep spellcasting, remove Hunter’s Mark from the list and then adding Concentration to Quarry, with perhaps removing the Concentration at level 10 or so.


EXTRA ATTACK
At 5th level, you can attack twice instead of once whenever you take the Attack Action on your turn.

FAST MOVEMENT
At 5th level, your Speed is increased by 10 as long as you are not wearing Heavy Armor.

FAVORED ENEMY II
At 11th level, you can choose to pick a new Favored Enemy or advancing the favored enemy you already have.
Beasts: Through sounds and gestures, you can communicate simple ideas to beasts as an action and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
In addition, the bonus damage you deal against creatures of Large size or larger becomes 1d8.
Fey: When you remove a Charm or Frightened condition from one of your allies, the originator of the spell or ability takes 3d6 psychic damage provided they are within 30 feet of you.
Humanoids: You gain an addition superiority die, an additional Basic or Advanced Maneuver, and all superiority dice increase to a d6. In addition, when you forgo an attack against your Quarry you can regain an expended superiority die and reuse one maneuver.
Monstrosities: You gain Advantage on all saving throws forced upon you by the target of your Quarry.
Undead: You gain Resistance to Necrotic and Poison damage. In addition, you can have your bonus damage gained from the Quarry ability changed to Radiant damage.

FAVORED ENEMY III
At 17th level, you can choose to pick a new Favored Enemy from the Favored Enemy I list, advance a Favored Enemy I to a Favored Enemy II, or a Favored Enemy II to a Favored Enemy III.
Beasts: All Beasts that are not being controlled by a rider or through magic is considered Charmed by you
In addition, the bonus damage you deal against creatures of Large size or larger becomes 1d12
Fey: When you remove a Charm or Frightened condition you can deal 6d6 psychic damage to the originator of spell or effect and they must make a Wisdom saving throw DC 8 + your Proficiency modifier + your Wisdom modifier or become Charmed until the end of your next turn.
Humanoids: You gain an additional superiority die, an additional Basic, Advanced, or Masterful Maneuver, and all superiority dice increase to a d8.
Monstrosities: Your knowledge of hunting the impossible allows you to strike weak points to bring down even the mightiest of foes. When you make an attack against the target of your Quarry you can force the target to make a Strength or Dexterity saving throw (your choice) DC 8 + your Proficiency modifier + your Wisdom modifier. If they fail they are knocked prone regardless of size. If they are flying they fall to the ground, taking damage equal to the fall.
Undead: When attacking the target of your Quarry cannot resist or negate the damage of your attack. In addition, if you kill a creature they cannot be resurrected in any way.

FOE SLAYER
At 20th level, once per turn can add your Wisdom modifier to your attack roll, damage roll, and increase the critical range of your attack by 1.




RANGER CONCLAVES
Not a whole lot to say about the subclasses for the Ranger in terms of broad concept. The PHB gave us two subclasses the Hunter which is more martially focused and the Beastmaster which focuses on animal teamwork. And honestly, these are two very distinct playstyles, so good job there. While the mechanics of them may or may not be great I understand what they’re going for. Ultimately, for them I just reworked them to better fit the way I developed the class. Then I added what I thought was the third possible way a Ranger could be expected to play, which I thought was surprisingly absent in 5e thus far.




HUNTER
Might want to rename this one. In the base game the Hunter is meant to be the martial ranger, and this remains true here. However, it doesn’t really model what a hunter does. In any case, if your goal is to play Aragorn or Legolas, this is it.

COMBAT CAPABILITIES
At 3rd level you can choose one of the following abilities:
Switch Hitter: When attacking with a Longbow, you can choose to make your attack rolls with your Wisdom modifier instead of your Dexterity modifier and your Strength modifier instead of your Dexterity modifier for your damage rolls. In addition, once per round during your Attack Action you can draw one item and stow another.
Fine Archer: You do not suffer Disadvantage on attack rolls made against opponents within 5 feet of you, or at long range.
Dual Weapons: When using the Quarry ability, you can make an attack with your off-hand weapon. In addition, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one and your main-hand weapon does not have to have the Light property.

NATURAL WARRIOR
At 3rd level, you can you can forgo one bonus die of damage gained against an opponent from the Quarry ability to use one of the following features:
Precise Attack: Add the results of 1d6 to your attack roll.
Staggering Attack: If the attack is successful the target must make a Constitution saving throw DC 8 + your Proficiency bonus + your Wisdom modifier or be Staggered until the end of your next turn.
Disrupting Attack: If the attack is successful roll 1d6. Until the start of your next turn, if you target makes an attack or casts a spell that forces a save, subtract the result of your d6 roll from the attack roll or the DC of the spell.

DEFENSIVE TACTICS
At 7th level, you gain one of the following features of your choice.
Escape the Horde: Your movement does not provoke Opportunity Attacks
Focused Defense: Attacks made by your Quarry against you are made with Disadvantage
Steel Will: You are immune to the Frightened condition.

AMBUSHER
At 9th level, you gain a bonus to your Initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat your Speed increases by 10 feet, when using your Attack action to attack the target of your Quarry you gain the benefits of forgoing one of your attacks on your first attack roll without having to forgo your second attack.

IMPROVED NATURAL WARRIOR
At 14th level, you can you can forgo two bonus dice gained against an opponent from the Quarry ability to use one of the following features:
Blinding Attack: If the attack is successful the target must make a Wisdom saving throw DC 8 + your Proficiency bonus + your Wisdom modifier or be Blinded until the end of your next turn.
Disrupting Attack: If the attack is successful the target automatically loses Concentration.
In the normal Hunter this would have been the Multiattack slot. I debated with myself whether or not to have them, but ultimately decided against it. This version of the Ranger is incredibly focused on single target damage and attacks. I decided to keep the distinct weakness against attacking multiple opponents which is really the focus of certain Fighter builds and Ravager Barbarian.


HUNTER’S COUNTER
At 18th level, you gain the ability to counterattack most anything. If the target of your Quarry attacks you or forces you to make a saving throw, you can use your reaction to make one weapon attack against the Quarry. You make this ability immediately before making the saving throw or seeing if the attack hits. If your attack hits, your save automatically succeeds or the Quarry’s attack automatically misses.




TRAPPER
The Trapper’s play pattern is closest to what I originally thought of modelling the Ranger on. That they gain the most benefit over being able to set up their desired encounter. And there is a little bit about that in the Hunter subclass with the Ambusher ability. But originally that was going to be a base ability and the whole class was designed around making things work before the encounter had even begun. Ultimately, I went a different path for the base Ranger, but that still exists to a degree with the Trapper. Give them enough to time set up all their traps and they can make a battlefield damn near unwinnable. But, they still can sculpt the battlefield during combat as well.

TOOL PROFICIENCY
At 3rd level, you gain Proficiency in Smith’s Tools and Woodcarver’s Tools.

TRAP SENSE
At 3rd level you can gain Advantage on any Wisdom (Perception) check to Search for Traps and Advantage on any saving throw made to resist the effects of a Trap.

BUILD TRAPS
At 3rd level, provided you have either your Smith’s Tools or Woodcarver’s Tools you can prepare three Traps during a Short or Long Rest. You must decide upon completing the rest which Traps you prepared. You can make an additional Trap per Short and Long Rest at 9th, 14th, and 18th level.
Placing Traps: As an Action you can place a Trap on an open square within 5 feet of you. Enemies that can see you see where the Trap is located, however those that cannot see you must make a Search check of the Trap DC to find the Traps.
Saving Throws: Some of your Traps require your target to make a saving throw to resist the trap’s effects. The saving throw DC is calculated as follows
Trap save DC = 8 + your proficiency bonus + your Wisdom modifier.

TRAPS
At 3rd level, you can prepare any of the following Traps
Bear Trap: Any creature that steps on the space for this trap must make a Dexterity saving throw or take 2d8 piercing damage. If they are Large size or smaller they are Immobilized until they make a Thieves Tool check or Strength (Athletics) check with an Action to free themselves.
Tripline: Any creature of Large size or smaller that steps on the space for this trap must make a Dexterity saving throw or become Knocked Prone and loses the rest of their turn.
Smoke Trap: Any creature that steps on the space for this trap triggers a black smoke that fills a 15-foot radius sphere. This smoke goes around corners. A creature with Darkvision can’t see through this smoke and nonmagical light can’t illuminate it. This effect lasts for 5 rounds, though it can be blown away with a strong wind.
Stink Trap: Any creature that steps on this trap triggers a foul stench cloud that fills a 15-foot radius sphere. This cloud goes around corners. The DC for tracking a marked creature is reduced by 10, and they are revealed if they are invisible. In addition, each creature must make a Constitution saving throw or become Poisoned for 5 rounds, though it can be removed by washing.
Alarm Trap: This Trap takes 5 minutes to place. Choose 30 contiguous squares. If any Tiny or larger creature should step on or across the trap it creates the sound of a hand bell for 10 seconds heard either by anyone within 60 feet, or anyone within 5 feet of a pre-selected point no further than 20 feet from the Trap. This trap does not need to be prepared.
Pit Trap: This Trap takes 5 minutes to place. Choose a pit no larger than 10 feet across, you cover the pit so that any Small or larger creature that steps upon the cover of the pit will break through the cover, revealing the pit and taking fall damage. You can spend an extra 5 minutes to create spikes at the bottom of the pit which deal an additional 2d10 piercing damage. This trap does not need to be prepared.

QUICK TRAPS
At 7th level, you can Place Traps as a Bonus Action.

HIDDEN TRAPS
At 7th level, you can choose to take an Action to place a Trap that would normally take a Bonus Action, if you do so the Trap is considered hidden and must be Searched for even if enemies can see you while you place the Trap.

TRIGGERED QUARRY
At 7th level, when a creature triggers one of your traps you can choose to make that creature your Quarry.

ADDITIONAL TRAPS
At 9th level, you can prepare and build these additional traps
Exploding Trap: Any creature that steps on the space for this trap triggers an explosion of flame that fills a 15-foot radius sphere. This flame goes around corners and ignites flammable objects that aren’t being worn or carried. All creatures within the radius must make a Dexterity saving throw or take 8d6 fire damage, save for half.
Net Trap: Any creature that steps on the space for this trap must make a Dexterity saving throw or become Entangled provided they are Huge or smaller. In addition, you can choose to trigger this trap as a Reaction provided you are within 30 feet of it, any Huge or smaller creature must make a Dexterity saving throw or becomes Entangled, falling to the ground.
Flash Trap: Any creature that steps on the space for this trap triggers a loud and bright explosion that fills up a 15-foot radius sphere. All creatures in the area must make a Constitution saving throw or become Blinded for 5 rounds. The creature that triggered the trap is automatically Blinded and must make a Constitution saving throw or become Stunned for a round.

QUICK HIDDEN TRAPS
At 14th level, all of your traps are considered hidden and must be Searched for even if enemies can see you while you place the Trap, even if set as a Bonus Action.

MASTERWORK TRAPS
At 18th level, when building traps you can choose to modify the traps you build in the following ways. You can apply multiple modifications to the same trap, however, the costs are additive. You cannot apply the same modification more than once to a single trap.
Damaging Trap: Your trap deals an additional three dice of damage. This trap costs an additional trap slot.
Enlarge Trap: Your trap’s trigger size in increased to 10x10. This trap costs an additional trap slot.
Virulent Trap: Your trap’s effect radius is increased by 10 feet. This trap costs an additional trap slot.
Potent Trap: All opponent’s forced to make a saving throw against your trap’s effect suffer Disadvantage on their saving throw. This trap costs an additional trap slot.



BEASTMASTER
The Beastmaster has a fair few issues in the PHB. It’s not that it can’t be made to be effective, it can. It’s mostly that doing so means jumping through a bunch of hoops to do so. Honestly this one I’m a bit worried about. But I’m here to give it my all. The goal here is to make a group of animals that were roughly balanced with each other and modifiable to be able to really get the feel of the animal you want as your pet. Pick a Mighty Beast and after a few levels get it Animal Rage and then increase its size and you have yourself a Bear. An Agile Beast that’s a Pack Hunter with fast movement, and you’ve got a wolf.
The rest is just making certain that your Bonus Actions don’t interfere with each other too much. That was done easiest by having your Quarry work as an order to attack for your companion. Though it is not as “safe” as the normal version. In base D&D if you don’t give your companion orders it will just Dodge. In mine it will continue to perform the suggested task, continuing to maul an already dead target until told otherwise. Which should hopefully make the companion feel more like a trained animal following your orders.

ANIMAL COMPANION
At 3rd level, you can form a powerful bond with a creature.
An animal you’ve been caring for grows large enough and trust you enough to fight by your side. If you do not have such an animal you can spend a Long Rest to go out into nature and call an animal to serve as your companion.
Pick either a Flying Beast, Mighty Beast, or Agile Beast. If necessary choose their size, skills, and damage type.


FLYING BEAST
Small Beast
Str: 6 (-2), Dex: 16 (+3), Con: 12 (+1) Int: 6 (-1), Wis: 14 (+2), Cha: 10 (+0)
AC: 13
HP: 11
Hit Dice: d6
Speed: 10 ft, Fly 60 ft
Skills:Proficient in any two of the following skills: Perception, Stealth, Survival
Melee Weapon Attack: Prof + Dex to hit, reach 5 ft, one target. Hit: 1d6 + Dex damage. Upon choosing your beast determine if this is Slashing or Piercing damage.
Choose one:
Darkvision: Darkvision 60 ft.
Echolocation and Keen Hearing: Blindsight 30 ft that is removed when Deafened. Advantage on Wisdom (Perception) checks that rely on hearing.
Keen Sight and Hearing: Advantage on Wisdom (Perception) checks that rely on vision or hearing.

MIGHTY BEAST
Small or Medium Beast
Str: 16 (+3), Dex: 12 (+1), Con: 16 (+2), Int: 6 (-2), Wis: 12 (+1), Cha: 10 (+0)
AC: 11
HP: 21
Hit Dice: d10
Speed: 30
Skills: Proficient in any two of the following: Athletics, Perception, Stealth, or Survival
Melee Weapon Attack: Prof + Str to hit, reach 5 ft, one target. Hit: 1d6 + Str damage. Upon choosing your beast determine if this is Slashing, Bludgeoning, or Piercing damage.
Choose One:
Fast Movement: Increase Speed by +10 ft.
Surefooted: Advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Spider Climb and Web Walker: You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. In addition, you ignore Movement restrictions caused by webbing.
Keen Smell and Hearing: Advantage on Wisdom (Perception) checks that rely on smell and hearing.

AGILE BEAST
Small or Medium Beast
Str: 12 (+1), Dex: 16 (+3), Con: 14 (+2), Int: 6 (-2), Wis: 14 (+2), Cha: 10 (+0)
AC: 13
HP: 16
Hit Dice: d8
Speed: 40
Melee Weapon Attack: Prof + Dex to hit, reach 5 ft, one target. Hit: 1d6 + Dex damage. Upon choosing your beast determine if this is Slashing or Piercing damage.
Choose One:
Fast Movement: Increase Speed by +10 ft.
Darkvision: Darkvision 60 ft
Spider Climb and Web Walker: Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. In addition, you ignore Movement restrictions caused by webbing.
Burrow and Tremorsense: Gains a 30 feet Tremorsense and a Burrow Speed equal to half its Speed.
Keen Senses: Advantage on Wisdom (Perception) checks.

COMPANION’S BOND
You companion uses your proficiency score bonus rather than its own. In addition to areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC, damage rolls, and all saving throws.
For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20.

ORDERING YOUR COMPANION
Your companion attempts to follow your orders as best as it can. Your animal companion has the same initiative as you. You can use your Bonus Action to command it to move to any location and Dash, Disengage, Help, Dodge, or Attack.
If you use the Quarry ability as a Bonus Action, you can choose to also order your animal companion to attack the target of your Quarry ability. Your companion will continue to perform the same action until ordered otherwise, even if the creature they have been ordered to attack has died.
If you are dropped to 0 hit points or fewer and are killed outright or unconscious, you can take control of your companion directly.

ATTACK PATTERN
At 7th level your animal companion gains one of the following special attacks.
Pounce: Only available to Agile Beasts. If the beast moves at least 20 feet straight toward a creature and then hits it with an attack, the target must make a Strength saving throw DC 8 + your Proficiency bonus + the beast’s Dexterity modifier or be knocked prone. If the target is prone, the beast can make a melee attack against it as a Bonus Action.
Trample: Only available to Mighty Beasts. If the beast moves at least 20 feet straight toward a creature and then hits it with an attack, the target must make a Strength saving throw DC 8 + your Proficiency bonus + the beast’s Strength modifier or be knocked prone. If the target is prone, the beast can make a melee attack against it as a Bonus Action.
Goring Charge: Only available to Mighty Beasts. If the beast moves at least 20 feet straight toward a creature then hits it with an attack, it deals an additional 2d8 bludgeoning damage and the target must make a Strength saving throw DC 8 + your Proficiency bonus + the beast’s Strength modifier or be pushed back 15 feet.
Swoop and Grab: Only available to Flying Beasts. After successfully attacking a creature of equal or lesser size, the target must make a Strength saving throw DC 8 + your Proficiency bonus + the beast’s Dexterity modifier or become Grappled. It can fly upward while dragging a creature of the same size category or smaller at half speed.
Animal Rage: When ordered to attack, the Beast will spend a Bonus Action to enter an animal rage. It gains Temporary Hit Points equal to your Ranger level and deals +2 damage on all attacks.
Flyby: Only available to Flying Beasts. Does not provoke Opportunity Attacks when it flies out of an enemy’s reach.
Venomous: After making a successful piercing attack, your target must make a Constitution saving throw DC 8 + your Proficiency bonus + the beast’s Constitution modifier or take 3d6 poison damage, or half as much damage on a successful save.
Pack Hunter: Only available to Agile Beasts. The beast gains Advantage on all attack rolls against a creature if at least one of the beast’s allies is within 5 ft. of the creature and the ally isn’t Incapacitated.
Web Shot: Only Available to Agile and Mighty Beasts. The beast gains a ranged weapon attack (Recharge 5-6): Proficiency + Dex to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a DC 8 + your Proficiency bonus + the beast’s Constitution modifier Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire; immunity to bludgeoning, poison, and psychic damage). Creatures of Huge or larger size are unaffected.
Constrictor: Only Available to Mighty Beasts. After a successful bludgeoning attack against a creature no more than one size category larger than the beast, the target must make a Strength saving throw DC 8 + your Proficiency bonus + the beast’s Strength modifier or become grappled and restrained. While making bludgeoning attacks against a creature grappled in this way, the beast deals a bonus +1d8 damage. The beast can’t constrict another target.

COMING OF AGE
At 9th level your Animal Companion gains one of the following abilities
Tough Skin: +2 AC and Resistance to slashing damage.
Grown: The beast becomes one size category larger and gains an additional hit point for every Ranger level.
Fast Movement: The beast gains +10 Speed and Evasion.
Vicious: The beast deals an additional +2 damage on all attacks.

BESTIAL FURY
At 14th level, your animal companion can make two attacks on its turn.

BESTIAL FOCUS
At 18th level, your animal companion gains the same benefits from attacking your Quarry as you do.




SURVIVALIST TRAINING LIST

Learn Skill
You gain proficiency in any skill from the Ranger skill list.

Learn Tools
You gain proficiency in any two Artisan’s Tools.

Hide in Plain Sight
Prerequisite: 5th level
While you are within your Favored Terrain you can spend an Action to make a Stealth check to Hide. You are considered heavily obscured for the purposes of noticing you, until you move, take a Reaction, or any Action that would require movement.

Hardy Endurance
You gain proficiency in Constitution Saving Throws.

Resilient Will
You gain proficiency in Wisdom saving throws.

Tireless
Prerequisite: 5th level
Once per Short Rest you can spend a Bonus Action to grant yourself 1d10 + your Wisdom modifier Temporary Hit Points and remove one rank of Exhaustion.

Natural Movement
Prerequisite: 5th level
You gain a Swim and Climb Speed equal to your Speed. If you already have a Swim Speed and Climb Speed it is instead increased by 10 feet.

Fleet of Foot
You can use the Dash action as a bonus action on your turn.

Trackless Step
Prerequisite: 5th level
You don’t leave tracks unless you decide to. You can take 10 minutes to prepare number of allies equal to your Wisdom modifier also gains this benefit for the next 8 hours.

Careful Eyes
You can take the Search action as a bonus action.

Hearty
If a Trap or Environmental effect would force you to make a Constitution Saving Throw you gain Advantage on that save.

Beast Friend
Prerequisite: 9th level
As an action, choose a beast that can see and hear you and has less than 4 Int. It must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be Charmed for 1 hour or until you or one of your allies attack the beast.

Investigator
You can use Investigation to Track humanoids instead of Survival. Whenever you make an Intelligence (Investigation) check, you can choose to instead make a Wisdom (Investigation) check.

Scrape Together
During a short or long rest, you can choose to make any one non-magic items out of what you find in the environment. The maximum cost of the item can be no more than 5 x your Ranger level in gold. This item breaks after 24 hours or after the equivalent of one encounter worth of hard use.

Fringer’s Tongue
Prerequisite: 5th level
You can communicate simple thoughts (no more than 2 words long) with people who cannot speak your language. In addition, when watching people speak in a language you cannot speak you can make an Intelligence (Investigation) check DC 15 to learn whether the communicates are trying to either help or hinder you.

Explorer
You gain proficiency in Cartographer’s Tools, in addition you always know which direction you’re facing, your elevation, and can find your location on a map.

Primeval Awareness
When in your Favored Terrain, you can spend a minute and make a DC 15 Wisdom (Survival) check to determine if any of the following creatures are within a 5 mile radius of you: Aberrations, Celestials, Beasts, Dragons, Elementals, Fey, Fiends, Humanoids, or Undead.
You can determine their general numbers and distance from you.

Born to the Saddle
You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Finally, upon rolling Initiative you can grant your Mount Temporary Hit Points equal to twice your Ranger level.

Panther Leap
Prerequisite: 5th level
You can spend a Bonus Action to double your Jump distance until the end of your turn. Your total speed is considered to be 50% greater for the purposes of completing a jump.

Keep Up
Prerequisite: 9th level, Natural Movement
You can spend an Action to help a number of allies up to your Wisdom modifier. For the next hour they gain one of the following abilities:
• They increase their Speed by 10 feet
• They gain a Swim Speed equal to their Speed
• They gain a Climb Speed equal to their Speed.

Healthy Foraging
During a Long Rest in your Favored Terrain you can Forage for food, make a Wisdom (Survival) check DC 15. If successful, you find enough food to sustain two creatures for a day along with 5 pieces of food that when eaten restores 1 hit point each. For every 5 you surpass the DC you can feed an additional two people and another 5 pieces of healing food.
These pieces of food loose their potency after 24 hours.

Natural Medicine
Prerequisite: 9th level, Healthy Foraging
When using the Healthy Foraging ability, you can give a creature 5 pieces of restorative food. Doing so cures the target of one disease or one of following conditions: blinded, deafened, paralyzed, or poisoned.

Undetectable
Prerequisite: 9th level
You can’t be targeted by any divination magic or perceived through magical scrying sensors.

Teach Undetection
Prerequisite: 15th level, Undetectable
You can take 10 minutes to teach a group of people how to cloak themselves from detection magic. A number of allies equal to your Wisdom modifier that can hear and understand you can’t be targeted by any divination magic or perceived through magical scrying sensors for eight hours.

Treestrider
Prerequisite: 15th level, Favored Terrain: Surface Wilderness
You can move up, over, and across trees, bushes, rocks, or any other form of naturally created object that changes elevation as though it were a flat surface.

Freerunner
Prerequisite: 15th level, Favored Terrain: Urban
You can move up, over, and across buildings, statues, rooftops or any other manmade object that changes elevation as though it were a flat surface.

Tunneldweller
Prerequisite: 15th level, Favored Terrain: Dungeon
You gain a Burrow Speed equal to half your Speed.

Guide
Prerequisite: 9th level
Take 10 minutes to couch a number of allies equal to your Wisdom modifier, for the nect 8 hours they gain all the benefits of your Favored Terrain.

Catlike Tread
Prerequisite: 5th level
You can Hide as a Bonus Action. In addition, you can move at full speed while Hiding.

Eagle Eye
You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

Indomitable Agility
Prerequisite: 15th level
If your total for a Dexterity check is less than your Dexterity score, you can use that score in place of the total.

Indomitable Sense
Prerequisite: 15th level
If your total for a Wisdom check is less than your Wisdom score, you can use that score in place of the total.

SpawnOfMorbo
2020-04-14, 04:41 PM
In my experience, Barbarians, Fighters, Rangers, Paladins play pretty similar to each other.



Hi, so before I take a look at all this stuff I wanted to share my views on the part I bolded/underlined above.

I see that there are two types of martials. Those that use Strength and those that use Dexterity.

I don't see why one would have more than two martial classes, ideally. With first level ribbons and sub-classes, you can make vastly different types of character if you wanted to.

But more than that, what distinguishes martials from one another is not just how they fight, but what else they can do.

I'm not a fan of classes that are one dimensional, it really wrecks the idea of a fantasy character as characters typically have more than one thing about them.

For example, a lot of soldiers, guards, and sellswords (fighters) are great at rallying the troops (so to speak) so I see "Bardic Inspiration" as a Fighter feature and I do see Bard as a Fighter and Rogue sub-class.

Dienekes
2020-04-14, 05:43 PM
Hi, so before I take a look at all this stuff I wanted to share my views on the part I bolded/underlined above.

I see that there are two types of martials. Those that use Strength and those that use Dexterity.

I don't see why one would have more than two martial classes, ideally. With first level ribbons and sub-classes, you can make vastly different types of character if you wanted to.

But more than that, what distinguishes martials from one another is not just how they fight, but what else they can do.

I'm not a fan of classes that are one dimensional, it really wrecks the idea of a fantasy character as characters typically have more than one thing about them.

For example, a lot of soldiers, guards, and sellswords (fighters) are great at rallying the troops (so to speak) so I see "Bardic Inspiration" as a Fighter feature and I do see Bard as a Fighter and Rogue sub-class.

In base 5e I’d agree with you. I’d even go a step further I think. Provided enough mechanical choice within the class itself, you only actually need one martial class.

Which I’ve done before, it had a bit of wonkiness since at level 1 you basically had to custom build the framework for the class, picking how many skills vs weapon proficiencies and the like. It was a bit too cumbersome but I think a more competent brewer could do it.

But this set up is much more about looking at the classes as presented, really digging into the fantasy of said classes to make them play in and out of combat in certain ways that are radically distinct. Hopefully to the point that picking a Fighter vs a Rogue does not make you feel like you’re playing Generic Warrior one focusing Strength the other Dexterity. But the Rogue feels like a trickster who isn’t actually all that good at fighting square up, while the Fighter feels like the most skillful and accomplished martial artist in any room he enters. And trying to find mechanics that fit that idea while still making characters that are effective in multiple interesting ways in and out of combat.

KragBrightscale
2020-04-16, 12:18 AM
That was a long read, but worth it. Seems like you’ve put a lot of thought and work into this.

I think you succeeded in making each class feel special and unique. The long lists of options (almost like feats) that are available to the different classes seem to give the customization potential to make many unique and memorable characters.

So many tweaks and changes so I can’t really say for sure how balanced the different options would be. Have you done any play testing? I’d be interested to know how they perform.

Yeah, I could see how paladin would be tricky to rework, due its current set up of using spellslots as fuel. My question though is do they actually need the ability to cast spells at all? Or could their divine spell-like powers use a divine equivalent of superiority dice to fuel the use of healing/smiting/etc. paladins could also have a list of selectable blessings bestowed on them by their oath, like each tenet could be paired with a reward for keeping it. Buffing/debuffing Auras could be included anongst those selectable blessings.

Subclasses could revolve less around oaths/tenets/who they serve, and be more connected to focus/role within an order. A tanky Shield/protector, a damage dealing sword/zealot, or supportive pillar/healer.

Also interested in your thoughts on the monk class.

Dienekes
2020-04-16, 10:55 AM
That was a long read, but worth it. Seems like you’ve put a lot of thought and work into this.

I think you succeeded in making each class feel special and unique. The long lists of options (almost like feats) that are available to the different classes seem to give the customization potential to make many unique and memorable characters.

Thank you for taking the time to read through it all.


So many tweaks and changes so I can’t really say for sure how balanced the different options would be. Have you done any play testing? I’d be interested to know how they perform.

Not even a little. The best I’ve got is that I’ve done some rudimentary math. And while the Brute and Ravager Barbarians can deal out a lot of theoretical punishment, I’ve seen optimizers do more in base 5e so I think I’m not too far outside the balance curve.


Yeah, I could see how paladin would be tricky to rework, due its current set up of using spellslots as fuel. My question though is do they actually need the ability to cast spells at all? Or could their divine spell-like powers use a divine equivalent of superiority dice to fuel the use of healing/smiting/etc. paladins could also have a list of selectable blessings bestowed on them by their oath, like each tenet could be paired with a reward for keeping it. Buffing/debuffing Auras could be included anongst those selectable blessings.

Well here is my current thoughts for Paladin. They gain Oath Points every Short Rest, not a lot but some. In and out of combat certain actions they can perform can grant them more Oath points (OP). Devotion Paladins gain OP by spending a Reaction to turn a hit directed at their ally to one directed at them. Or by standing up for the weak and defenseless in roleplay. While Conquest would gain OP by attacking creatures with less HP than them or by attempting to Intimidate and dominate people. No idea how to do the Ancients Paladin. Which they can then use to smite or fuel their abilities.

The problem is, the goal is to bring a bit more utility to the martials, but the Paladin already gets a surprising amount from their spells. I could in theory just let them cast spells based on spending OP, but it’s a bit inelegant. That and I worry how that set up would work with multiclassing.



Also interested in your thoughts on the monk class.

So confession, I’ve never even seen a 5e monk played. Neither myself or my players really care about the class. But going over it, I think ki points are already a distinct mechanic. So if anything I’d probably create more uses for ki, probably some kind of mid-combat refresh mechanic of some sort, and work on the damage per level a bit. Since monks lag behind until very late levels.

Dienekes
2020-05-04, 01:32 AM
PALADIN

The replacement for the Paladin, and probably my most ambitious rework.
The goal here is that the Paladin is powered by their allegiance and sense of duty to the oath they have taken. As such I wanted to have the mechanics promote the idea that obedience to their oath makes them more powerful.

The base Paladin as well promoted a kind of playstyle that I didn’t think the Paladin really should have. It’s no secret that to get the best out of your Smites you essentially want to try and crit-fish. But to me, the wildness of the massive burst of damage from a critical really fit my idea of what a Berserker should be doing rather than a Paladin. Of all the changes, changing smite from a dice roll to flat damage is the one I’m least married to, if anyone can think of a reason to change it.

Other than that removing spells as replacing them with abilities is hard. It really brings into stark relief just what kind of utility spellcasters are packing compared to the mundanes. As such I have sort of implemented a half-measure where they can choose a few abilities to spend their resources on, while others are fueled into pre-existing abilities. Being able to spend their resources to increase the amount of healing done form Lay on Hands reflects most the healing spells well enough. That sort of thing.
This rework took the longest to tinker with to get to something I like. But ultimately it does what I’d hoped: create a distinct gameplay from every other possible class in what I think is a cool way.



Hit Points
• Hit Dice: 1d10 per paladin level.
• Hit Points at 1st Level: 10 + your Constitution modifier.
• Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st.

Proficiencies
• Armor: All armor, shields
• Weapons: All simple and martial weapons
• Tools: None
• Saving Throws: Wisdom, Charisma
• Skills: Choose two skills from Animal Handling, Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.

Equipment
You start with the following equipment, in addition to the equipment granted by your background
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) five javelins or (b) any simple melee weapon
• (a) a priest’s pack (b) an explorer's pack
• (a) Chain mail and a holy symbol

Alternatively, you can ignore the equipment from your class and background and start with 5d4 x 10 gp.




Level
Proficiency Bonus
Features

Maximum Oath Points

Oath Points per Rest



1st
+2
Sacred Oath, Lay on Hands, Divine Smite

1

0



2nd
+2
Improved Smite, Divine Sense

2

0



3rd
+2
Sacred Oath Feature

2

1



4th
+2
Ability Score Improvement, Holy Steed

2

1



5th
+3
Extra Attack, Improved Smite

3

1



6th
+3
Sacred Oath Feature, Faith's Shield +1

3

1



7th
+3
Aura of Protection, Improved Smite

3

2



8th
+3
Ability Score Improvement

3

2



9th
+4
Aura of Courage, Improved Lay on Hands

4

2



10th
+4
Improved Smite, Faith's Shield +2

4

2



11th
+4
Sacred Oath Feature

4

2



12th
+4
Ability Score Improvement, Improved Smite

4

3



13th
+5
Improved Lay on Hands 2

5

3



14th
+5
Sacred Oath Feature

5

3



15th
+5
Aura of Resilience, Improved Smite

5

3



16th
+5
Ability Score Improvement, Faith's Shield +3

5

3



17th
+6
Sacred Oath Feature, Improved Smite

6

4



18th
+6
Aura Improvement, Improved Lay on Hands 3

6

4



19th
+6
Ability Score Improvement, Improved Smite

6

4



20th
+6
Sacred Oath Feature

7

5





SACRED OATH
To become a Paladin you must swear an oath that binds you for the rest of your days.
Your choice of Oath grants you features at 1st, 3rd, 6th, 11th, 14th, 17th, and 20th level.

OATH POINTS
A Paladin’s magical powers are fueled by their devotion to their Oath. This is represented through Oath Points. A Paladin does not start with any Oath Points, but they can be rewarded Oath Points through gameplay up to the listed maximum number of stored Oath Points. If you gain additional Oath Points despite already having the maximum number of stored Oath Points these additional Oath Points are lost.
Starting at 3rd level you gain a number of Oath Points per Short or Long Rest up to the listed maximum.

The Paladin’s replacement for Spell Slots, essentially. The goal is to have the Paladin gain and expend their Oath Points with some fluidity. For further details on the acquisition of Oath Points you will need to check the specific Sacred Oath below.


LAY ON HANDS
Your blessed touch can heal wounds. You may take an action to touch a creature and spend a number of Oath Points to heal them. Each Oath Point spent heals the target for 5 damage.
Alternatively, you can spend 1 Oath Point to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Oath Points separately for each one.
This feature has no effect on Undead and Constructs.
At 9th level, you can choose to spend 2 Oath Points when using Lay on Hands to remove one of the following conditions: Blinded, Deafened, or Paralyzed. You can remove multiple conditions with a single use of Lay on Hands, expending Oath Points separately for each one.
At 13th level, you can choose to expend 4 Oath Points to resurrect a creature that has died within the last minute. That creature returns to life with 1 hit point. You cannot return to life a creature that has died of old age, nor can it restore missing body parts.
At 18th level, if any ally is dropped to 0 hit points within 30 feet of you, you may choose to spend a Reaction and 4 Oath Points. They are instead considered to have 1 hit point remaining.

Here we see how the various healing spells got folded into the Paladin’s already present Lay on Hands. It’s a bit complicated, I’ll admit. But I kinda like the feel that their healing hands get more powerful over time.


DIVINE SMITE
When you hit a creature with a melee weapon Attack, you can expend one Oath Point to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 5 per Oath Point spent.
This damage increases by 5 if the target is an Undead or a Fiend.

Smite is now flat damage. There is in fact a reason for this. The normal Paladin can choose to hold onto their Spell slots for a Crit, or if they really need to use a Smite to get the maximum use for it. However, because my Paladin is supposed to be about continuously using and expending their Divine Favor I did not want them to have a reason to sit on them. The goal is to


IMPROVED DIVINE SMITE
At 2nd level, you may pick two improvements to your Smite that you qualify for from the Improved Smite List below. You gain an additional improvement to your Smite at 5th, 7th, 10th, 12th, 15th, 17th, and 19th level

DIVINE SENSE
At 2nd level, you can spend an action to open your awareness to detect strong sources of evil and good nearby. Until the end of your next turn, you know the location of any Celestial, Fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.

HOLY STEED
At 4th level, you may take 10 minutes and spend 1 Oath Point to cast the Find Steed spell.

FAITH’S SHIELD
At 6th level, you gain a +1 bonus to your AC so long as you are wearing Medium or Heavy armor or holding a Shield.
This bonus increases by +1 at 10th and 16th level.

Well they don’t have the Defense Fighting Style anymore, and replacing their Shield of Faith a little bit. I always saw Paladins as the most armored of the armored warriors. Even surpassing most Fighters. This lets them do that.


AURA OF PROTECTION
At 7th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.

AURA OF COURAGE
At 9th level, you and friendly creatures within 10 feet of you can’t be Frightened while you are conscious.
At 18th level, the range of this aura increase to 30 feet.

AURA OF RESILIENCE
At 15th level, when you and friendly creatures within 10 feet of you succeed on a saving throw made against a spell or magic effect that would deal half damage on a successful save, they instead take no damage.
At 18th level, the range of this aura increases to 30 feet.



SACRED OATHS
The sacred oaths are something of a sticking point for me. The unifying mechanic of the Paladin are the Oath Points. And I very much want each Oath to feel different when they play despite all relying on the same pool of points. But, to name a few, the Devotion Paladin should be rewarded for behaving nobly and defending those around them. While the Conquest Paladin should be rewarded for basically being the exact opposite. This is a bit harder to balance. And since they Oaths have abilities at both level 1 and 20 the Oaths are the largest subclass I’ve made by a large margin. And unlike the other classes, I’ve only successfully made 1 subclass for the Paladin as of now. Though more are being fiddled with. And I will be posting them once finished. I wanted to show the Devotion Paladin early to feedback on if this is a workable idea.



OATH OF DEVOTION
The Devotion Paladin has always been the paladin’s paladin. Defend the truth, fight for justice. Never lie cheat or steal. All that good Galahad style stuff. The playstyle for the Devotion Paladin is first and foremost about protecting your allies. The Shield before the enemy. The goal was to make the Devotion Paladin gain power by being selfless and just.

TENETS OF DEVOTION
A Paladin must follow a set of tenets that guide them through their lives. Their dedication to these principles empowers the Paladin. Any time in which breaking these rules would be beneficial in a major way, if the Paladin player chooses to follow their tenets they are rewarded an Oath Point. Each of the tenets has an example of such obedience to their rules, however other similar actions may also qualify.
Honesty: Don’t lie or cheat. Let your word be your promise. If you would speak the truth in a situation where doing so would endanger you, you gain 1 Oath Point.
Courage: Never fear to act, though caution is wise. Volunteering to go on the most dangerous mission, grants you 1 Oath Point.
Compassion: Aid others, protect the weak, and punish those who threaten them. Giving large sums of personal wealth to charity (at least 10% of your current wealth per level), grants you 1 Oath Point.
Honor: Treat others with fairness, and let your honorable deeds be an example to them. When treating with an enemy, granting them dignity and not succumbing to any attempts to lash out against them until combat officially starts grants 1 Oath Point.
Duty: Be responsible for your actions and consequences, protect those entrusted to your care, and obey those who have just authority over you. Performing dangerous or heavily resource draining tasks for the benefit of those for which you have sworn to protect or serve grants 1 Oath Point.

PROTECT THE WEAK
You can shield a nearby ally with your body. Should an adjacent ally be the target of an attack roll, you can spend a Reaction to grant that ally +2 to their AC against that attack. If the attack would still hit it instead deals the damage to you. This damage cannot be reduced in any way. You gain 1 Oath Point.

The key subsystem of the entire Paladin class is found in this ability and the Paladin tenets. This is my most experimental subsystem I’ve created, I think. The goals were to get the Paladin to still cast spells, to feel like a magical character but not the simple sleep to get spells system. That promotes the idea that the Paladin is like every other caster.
The Paladin does not draw their power by resting. On the contrary, they gain their power by following their oath. Not just passively where the player can give lip service to whatever order they pick. To be a good paladin you must be a good paladin.
Now tell me why this is broken.


FAITH’S PROTECTION
At 3rd level, when using the Lay on Hands ability you can choose to spend 2 Oath Points. For the next minute the target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
Creatures of those types have Disadvantage on attack rolls against the target. The target can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Basically Protection From Evil. A useful spell, made much less useful because the Paladin is designed to be in the thick of combat and does not have proficiency in Constitution saving throws. This solves that problem, but cuts down the duration. It’s good for use in combat, but not as much during exploration.


TURN THE UNHOLY
At 3rd level, you can spend an action to present your holy symbol and speak a prayer censuring fiends and undead. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw it is turned for 1 minute or until it takes damage. In addition, you gain 3 Oath Points.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. Of there’s nowhere to move, the creature can use the Dodge action.
You can only use this ability once. You must then finish a short or long rest to use Turn the Unholy again.
At 17th level, you instead gain 5 Oath Points when using Turn the Unholy.

Channel Divinity in general is getting retooled for each of the subclasses into a means of doing something cool and flavorful, while also granting Oath Points.


AURA OF DEVOTION
At 6th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increase to 30 feet.

PROTECT ALL
At 6th level, you gain an additional Reaction to use on each round. This Reaction can only be used to use the Protect the Weak ability.

IMPROVED PROTECT THE WEAK
At 11th level, when using the Protect the Weak ability, you gain an additional Oath Point.

HOPE IN THE DARKNESS
At 11th level, you can choose to expend an additional Oath Point when using Lay on Hands to use the ability as a Bonus Action.
In addition, all allies healed with Lay on Hands gains Advantage on Wisdom saving throws until the start of your next turn.

GUARDIAN OF FAITH
At 14th level, you can take an action to spend 5 Oath Points to cast the Guardian of Faith spell. DC 8 + your proficiency bonus + your Charisma modifier.

FREEDOM OF MOVEMENT
At 14th level, you can take an action to spend 5 Oath Points to cast the Freedom of Movement spell.

FLAME STRIKE
At 17th level, you can use an action to spend 6 Oath Points to cast Flame Strike. DC 8 + your proficiency bonus + your Charisma modifier.

COMMUNE
At 17th level, you can use an action to spend 6 Oath Points to cast Commune.

HOLY NIMBUS
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you for a 30 foot radius, and dim light shines 30 feet beyond that. In addition, at the start of each of your turns, you gain 1 Oath Point.
Whenever an enemy creature starts its turn in the bright light, the creature take 10 radiant damage.
In addition, for the duration, you have Advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.



OATH OF CONQUEST
On the whole, the Oath of Conquest mechanics follows the pattern of Oath of Devotion in how it is changed to fit Oath Points. However, I made a point to change the tenets. Oath of Conquest’s tenets were initially all about personal dominance, and were worded in such a way as to mean that they couldn’t even take orders from others. Which means that most warriors conquering in the name of an empire couldn’t be an Oath of Conquest paladin, which both felt wrong. And when played straight meant that OoC Paladins really shouldn’t be working in a party.
In any case, the goal of the Conquest Paladin’s remains the same. Kill things and subjugate them to your will.

TENETS OF CONQUEST
A Paladin must follow a set of tenets that guide them through their lives. Their dedication to these principles empowers the Paladin. Any time in which breaking these rules would be beneficial in a major way, if the Paladin player chooses to follow their tenets they are rewarded an Oath Point. Each of the tenets has an example of such obedience to their rules, however other similar actions may also qualify.
Glory of Empire: A strong nation expands. When engaging in a mission either to create your own territory, or expand territory you are allied with, you gain 1 Oath Point.
Might Makes Right: It is the nature of the world that the strong prey upon the weak. And you will always be the mighty. Attempts to increase your personal power and influence in the world grant you 1 Oath Point.
Domination: It is not enough to defeat your enemies. All must understand they cannot oppose you. Attempting to Intimidate or force those in a dominant social position around you into subservient to you grants you 1 Oath Point.

CULL THE WEAK
You can spend a Bonus Action to determine which opponent within 30 feet of you has the fewest remaining hit points.
In addition, killing a creature with a melee weapon attack grants 1 Oath Point.


The key subsystem of the entire Paladin class is found in this ability and the Paladin tenets. This is my most experimental subsystem I’ve created, I think. The goals were to get the Paladin to still cast spells, to feel like a magical character but not the simple sleep to get spells system. That promotes the idea that the Paladin is like every other caster.
The Paladin does not draw their power by resting. On the contrary, they gain their power by following their oath. Not just passively where the player can give lip service to whatever order they pick. To be a good paladin you must be a good paladin.
Now tell me why this is broken.


CONQUERING PRESENCE
At 3rd level, you can take an action to force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes of frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
In addition, you gain 2 Oath Points.
You can only use this ability once. You must then finish a short or long rest to use Conquering Presence again.
At 17th level, you instead gain 3 Oath Points when using Conquering Presence.

ARMOR OF AGATHYS
At 3rd level, you can spend an action and expend 1 Oath Points to cast Armor of Agathys. In addition, you can choose to expend additional Oath Points to increase the number of Temporary Hit Points gained and Cold damage dealt by 5 per Oath Point.

AURA OF CONQUEST
At 6th level, you emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your Paladin level if it starts its turn there.
At 18th level, the range of this aura increases to 30 feet.

HOLD PERSON
At 6th level, you can take an action to spend 2 Oath Points to cast Hold Person. However, you do not need to make Concentration saving throws to hold the spell upon being damaged.
In addition, you can choose to expend additional Oath Points to target one additional humanoid for each additional Oath Point. The humanoids must be within 30 feet of each other when you target them.

STRIKE OF FEAR
At 11th level, you gain Wrathful Smite if you do not already have it.
If you do already have Wrathful Smite, you instead gain the ability to expend an additional 2 Oath Points when you use Wrathful Smite. If you do so, all enemy creatures within 15 feet of your target must make a Wisdom saving throw or become Frightened of you for 1 minute.
As an action, each of the Frightened creatures can attempt to steel their resolve and end the Frightened effect by making a Wisdom saving throw against the DC.

IMPROVED CULL THE WEAK
At 11th level, you gain 1 Oath Point for attacking an opponent with lower hit points than you. If this attack kills the target, you still gain an additional Oath Point.

SCORNFUL REBUKE
At 14th level, you can cast Armor of Agythas as a Reaction upon being attacked.

DOMINATE BEAST
At 14th level, you can spend 4 Oath Points as an action to cast Dominate Beast. However, you do not need to make Concentration saving throws to hold the spell upon being damaged.
In addition, you can choose to expend additional Oath Points to cast Dominate Beast, for each additional Oath Point spent it is considered a one spell slot higher than 4.

DOMINATE PERSON
At 17th level, you can spend 5 Oath Points as an action to cast Dominate Person. However, you do not need to make Concentration saving throws to hold the spell upon being damaged.
In addition, you can choose to expend additional Oath Points to cast Dominate Person, for each additional Oath Point spent it is considered a one spell slot higher than 4.

CLOUDKILL
At 17th level, you can spend 5 Oath Points as an action to cast Cloudkill. However, you do not need to make Concentration saving throws to hold the spell upon being damaged.
In addition, you can choose to expend additional Oath Points to cast Dominate Beast, for each additional Oath Point spent it is considered a one spell slot higher than 4.

INVINCIBLE CONQUEROR
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
• You have resistance to all damage
• When you take the Attack action on your turn, you can make on additional attack as part of that action.
• Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.

Unlike Holy Nimbus, Invincible Conqueror was not given an additional means of gaining Oath Points directly. This is because gaining an additional attack on your attack action already is a method of gaining additional Oath Points.



COMING SOON
OATH OF THE ANCIENTS
OATH OF VENGEANCE



SMITE IMPROVEMENTS
Through the course of playing a Paladin you will gain additional uses of your Divine Smite feature. Unless otherwise stated, these uses require the expending of additional Oath Points. Unless otherwise stated, each Smite requires a minimum of 1 additional Oath Point to deal at least 5 Radiant damage to the target before the additional effects take place.
Smite Saving Throw DC= 8 + your Proficiency bonus + your Charisma modifier

Compelling Smite
When you target a creature with your Divine Smite, you can choose to expend an additional Oath Point. If you do so, the creature must make a Wisdom saving throw. On a failed save, the creature is drawn to you compelled by your divine demand. For 12 seconds, it has Disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on its saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Compelling Duel. I’m not happy with the 12 second limit. 2 rounds I think is pretty good for an ability that no longer requires Concentration (thus removing one of the methods of removing the ability), but it still feels weird to type durations in that way. Could just say for 2 rounds I suppose.


Searing Smite
When you target a creature with your Divine Smite, you can choose to expend an additional Oath Point. If you do so the target is set ablaze with holy flames.
At the start of each of its turns for the next minute, the target must make a Constitution saving throw. On a failed save, it takes 1d6 Radiant damage. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

Seeking Smite
When making a melee weapon attack against a creature or object you cannot see either due to the creature’s invisibility or your blindness, you can choose to expend 1 Oath Point as part of your attack roll. You do not have Disadvantage on the attack roll.
If the attack is successful, you must immediately spend at least 1 Oath Point to deal Radiant damage to the target as normal. If you cannot or choose not to expend this additional Oath Point the attack is considered a miss.
In addition, if the attack is successful, the creature becomes visible for 1 minute.

Elemental Smite
When you target a creature or object with your Divine Smite, you can choose to change the damage dealt by your Divine Smite to Fire, Cold, Lightning, or Thunder.
Or you can choose to expend an additional Oath Point to change the damage dealt to Force or Psychic.

Overwhelming Smite
Prerequisite: 7th level
When you target a creature with your Divine Smite, you can choose to expend an additional Oath Point. If you do so the target must make a Strength saving throw. On a failed save, the target is pushed back 10 feet away from you and knocked prone.

Wrathful Smite
Prerequisite: 7th level
When you target a creature with your Divine Smite, you can choose to expend an additional Oath Point. If you do so the damage of the Smite is changed to Psychic damage. In addition, if the target is a creature, it must make a Wisdom saving throw or be frightened of you for 1 minute.
As an action, the creature can make a Wisdom saving throw against the DC to steel its resolve and end the spell.

Blinding Smite
Prerequisite: 7th level
When you target a creature with your Divine Smite, you can choose to expend an additional Oath Point. If you do so the target must make a Constitution saving throw or be blinded for 1 minute.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Sunlight Smite
Prerequisite: 7th level
When you make an attack that uses Divine Smite you can choose to expend an additional 2 Oath Points. If you do so your weapon radiates Bright Light in a 30 foot radius and a Dim Light for an additional 30 foot. The light is considered sunlight.
In addition, if any of this sunlight overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Dispelling Smite
Prerequisite: 12th level
When you target a creature or object with your Divine Smite, you can choose to expend an additional 2 Oath Points. If you do so, any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a Charisma ability check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
You can choose to expend additional Oath Points when using this ability. For each additional Oath Point spent a higher level of spell slot automatically ends.

Rallying Smite
Prerequisite: 12th level
When you target a creature or object with your Divine Smite, you can choose to expend an additional 2 Oath Points. If you do so, a number of allies equal to your Charisma modifier within 30 feet of you gain 5 Temporary Hit Points.
You can choose to expend additional Oath Points when using this ability. For each additional Oath Point spent, your allies gain an additional 5 Temporary Hit Points.

Weakening Smite
Prerequisite: 12th level
When you target a creature with your Divine Smite, you can choose to expend an additional 2 Oath Points. If you do so, the target must make a Wisdom saving throw or suffer Disadvantage on attack rolls, ability checks, and can’t take Reactions until the end of its next turn.

United Smite
Prerequisite: 12th level
When you target a creature with your Divine Smite, you can choose to expend an additional 3 Oath Points. If you do so, the target becomes Marked until the start of your next turn, all allies making melee attacks against the Marked target deal an additional 5 points of radiant damage on the first successful attack they make per turn.

Destructive Smite
Prerequisite: 17th level
When you target a creature with your Divine Smite, you can choose to expend an additional 5 Oath Points. The target and all enemies within 30 feet of your target must make a Constitution saving throw or take 20 points of Radiant damage and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Banishing Smite
Prerequisite: 17th level
When you target a creature with your Divine Smite, you can choose to expend an additional 4 Oath Points. The target takes an additional 15 points of Force damage. In addition, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home place. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Dienekes
2020-05-29, 05:58 PM
MONK

I originally wasn't going to do the Monk. Ki Points are definitely a feature that is distinctive, and could in theory be used to add interesting gameplay in all aspects of the Monk class. And the base version does an ok job of that. I didn't think it was great, but I had never been particularly enthused by Flurry of Blows and Stunning Strike. I didn't really have an idea of what Monk could theoretically be. That was until I was shown the 13th Age Monk. Chaining various attacks into essentially katas is one of the coolest ways I've seen in representing martial arts in TTRPGs.

I shamelessly stole from that concept. I did my own things of course, made changes to better fit how 5e works. Watched a whole lot of fights both professional and in film. I think I have something that will definitely be fun to play with.

Of course some things needed to go in the name of getting it to work, or at least changed. Being able to just choose to Stun anyone does not really benefit a system all about flowing toward a powerful finishing hit.


Hit Points
• Hit Dice: 1d8 per Monk level.
• Hit Points at 1st Level: 8 + your Constitution modifier.
• Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st.

Proficiencies
• Armor: None
• Weapons: All simple weapons, shortswords
• Tools: any one type of artisan's tools or any one musical Instrument of your choice
• Saving Throws: Strength, Dexterity
• Skills: Choose three from Acrobatics, Athletics, History, Insight, Medicine, Perception, Religion, and Stealth

Equipment
• (a) a shortsword or (b) any simple weapon
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack
• 10 darts



Level
Proficiency Bonus

Unarmed Strike

Features

Martial Arts Forms

Unarmored Movement

Ki Points



1st
+2
1d4

Ki, Unarmored Defense, Martial Arts

1


1



2nd

+2
1d4

Unarmored Movement

2

+10

2



3rd
+2
1d4

Monastic Tradition, Deflect Missiles

2

+10

3



4th
+2
1d4

Ability Score Improvement, Slow Fall

3

+10

4



5th
+3
1d4

Focus Ki, Discipline

3

+10

5



6th
+3
1d4

Ki-Empowered Strike, Diamond Soul

4

+10

6



7th
+3
1d4

Monastic Tradition Feature, Evasion

4

+10

7



8th
+3
1d4

Ability Score Improvement

4

+10

8



9th
+4
1d4

Improved Unarmored Movement

5

+10

9



10th
+4
1d4

Purity of Body

5

+20

10



11th
+4
1d6

Monastic Tradition Feature

5

+20

11



12th
+4
1d6

Ability Score Improvement

6

+20

12



13th
+5
1d6

Advanced Diamond Soul

6

+20

13



14th
+5
1d6

Monastic Tradition Feature

6

+20

14



15th
+5
1d6

Timeless Body

7

+20

15



16th
+5
1d6

Ability Score Improvement

7

+20

16



17th

+6
1d8

Monastic Tradition Feature

7

+20

17



18th
+6
1d8

Enlightenment

8

+20

18



19th
+6
1d8

Ability Score Improvement

8

+20

19



20th
+6
1d8

Perfect Self

8

+20

20





UNARMORED DEFENSE
When you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

UNARMED STRIKE
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and Monk Weapons, which are shortswords and any simple Melee Weapons that don’t have the Two-Handed or Heavy property.
Your unarmed attacks deal damage (dUS) equal to the amount listed in the Unarmed Strike column (starting at 1d4 and increasing to 1d8 at 17th level) + your Strength or Dexterity. You can use your Dexterity for your attack rolls when making an unarmed attack.

KI
Your training allows you to harness the mystic energy of Ki. Your access to this energy is represented by a number of Ki Points. Your monk level determines the number of points you have, as shown in the Ki Point column on the Monk Table.
You can spend these points to fuel various Ki features and Martial Arts.
When you spend a Ki point, it is unavailable until you finish a Short or Long Rest, at the end of which you draw all of your expended Ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Ki Points.

MARTIAL ART
You can use Martial Arts Forms.
A Martial Art is divided into 3 segments the Opener, the Flow, and the Finisher. Each element generally requires an Action unless specified otherwise. These three segments create a Martial Arts Chain.
Using an Opener begins a Chain. If the Opener is attempted you can then use a Flow. If the Flow is attempted you can then use a Finisher. After a Finisher has been used the Chain officially ends at the beginning of your next turn.
A Chain can be ended early if an entire Round goes past and you have not perform the next step in the Chain, or if you choose to use an Opener thus starting a new Chain and replacing the last Chain. You can only have one Chain at a time.
You start with 1 Martial Arts Form, and gain additional at 2nd, 4th, 6th, 9th, 12th, 15th, and 18th level.
Once you have learned multiple Martial Arts Forms you can swap the various segments of Martial Arts Forms to create a Chain. Meaning once you use your Opener, it can be followed by any of the Flow Arts you know, which can be followed by any of the Finisher Arts you know.
Some Martial Arts require your target to make a saving throw to resist the Art’s effects. The saving throw DC is calculated as follows:
Martial Art save DC = 8 + your Proficiency Bonus + your Wisdom modifier.

UNARMED MOVEMENT
At 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Monk levels, as shown in the Monk table.
In addition, you can Dash or Disengage as a Bonus Action.

MONASTIC TRADITION
At 3rd level you choose your Monastic Tradition.

DEFLECT MISSILE
At 3rd level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Monk level.
If you reduce the damage to 0, you can catch the missile if it 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 to make a ranged attack (range 20 feet/60 feet) with the weapon or 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.

SLOW FALL
At 4th level, you can use your Reaction when you fall to reduce any falling damage you take by an amount equal to five times your Monk level.

FOCUS KI
At 5th level, you can choose to focus on aligning your Ki. On your turn you cannot make any movement, and spend your Action and Bonus Action. In addition, if you use your Reaction before the start of your next turn you do not gain the benefits of Focus Ki. At the start of your next turn, you gain a number of Temporary Ki points equal to 1 + your Wisdom modifier. You can have more of these Temporary Ki Points than your maximum Ki Points. However, all these Temporary Ki Points are lost after 1 minute.
The number of Temporary Ki Points gained in this way is increased by +1 at 8th, 12th, 16th, and 20th level.

Going Super Saiyan. I wanted to get that feeling of the Monk focusing and preparing for battle followed by a burst of power.


DISCIPLINE
At 5th level, when making an Acrobatics, Athletics, or Insight check you can choose to spend 1 Ki Point, if you do and the result of the d20 roll is a 6 or less it is considered to be a 7.

KI-EMPOWERED STRIKE
At 6th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

DIAMOND SOUL
At 6th level, when you are forced to make a saving throw with a save you are not proficient in, you may spend a Reaction to spend 1 Ki Point to add your Proficiency Bonus to the roll.
At 13th level, you are instead considered proficient in all saving throws. In addition, whenever you fail a saving throw, you can spend 1 Ki Point to reroll it and take the second result.


So this has replaced Stillness of Mind. I did this to create a bit of a progression with the Monk and their skill with saving throws. I also didn’t think Stillness of Mind was particularly good. A good chunk of Charm and Frightened effects are not as bad as losing your Action in the first place.

EVASION
At 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

IMPROVED UNARMORED MOVEMENT
At 9th level, you can move along vertical surfaces and across liquids on your turn without falling during the move.

PURITY OF BODY
At 10th level you are immune to disease and poison.

TIMELESS BODY
At 15th level, you no longer suffer the frailty of old age, and can’t be aged magically. You can sill die of old age, however. In addition, you no longer need food or water.

ENLIGHTENMENT
At 18th level, you can use your Wisdom to all Intelligence ability checks and to your Initiative rolls. In addition, once per day, you can take 10 minutes to Meditate and spend 10 Ki Points. If you do so, you gain the benefits of Foresight for 8 hours or Astral Projection.


For a class called a Monk there is a remarkable dearth of abilities about Meditation. I’ll be honest, I wanted to give the Monk an ability like Astral Projection much earlier, but apparently it’s a 9th level spell. I’m not entirely certain I agree with that placement, but I’m not going to mess about with it too much. But anyway, yes, I’ve given the Monk two slightly weaker versions of 9th level spells.

PERFECT SELF
At 20th level, if at the start of your turn you have fewer than 2 Ki Points you gain Ki Points until you have 2.

You’re 20th level, here’s a broken ability to let you use all your cool features a lot more.



MONASTIC TRADITIONS
I did not go deep into changing the core idea of the Monastic Traditions. I think the three original are a pretty good starting point for the idea of a subclass. Open Hand is a true master of martial arts, shadow is your mystic ninja, and then there’s Four Elements. I kept the core concept of each class relatively the same.



WAY OF THE OPEN HAND
With a class as complicated as that Monk I just made having one subclass that doesn’t add too many bells and whistles useful. The Open Hand is the undisputed master of the Martial Arts system. Getting to break the rules in ways that the other subclasses just can’t do.


OPEN HAND TECHNIQUE
At 3rd level, whenever you use a Martial Art that forces the opponent to make a Strength, Dexterity or Constitution saving throw you can change the saving throw to any one of those three.
In addition, you can spend 2 Ki Point to use an Opener as a Bonus Action instead of as an Action. However, you cannot use your Flow until the start of the next turn.

Simple enough, this allows you to really hone in on your opponent's weaknesses. And let's someone perform either two different Openers in a turn, or if their action is taken up to perform some other task, they can still get their Art going.


ADDITIONAL MARTIAL ART
At 3rd level, you learn an additional Martial Art from the Martial Art List.

WHOLENESS OF BODY
At 7th level, you can spend a Bonus Action and spend any number of Ki Points. You heal 5 hit points per Ki Point spent in this way.

ELONGATED CHAIN
At 10th level, after using a Flow you can choose to follow with an additional Flow instead of a Finisher. This second Flow cannot be followed by a third Flow.

MARTIAL ARTS MASTERY
At 14th level, you can choose to spend 1 Ki Point to use a Flow without first using an Opener, or 3 Ki Points to use a Finisher without first using a Flow.

QUIVERING PALM
At 17th level, you gain an additional Finisher. Spend 2 Ki Points to make an unarmed attack dealing 2dUS + Dex/Str bludgeoning damage. If the attack is successful, your target must make a Constitution saving throw. If they fail the save they are reduced to 0 hit points. If they succeed they instead take an additional 10d10 necrotic damage.
When using this Art you can choose to have the effect not occur immediately. If you do so, for a number of days equal to your Monk level you can take an Action to force the target to make the Constitution saving throw. You can only have one creature under the effect of this Art at a time. You can choose to end it harmlessly without using an action.



WAY OF THE SHADOW
So way of the Shadow is a pretty neat foundation for subclass. And the base version has a good idea. But, this is an assassin like class. The fantasy is stepping out of the shadows and absolutely wrecking the opponent, much more than your normal Monks could do. Again, Martial Arts helped with an answer here allowing their stealth and theatricality of stepping out of the shadows to act as part of the Chain.

SHADOW ARTS
At 3rd level, you can use Ki to duplicate the effects of certain spells. As an action, you can spend 2 Ki Points to cast Darkness, Darkvision, Pass Without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don’t already know it.

SHADOW STRIKE
At 3rd level, if you make an attack against an opponent who is unaware of you or surprised you can choose to start your Chain with a Flow instead of an Opener.

SHADOW STEP
At 7th level, when you are in dim light or darkness, as a Bonus Action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
You have Advantage on the first melee attack you make before the end of your turn. In addition you gain the benefit of Shadow Strike even if the opponent is aware of your presence.

CLOAK OF SHADOWS
At 10th level, when you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

IMPROVED SHADOW STRIKE
At 14th level, you can spend 2 Ki Points to instead use a Finisher instead of an Opener.

OPPORTUNIST
At 17th level, whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your Reaction to make a melee attack against that creature. This melee attack can be an Opener or otherwise part of a Chain even though it is not on your turn.



WAY OF THE FOUR ELEMENTS
Possibly the most disappointing of the Monk subclasses in the base game. This is supposed to be Avatar the Last Airbender the subclass. And I actually think the Monk class has potential to do just that. For some reason I have had a bunch of time to rewatch this series recently and I was proud of how often the characters on the show did essentially the Martial Arts Chains with their attacks.

ELEMENTAL INITIATE
At 3rd level, learn any 2 of the following Cantrips: Control Flames, Create Bonfire, Gust, Mage Hand, Magic Stone, Mold Earth, Produce Flame, Ray of Frost, Spare the Dying, and Shape Water
The goal here is to have a way of showing your characters skill with an element easily in a non-combat method. With enough cantrips to allow people who want to focus on only one element to do so. That said there were some issues. For instance there is really only one “air” cantrip. So I added Mage Hand to represent the fine tune movement of small object Aang does from time to time. Similarly, there are plenty of “water” cantrips, but almost all of them are offensive in nature. So I kept one of them (Ray of Frost) for those who want it, but also added Spare the Dying to represent Water Healing. I couldn’t think what else to add for Earth other than Magic Stone.
I might come back and just make my own cantrips for Stone and Water when this is done. Mage Hand fits close enough.

ELEMENTAL MARTIAL ART
At 3rd level, you learn one Elemental Martial Art. In addition, any time you would learn a Martial Art as part of your regular Monk features you can choose to instead learn an Elemental Martial Art. Unlike regular Martial Arts, where the parts of various forms can be moved through interchangeably, an Elemental Martial Art can only be used in a Chain with an Opener of that specific element.

The fun part. Access to offensive elemental magic that can be done continuously without running out of Ki.

ELEMENTAL MOVEMENT
At 7th level, choose one of the following benefits:
Jet Propulsion: As a Bonus Action you can spend 1 Ki Point to gain a Fly Speed equal to triple your Speed for one Round. This cost increases by +1 Ki Point for every consecutive Round using this ability.
Burrow Speed/Earth Run: You gain a Burrow Speed equal to half your Speed. In addition, when you take the Dash Action your Speed increases by +20 feet provided you are on solid ground.
Fly: You can spend 1 Ki as an Action to give yourself a Fly Speed equal to double your Speed for 10 minutes. This takes up your Concentration.
Swim Speed/Ice Slide: You gain a Swim Speed equal to your Speed. In addition, you can spend 1 Ki as a Bonus Action to create a 5 feet by 60 feet ramp of ice under your feet that lasts for 10 minutes. Anyone moving on it increases their Speed by +10 feet.
At 14th level, you can choose an additional movement, or improve the choice you initially made.
Improved Jet Propulsion: Your Fly Speed becomes quadruple your Speed, and the initial cost is reduced to 0 Ki Points.
Improved Burrow Speed/Earth Run: Your Burrow Speed becomes equal to your Speed. And when you take the Dash Action your speed increased by +30 feet.
Improved Fly: Your Fly Speed increases to double your Speed. In addition, you gain Advantage on Concentration checks to keep flying.
Improved Swim Speed/Ice Slide: Your Swim Speed increases to double your Speed. In addition, your ice ramp increases to 120 feet, and moving on it increases Speed by +15, the initial two uses of this ability per Short Rest costs 0 Ki Points.

ELEMENTAL POWER
At 10th level, you gain two of the following abilities.
Tremorsense: You gain Tremorsense out to 60 feet. You can choose to spend 1 Ki Point to increase the range out to 120 feet for 1 hour or until you lose Concentration
Move Earth: As an Action you can spend 5 Ki Points to cast Move Earth.
Master of Flames: When dealing Fire damage you can spend 2 Ki Points, any creature Immune to Fire damage is instead considered Resistant, and any creature Resistant to Fire damage takes full damage from your fire.
Fireball: As an action you can spend 3 Ki Points to cast Fireball. This counts as an Opener with the [Fire] tag.
Control Water: As an Action you can spend 4 Ki Points to cast Control Water.
Wall of Ice: As an Action you can spend 5 Ki Points to cast Wall of Ice. This counts as an Opener with the [Water] tag.
Control Winds: As an Action you can spend 4 Ki Points to cast Control Winds.
Freedom of Movement: As an Action you can spend 3 Ki Points to cast Freedom of Movement on yourself. This counts as an Opener with the [Air] tag.

ELEMENT MASTERY
At 17th level, you can choose one of the following benefits:
Elemental Avatar: Your Elemental Martial Arts can be Chained with any Opener
Elemental Focus: Pick one Element for which you have an Elemental Martial Art. All Ki Costs when using an Elemental Martial Art of the chosen tag are reduced by 1 to a minimum of 0.



MARTIAL ARTS FORMS LIST
QUICK WIND STRIKES
Double Strike
Opener
As an Action, you can make two unarmed attacks, each dealing 1dUS + Dex/Str bludgeoning damage.

Whirling Fists
Link
As an Action, you can make three unarmed attacks, each dealing 1dUS + Dex/Str bludgeoning damage.

Flurry of Blows
Finisher
As an Action, you can make three unarmed attacks, each dealing 1dUS + Dex/Str bludgeoning damage.
When using this Martial Art Form you can choose to spend 1 Ki to attack four times, each attack deals 1dUS + Dex/Str bludgeoning damage.


CHARGING RHINO
Flying Kick
Opener
As an Action you move 15 feet, 10 of which is considered Flying, however you must end your movement on an open square. This movement provokes no Opportunity Attacks. Immediately upon landing, make a single Unarmed Attack, if successful it deals 2dUS + Dex/Str bludgeoning damage.

Spinning Kick
Flow
As an Action, all adjacent opponents must make a Dexterity saving throw or take 2dUS + Dex/Str bludgeoning damage save for half.
When using this Art you can choose to spend 1 Ki, all creatures that failed the Dexterity saving throw that are no more than one size category larger than you are knocked prone, and their Speed is reduced to 0 until the start of your next turn.

Crushing Steps
Finisher
As an Action, for the remainder of your Turn you are considered to have taken the Disengage action. In addition, you can move over terrain in which an opponent is Prone. Doing so deals 2dUS + Dex/Str bludgeoning damage and forces them to make a Constitution saving throw. On a failed save their Speed is reduced to 0 until the start of your next turn. Moving over the same opponent more than once deals no additional damage and does not force a saving throw.


MONKEY’S GRIP
Distracting Strike
Opener
As an Action, make a single unarmed attack dealing 1dUS + Dex/Str bludgeoning damage. If the attack is successful, the target must make a Wisdom saving throw or suffer Disadvantage on all ability checks made until the end of your next turn.

Grappling Strike
Flow
As an Action, make a single unarmed attack dealing 1dUS + Dex/Str bludgeoning damage. If the attack is successful you can make a grapple attempt. If the Grapple is successful the target takes an additional 1dUS + Dex/Str bludgeoning damage.
When using this Martial Art Form you can choose to spend 1 Ki, if the target is grappled from this maneuver they are also Knocked Prone.

Constricting Pin
Finisher
As an Action, make an unarmed attack against an opponent you are grappling. This damage deals 3dUS + Dex/Str bludgeoning damage. If the attack is successful the target must make a Strength saving throw or become Restrained as long as you choose to maintain the Grapple.
The target can use an Action to escape the Pin in the same way they can escape a Grapple. However on a success they lose the Restrained condition but not the Grappled condition. They must lose the Restrained condition before they can attempt to break the Grappled condition.


WRATHFUL LEOPARD FORM
Overwhelm their Perception
Opener
As an Action, you can make one unarmed attacks, dealing 1dUS + Dex/Str bludgeoning damage. If the attack is successful that opponent cannot make Opportunity Attacks against you until the start of your next turn, and in addition suffers Disadvantage on all Perception and Insight checks until the start of your next turn.
When using this Art you can choose to spend 1 Ki, if you do so until the end of the Chain all creatures damaged by you through an unarmed attack also cannot make Opportunity Attacks against you and suffer Disadvantage on all Perception and Insight checks until the start of your next turn.

Wild Claws
Flow
As an Action, you can make two unarmed attacks, dealing 1dUS + Dex/Str bludgeoning damage. If either attack misses, the target still takes half damage.
When using this Art you can choose to spend 1 Ki, if you do so you can make an additional unarmed attack.

Prowler's Spite
Finisher
As an Action, you can spend 1 Ki to make four unarmed attacks. Each attack deals 1dUS + Dex/Str bludgeoning damage. If you move at least 10 feet in a straight line directly before making an attack roll you deal an additional +1dUS damage on that attack.


GLORIOUS HORSE’S STRIDE
Stable Horse Stance
Opener
As an Action, you gain +2 AC and Advantage on Strength, Constitution, and Dexterity saving throws until the end of the Chain. In addition, every successful attempt to Move you is reduced by 5 feet.
When using this Art you can choose to spend 1 Ki to increase the bonus AC by an additional +2.

Draw Attention
Flow
As an Action, you can make two attacks against a single opponent, each dealing 1dUS + Dex/Str bludgeoning damage. If at least one of the attacks is successful, the target must make a Wisdom saving throw or suffer Disadvantage on all attacks made against anyone other than you.
In addition, if the target attacks or casts a spell against anyone other than you, you can spend 1 Ki Point to attack that opponent as a Reaction, dealing 2dUS + Dex/Str bludgeoning damage.

Strike of Rejuvenation
Finisher
As an Action, you can make a single unarmed attack, dealing 2dUS + Dex/Str bludgeoning damage. If the attack is successful you gain a number of Temporary Hit Points equal to twice your Monk level.


FORM OF THE MANTIS
Mantis Stance
Prerequisite: 6th level
Opener
As an Action, you can take up the Mantis Stance. Until the end of this Chain you gain the following benefits:
*You gain +2 to your AC.
*If an opponent within Reach attacks you and misses, you can spend a Reaction to make an opportunity attack against that opponent. This attack deals 1dUS + Dex/Str bludgeoning damage.
*You gain 1 additional Reaction every round. This additional Reaction can only be used to make a melee attack against an opponent that misses you with a melee attack.

Hooked Strikes
Flow
As an Action, you can make two unarmed attacks each dealing 1dUS + Dex/Str bludgeoning damage. If at least one attack is successful, the target must make a Strength saving throw or suffer Disadvantage on the next attacks made until the end of your next turn. If your attack is against an opponent for which you hit with an Opportunity Attack since the end of your last turn, they have Disadvantage on their Strength saving throw.

Devastating Stomps
Finisher
As an Action you can make two unarmed attacks, each dealing 2dUS + Dex/Str bludgeoning damage. If the attack is successful the target’s Speed is reduced to 0 until the start of your next turn. If your attacks are made against an opponent for which you hit with an Opportunity Attack since the end of your last turn, you have Advantage on your attack rolls.


FIERCE TIGER FORM
Prerequisite: 6th level
Strike of Fierce Precision
Opener
As an Action, you can make two unarmed attacks both must be made against a single opponent, each dealing 1dUS + Dex/Str bludgeoning damage. These attacks and all other unarmed attacks you make until the end of your Chain have their Critical Range increased by +1.
When using this Art you can choose to spend 1 Ki to increase your unarmed attacks Critical Range by an additional +1 for every successful attack you make as part of this chain that is not a critical. Upon gaining a critical hit the Critical Range decreases to the original +1 once more increasing by an additional +1 for every successful attack you make that is not a critical until the end of the Chain.

Tiger Rips Flesh
Flow
As an Action, you can make three unarmed attacks all of which must be made against a single opponent, dealing 1dUS + Dex/Str bludgeoning damage. Each attack that misses, the next attack gains Advantage.
If all three attacks are successful you can choose to spend 1 Ki Point. Your next unarmed attack made against that opponent made before the end of the Chain deals an additional +2dUS damage.

Hunter of Mammoths
Finisher
As an Action you can spend 1 Ki point to make six unarmed attacks, each dealing 1dUS + Dex/Str bludgeoning damage. These attacks must all be made against one opponent. If that opponent is reduced to 0 hit points before you have used all your attacks, you can target a different opponent for the remainder of your attacks by expending a Bonus Action.


TOUCH OF DISRUPTION
Prerequisite: 6th level
Joint Twist
Opener
As an Action make a single unarmed attack against an opponent, dealing 1dUS + Wis force damage. If successful the target must make a Constitution saving throw or suffer damage equal to your Wis for every attack they make or spell that uses somatic components they attempt to cast for the next minute.

Concussion Touch
Flow
As an Action make two attacks against a single opponent, dealing 1dUS + Dex/Str bludgeoning damage. If at least one of the attacks is successful the target suffers Disadvantage on all Wisdom and Intelligence checks, and all Wisdom and Intelligence saving throws until the end of your next turn.

Points of Pressure
Finisher
As an Action make three attacks, dealing 1dUS + Wis force damage. If at least one of the attacks hits the target must make a Constitution saving throw. If they fail the save they suffer a rank of Exhaustion for each successful attack.
Any levels of Exhaustion gained from this Art do not stack with additional uses of this Art.


Several of the attacks on this list are meant to represent the action of applying pressure to joints or dislocating limbs. This leaves a question of damage, what is it? It's not Bludgeoning, Piercing, or Slashing. And I don't want it to be reduced by Heavy Armor unlike all the others. I ultimately decided to represent this with Force damage as it suited my purposes well enough. Even though it is non-magical, which disqualifies it from being Force damage technically. But Force damage already doesn't make much sense.


RISING WHIRLWIND
Prerequisite: 6th level
Rising Kick
Opener
You can only use this Art if you start your Turn Prone. As an Action all adjacent opponents must make a Dexterity saving throw or take 2dUS + Dex/Str bludgeoning damage, and you stand up from Prone at no movement cost. Save for half damage.

Unbalancing Circle
Flow
As an Action you can spend 1 Ki Point to force all adjacent opponents to make a Dexterity saving throw or take 2dUS + Dex/Str bludgeoning damage become unable to make Reactions and their Speed is halved until the start of your next turn. In addition, if on their turn they use the Attack action they can only make one Attack. If they attempt to cast a spell with the casting time of 1 Action, roll a d20. On an 11 or higher the spell does not take effect until the creature's next turn. On a successful save they take half damage and suffer no other penalties.

Whirling Low Kick
Finisher
As an Action, you can force all adjacent opponents to make a Strength saving throw or take 3dUS + Dex/Str bludgeoning damage and are knocked prone. Save for half damage and no knockdown effect.
When using this Art you can choose to spend 1 Ki, if you do each opponent that fails their Strength save have their Speed reduced to 0 until the start of your next turn.


FALLING STAR
Prerequisite: 6th level
Heavy Throwdown
Opener
As an Action you can make a single unarmed attack that deals 2dUS + Dex/Str bludgeoning damage. If the attack is successful the opponent must make a Strength saving throw. On a failed save the opponent is knocked prone and their Speed is reduced to 0 until the start of your next turn.

Ground and Pound
Flow
You can only use this Art to attack an opponent that is Prone. As an Action you can make three unarmed attacks, each dealing 1dUS + Dex/Str bludgeoning damage. Provided at least one of the attacks hits your targets Speed is reduced to 0 until the end of your next turn.

Body Slam
Finisher
You can only use this Art to attack an opponent that is Prone. As an Action you can drop Prone on an adjacent square to your target and make an unarmed attack that deals 6dUS + Str/Con bludgeoning damage. This opponent must make a Constitution saving throw or become Stunned until the start of your next turn.


Way of the Intercepting Kick
Prerequisite: 6th level
Counter-Kick
Opener
Unlike other Arts you can only use Counter-Kick as a Reaction when an opponent within your Reach attacks you. Make an Opportunity Attack against them, that deals 2dUS + Dex/Str bludgeoning damage. If the attack is successful the target must make a Constitution saving throw or have their attack or spell negated.
When using this Art you may choose to spend 2 Ki Points. If you do so, the attack does not need to be made against you, or you can use your Reaction to attack an opponent that casts a spell. If the target fails their Constitution saving throw the target loses all further attacks if they used the Attack Action or the spell if they were casting a spell.

Fast Strikes of Great Force
Flow
As an Action you can make two unarmed attacks, each dealing 1dUS + Dex/Str bludgeoning damage. Each opponent hit by at least one of the attacks must make a Strength saving throw. On a failed save each opponent moves back 10 feet for each successful attack against them at the end of your Action.
When using this Art you can spend 1 Ki Point to make an additional attack, and/or you can spend 1 Ki Point to increase the distance moved by each successful attack by +10 feet.

Flying Knee
Finisher
You can only use this Art if you moved to get within Reach of an opponent that was not within your Reach at the start of your Turn. As an Action make an unarmed attack roll that deals 6dUS + Dex/Str bludgeoning damage. If successful, the target must make a Constitution saving throw or become Staggered for 1 round.
When using this Art you can choose to spend 2 Ki to make a second unarmed attack that deals 3dUS + Dex/Str bludgeoning damage.


KRAKEN’S SUNDER
Prerequisite: 6th level
Quick Grab
Opener
When an opponent no more than one size category larger than you provokes an Opportunity Attack, you can spend your Reaction to make an unarmed attack dealing 1dUS + Dex/Str bludgeoning damage. If the attack is successful you can make a Grapple attempt.

Throw Down
Flow
You can only use this maneuver on a Grappled opponent. They are Knocked Prone.
When using this Art you can choose to spend 1 Ki to make a single unarmed attack that deals 1dUS + Dex/Str bludgeoning damage against the now Prone target.

Joint Breaker
Finisher
You can only use this maneuver on a Grappled opponent. Make a single unarmed attack that deals 2dUS + Dex/Str bludgeoning damage. If successful the target must make a Strength saving throw or have one of their arms break. A broken arm drops whatever it is holding and cannot be used in any way until the target is healed for a number of hit points equal to the damage dealt by this Art.
If your target is also Prone, you can choose to also fall Prone to use this Art, if you do so, your attack deals an additional 2dUS damage, and the target suffers Disadvantage on their Strength saving throw.


EEL SLIPS FREE
Prerequisite: 6th level
Releasing Kick
Opener
You can only use this Art if you are Grappled. Make a single attack against the opponent that is Grappling you. This attack does not suffer Disadvantage and deals 2dUS + Dex/Str bludgeoning damage. If the attack is successful you can spend your Bonus Action to automatically break the Grapple.

Spinning Hook
Flow
You can only use this Art if you have lost a negative Condition since the start of your Last Turn. As an Action, you can make two unarmed attacks against the same target with Advantage. Each attack deals 1dUS + Dex/Str bludgeoning damage.
When using this Art you can choose to spend 1 Ki, if at least one of the attacks is successful the target must make a Constitution saving throw or be Stunned until the end of your next turn. If both attacks were successful the target has Disadvantage on this saving throw.

Wrathful Fists
Finisher
You can only use this Art against an opponent suffering from a negative Condition. Make five unarmed attacks against one target. Each attack deals 1dUS + Dex/Str bludgeoning damage.
When using this Art you can choose to spend 1 Ki, to make two additional attacks against your target.


FLOW AROUND ROCKS
Prerequisite: 6th level
Flowing Defense Stance
Opener
As an Action you can take up a defensive stance. All attacks made against you for the remainder of the Chain suffer Disadvantage and you gain Advantage on all Dexterity saving throws. In addition, if an opponent misses you, you can move 5 feet in any direction. This movement does not provoke Opportunity Attacks.
However, until the end of this Chain all Attacks made against opponents that have not attacked you suffer Disadvantage on your Attack roll.
If an opponent in melee misses you, you can choose to spend Ki to swap positions with your opponent. This movement does not provoke Opportunity Attacks. The amount of Ki spent to perform this Art is 1 + an additional 1 for every size category larger than you the opponent is.

Move and Strike
Flow
As an Action you can deal damage equal to your Wisdom modifier to all adjacent enemies. In addition, if an opponent starts their turn adjacent to you they take damage equal to your Wisdom modifier. If an opponent attacks and misses you with a melee attack you can spend a Reaction, they take damage equal to your Wisdom modifier until the end of your Chain.
If you use the Reaction part of this Art you can choose to spend 1 Ki, if you do so, all melee attacks that miss you take Wisdom damage until the start of your next turn.

Reversal of Force
Finisher
As an Action, you can make one melee attack and compare the result of your attack roll to the AC of all opponents within your Reach that attacked and missed you since the end of your last Turn. Each opponent that would be hit takes damage equal to 1dUS + Wis + the Strength modifier of the target.
If you use this Art you can choose to spend 2 Ki to make an additional attack.


EMPEROR ENTERS UNAFRAID
Prerequisite: 15th level
Stand Unbowed
Opener
As an Action, you can take up the Emperor Stance. Until the end of this Chain should an opponent deal damage to you in any way, you can choose to spend 1 Ki Point as a Reaction to gain Resistance to all the damage that would be dealt to you by that opponent until the start of your next turn. Or you can spend 3 Ki Points to negate all damage.
In addition, when you are dealt damage and are not surprised, you can spend 2 Ki Points as a Reaction to enter the Mountain Tree Stance and gain the Resistance to damage from that opponent.

Cower Before the Unbroken
Flow
As an Action, you can spend 1 Ki Point to make three attacks, dealing 1dUS + Dex/Str bludgeoning damage. Each opponent hit by these attacks must make a Wisdom saving throw or become Frightened of you until the end of your next turn. If you have reduced or negated the damage dealt to you by the target of your attack since the end of your last turn, they suffer Disadvantage on their saving throw.
When using this Art you can choose to spend 2 Ki, to make all opponents within 30 feet of you make a Wisdom saving throw or become Frightened of you until the end of your next turn.

Emperor’s Prerogative
Finisher
As an Action you can spend 2 Ki Point, until the end of your turn you are considered to be Disengaging. In addition, you can make an Unarmed Attack, dealing 1dUS + Dex/Str bludgeoning damage against all creatures that start or enter your Reach until the end of your turn. You can only attack each opponent once. If the target of your attack is Frightened or you have Advantage on the attack roll, your attack deals an additional +2dUS.


STARE OF THE COCKATRICE
Prerequisite: 15th level
Leg Lock
Opener
As an Action, you can spend 1 Ki to make an unarmed attack, dealing 1dUS + Wis force damage. If that attack is successful the opponent must make a Constitution saving throw or have their Speed halved for 1 minute. If both attacks are against the same opponent and they fail their Constitution saving throw their Speed is reduced to 0 for that minute and they fall prone. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.
When using this Martial Art Form you can choose to spend an additional 1 Ki to have each single attack act as though the target had been hit by both attacks.

Arm Lock
Flow
As an Action, make an unarmed attack, dealing 1dUS + Wis force damage. If the attack is successful, the opponent must make a Constitution saving throw or drop whatever it’s holding in one hand of your choice. In addition all attack rolls made with that hand suffer Disadvantage for 1 minute. If the target attempts to cast a spell that requires somatic components they must roll a d20. If they roll 11 or higher the spell fails.
When using this Martial Art Form you can choose to spend 1 Ki to make an additional unarmed attack with the same effect as the first.

Body Lock
Finisher
As an Action, you can spend 2 Ki points to make two unarmed attacks, dealing 1dUS+Wis force damage. If at least one attack is successful the opponent must make a Constitution saving throw or become paralyzed for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the Art ends on the target.


BITE OF THE CLOAKER
Prerequisite: 15th level
Grab and Shield
Opener
As an Action, make a single unarmed attack dealing 1dUS + Dex/Str bludgeoning damage. If the attack is successful you can make a grapple attempt. If the Grapple is successful increase your AC by +4 for as long as you remain grappling this opponent.

Chokehold
Flow
If you are currently grappling an opponent, you can spend an Action to deal 4dUS +Str Force damage to the creature. If after taking this damage the creature has less than half their total hit points remaining they must make a Constitution saving throw or fall Unconscious.
When using this Martial Art Form you can choose to spend 1 Ki to deal an additional 1dUS damage, in addition you can also spend 2 Ki to follow this Art on your next turn with another Flow instead of a Finisher.

Throw Enemy
Finisher
If you are currently grappling an opponent, you can spend an Action to move your grappled target 20 feet away from you in a straight line. In addition, they must make a Strength saving throw or be knocked prone and take 3dUS + Dex/Str bludgeoning damage, save for half damage.
If the movement of your thrown opponent is stopped in some way, it takes an additional 1dUS damage for every 5 feet it was unable to move. If its movement is stopped by entering the same square as a creature then you can spend 1 Ki Point to force this creature to also make a Strength saving throw or take the same damage as the initial target, save for half damage.

Dienekes
2020-05-30, 11:26 PM
Apparently I broke the word limit. Anyway, the Elemental Martial Arts. Or "I just rewatched Avatar and I wanted to play that."
My gut tells me I will probably need to go through and nerf most of this. But I'll see what others say.

ELEMENTAL MARTIAL ARTS FORMS LIST

UNYIELDING MOUNTAIN FORM
Encasing Stone
Opener [Earth]
As an Action all your unarmed attacks deal an additional +1dUS bludgeoning damage until the end of the Chain.
When using this Art you can choose to spend 2 Ki Points. If you do, you gain 10 Temporary hit points and Advantage on Strength saving throws until the end of the Chain.

Rock Charge
Flow [Earth]
You can only use this Art after moving at least 10 feet on your turn. Make one unarmed attack at the end of your movement that deals 2dUS + your Con bludgeoning damage.
When using this Art you can choose to spend 1 Ki point, if you do and the attack is successful the target must make a Strength saving throw or be knocked prone.

Pinning Stone
Finisher [Earth]
You can only use this Art if your target is standing on the ground or next to a solid surface such as a wall. As an Action make two attacks, dealing 1dUS bludgeoning damage. If at least one attack is successful the target must make a Strength saving throw or are considered Grappled by the wall or ground.
The grappled opponent can remove the condition only by taking an Action to make a Strength or Dexterity check equal to your save DC, or if an adjacent ally takes an Action to make the check in their place.
When using this Art you can choose to spend 1 Ki Point to instead have the target become Restrained.


SIEGE OF STONE
Prerequisite: 6th level
Rock Wall
Opener [Earth]
As an Action you can make a 6 inch thick 10 feet tall by 10 feet long wall within 10 feet of you. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). The wall must be situated on a solid surface but does not need to be vertical.
Each square of the wall has an AC of 12 and 20 hit points.
When using this Art you can spend Ki Point to increase the length of the wall by 10 feet per Ki Point.
In addition, you can create 6 inch think 5 feet tall and 5 feet long wall as a Reaction if you are the target of a ranged attack or are within the area of an ability that would force you to make a Dexterity saving throw. Doing so costs 2 Ki Points. And the attack and area effects automatically deals damage to the wall at full force.

Rock Throw
Flow [Earth]
As an Action you can make two unarmed attack rolls as if your Reach was 30 feet. Each attack deals 2dUS bludgeoning damage.

Boulder Throw
Finisher [Earth]
As an Action you can make a single unarmed attack roll as if your Reach was 30 feet. This attack deals 4dUS bludgeoning damage.
You can choose to destroy a 5 foot by 10 foot segment of a Rock Wall you created as part of this Art. If you do so, increase the damage of your attack by +2dUS.


[B]EARTH MOVES AROUND YOU
Prerequisite: 6th level
Shape Terrain
Opener [Earth]
As an Action you make a 20 foot square starting from a point within 60 feet of you. Choose one of the following benefits:
*Any squares within area you choose are considered difficult terrain.
*Any squares within the area you choose that are difficult terrain are no longer considered difficult terrain.
*You can spend 1 Ki Point to fill the area with dust that makes the area dark. A creature with Darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. It lasts for 1 round.
When using this Art you can choose to spend 1 Ki Point to pick choose two of the benefits.

Fissure
Flow [Earth]
As an Action you can create a 5 foot wide 10 foot long and 10 foot deep hole in the ground anywhere within 60 feet of you. All Large or smaller creatures that were standing on a square that becomes a part of the fissure can make a Dexterity saving throw to step to an adjacent open square away from the fissure. If they fail they fall to the bottom taking falling damage.
When using this Art you can spend Ki Points to increase the length of the fissure by 10 feet per Ki Point spent.

Entomb
Finisher [Earth]
You can only use this Art against an opponent who has stone on two opposite sides of their square. As an Action you can force one target to make a Constitution saving throw or take 6dUS bludgeoning damage and become Restrained. Save for half damage and are not Restrained.
When using this Art you can choose to spend 1 Ki to target another opponent that meets the qualifications for this Art.


TALL SPIRE CRUMBLES
Prerequisite: 15th level
Pillar of Earth
Opener [Earth]
As an Action you can spend 2 Ki Points to create four pillars of stone that burst from the ground anywhere within 90 feet of you. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 3dUS and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Earth Levitation
Flow [Earth]
As an Action you can spend 3 Ki Points to lift a 20 foot by 20 foot by 5 foot piece of Earth no more than 60 feet from you 20 feet off the ground. You can move the ground anywhere 30 feet from where it started. All creatures on the segment of earth moved in this way stay on it without issue.
On your following Turn you can spend your Action to keep moving this piece of Earth by spending an additional 1 Ki Point.
You can place the land down gently, pushing all creatures beneath the levitated earth to the nearest side unharmed. Or you can drop the levitated earth upon them as a Bonus Action. Doing so, all creatures beneath the levitated land must make Constitution saving throws or take 6dUS damage and are Restrained. If they succeed the save they take half damage and are not Restrained. They are however, Prone having burst through to the surface level.
Restrained creatures trapped beneath the earth must make a Strength or Dexterity ability check (their choice) as an Action to break free, after which they burst from the ground, but are Prone.

Earthquake
Finisher [Earth]
As an Action you can spend 8 Ki to cast the spell Earthquake.

CLINGING OCTOPUS
Octopus Form
Opener [Water]
As an Action water forms around you as a barrier with writhing tentacles. Your unarmed attack Reach is increased to 15 feet, though all attacks made past 5 feet cannot add your Dexterity or Strength to the damage roll.
When using this Art you can choose to spend 1 Ki Point to gain 5 Temporary Hit points until the end of the Chain.

Tentacle Strikes
Flow [Water]
As an Action, you can make two unarmed attacks as if your reach was 30 feet. These attacks deal 1dUS bludgeoning damage.
When using this Art you can choose to spend 1 Ki Point to make two more attacks, though no target can be targeted by more than two attacks.

Squid’s Trap

Finisher [Water]
As an Action, you can make two unarmed attacks as if your reach was 30 feet against a single target. These attacks deal 1dUS bludgeoning damage. If at least one of these attacks hit, you can make a Grapple attempt against the target. This grapple lasts until the start of your next Turn.
When using this Art you can choose to spend 2 Ki Points to make two additional attacks, though these attacks must target a different opponent. These attacks can also grapple on a success.


[B]CHURNING RIVER
Prerequisite: 6th level
Water Ring
Opener [Water]
As an Action, you create a ring of water around you. For the remainder of the Chain you gain the following benefits:
As a Bonus Action you can make a single unarmed attack against one opponent within 5 feet of you, this attack deals 1dUS bludgeoning damage.
You can use the Deflect Missiles ability against all ranged attacks not just missiles. In addition, you can spend 1 Ki to decrease the attack’s damage by an additional 1dUS.

Slickened Ground
Flow [Water]
As an Action you make a 20 foot square starting from a point within 60 feet of you. The terrain on this point is wet turning the area into difficult terrain for 1 minute.
When using this Art you can choose to spend 1 Ki Point to make the area freeze over. Anyone attempting to walk on this terrain must first make an Acrobatics check DC 10 + your Wisdom modifier or fall Prone.

Wave
Finisher [Water]
As an Action in a thirty foot cone centered on you, all creatures within must make a Dexterity saving throw or take 2dUS bludgeoning damage and be knocked prone. Save for half damage and aren’t knocked prone.
When using this Art you can choose to spend 1 Ki Point to increase the damage by +2dUS.


[B]SHARDS OF WINTER
Prerequisite: 6th level
Ice Spear
Opener [Water]
As an Action make two unarmed attacks against any opponent within 60 feet of you, if successful the target takes 1dUS piercing damage and 1dUS Cold damage.
When using this Art you can spend up to two Ki Points, each Ki Point adds an additional attack.

Torrent of Hail
Flow [Water]
As an Action pick a 10 by 10 foot square within 60 feet of you, all creatures in the area must make Dexterity saving throws or take 1dUS piercing damage and 2dUS Cold damage. Save for half damage.
When using this Art you can choose to spend 1 Ki Point to increase the area into a 20 by 20 foot square, and 1 Ki Point to increase the damage by 1dUS piercing and 1dUS cold.

Ice Prison
Finisher [Water]
As an Action one opponent within 60 feet of you of Large size or smaller must make a Dexterity saving throw or suffer 4dUS Cold damage and are Restrained. Save for half damage and are not Restrained.
When using this Art you can choose to spend 1 Ki Point to increase the damage by +2dUS or spend 1 Ki Point to target a creature of Huge size.


FORM OF THE SURROUNDING OCEAN
Prerequisite: 15th level
Ice Wall
Opener [Water]
As an Action you create a 5 foot wide by 20 foot long and 10 foot tall wall of ice.
If a creature was standing on a space where the wall appeared it is pushed to an open sphere and must make a Dexterity saving throw or take 1dUS bludgeoning damage and 3dUS cold damage. Save for half.
The wall has a AC of 12 and each f foot rectangle has 30 hit points and is vulnerable to fire damage. It lasts for 10 minutes before melting, or you can end it with an Action.
When using this Art you can choose to spend additional Ki, for each Ki spent you can add an additional 5 foot by 10 foot by 10 foot segment to the wall.

Flying Water Sphere
Flow [Water]
As an Action, you can create a 10 foot sphere of water somewhere within 30 feet of you. All creatures within the sphere must make a Constitution saving throw or take 4dUS bludgeoning damage and suffer Disadvantage on all attack rolls, Strength and Dexterity ability checks and saving throws, are considered to be swimming, and are suffocating. Save for half damage and do not suffer any further penalties.
This sphere will last until the end of your Chain. However, you can prolong the sphere’s duration to 1 minute by spending 2 Ki Points.
When using this Art you can choose to spend 2 Ki to make the sphere Ice. All creatures that start their turn within the sphere cannot Move unless they succeed in a Strength saving throw.

Eye of the Hurricane
Finisher [Water]
As an Action you can spend 2 Ki Points, in a 30 foot radius around you, all creatures must make a Strength saving throw or take 3dUS bludgeoning damage and all creatures of Large size or smaller are pushed back to the end of the radius. If they hit something or are otherwise unable to move to the full distance they take an additional 1dUS bludgeoning damage for every 5 feet they cannot move.


AIR MOVES THE BODY
Wind at the Back
Opener [Air]
As an Action you can enhance your movements with flowing air. Increase your Speed by +10 feet and gain Advantage on Acrobatics checks until the end of the Chain. In addition, until the end of the Chain opponents you successfully attack cannot make Opportunity Attacks against you until the start of your next turn.
When using this Art you can spend 1 Ki Point to float up to 5 feet above the ground during this Chain, your movement is otherwise unchanged.

Airstream Taps
Flow [Air]
You can only use this Art after moving at least 10 feet. As an Action you can make two unarmed attacks dealing 1dUS + Dex/Str bludgeoning damage. Each attack that is successful, forces the opponent to make a Strength saving throw or be pushed 5 feet in any direction you choose.
You can spend 1 Ki to make an additional attack.

Whirlwind Strike
Finisher [Air]
As an Action you can make a single unarmed attack that deals 2dUS + Dex/Str bludgeoning damage. The target, and all creatures adjacent to it must make a Strength saving throw or be pushed back 10 feet provided they are Large size or smaller.


Whipping Wind Form
Prerequisite: 6th level
Wind Strikes
Opener [Air]
As an Action, you can make two unarmed attack rolls, dealing 1dUS bludgeoning damage, your reach is considered 60 feet for these attacks. If the attack is successful and the target is of Medium size or smaller the opponent must make a Strength saving throw or be pushed 5 feet in the direction of your choice.
If both attacks hit the same creature even Large creatures must make the Strength saving throw or be moved.
When using this Art you can spend 1 Ki to make an additional attack. If all three attacks hit the same creature it can move a Huge creature.

Air Slice
Flow [Air]
As an Action you can make three unarmed attacks with a reach of 30 feet dealing 1dUS slashing damage.
When using this Art you can spend 1 Ki Point to add an additional 1dUS to all attacks.

Wind Blast
Finisher [Air]
As an Action you can force all opponents in a 15 foot cone in front of you to make a Dexterity saving throw or take 3dUS bludgeoning damage and are knocked prone. Save for half damage and are not knocked prone.
When using this Art you can spend 1 Ki Point to have the ability effect a 30 foot cone.

DOMINANCE OF BREATH
Prerequisite: 6th level
Wind Wave

Opener [Air]
As an Action you can spend 1 Ki Point to create a 10 by 10 by 10 foot cube within 90 feet of you and choose a direction. All large creatures or smaller within the area must make a Strength saving throw or be pushed 15 feet in the chosen direction.
When using this Art you can choose to spend 1 additional Ki to move Huge creatures or smaller, or 1 Ki to increase the dimensions of the cube by 5 feet.

Soaring Preparation
Flow [Air]
As an Action you move up to your Speed straight up in the sky this movement does not provoke Opportunity Attacks. At the start of your next turn, you can land anywhere within your Speed away from your initial starting point provided there is no ceiling or roof in the way. In addition, the Art you use on your next turn deals an additional 3dUS bludgeoning damage to all opponents effected by it in any way.

Compressed Air Blast
Finisher [Air]
This Art can only be performed after moving at least 30 feet on your turn. Make an unarmed attack and pick a square 30 feet from you. Compare your attack to the AC of all creatures directly between you and the chosen square. Every opponent your attack would have hit takes 3dUS bludgeoning damage and if they are Large or smaller must make a Strength saving throw or be thrown 10 feet in a random direction.
When using this Art you can spend 1 Ki to increase the damage by an additional +1dUS

ROARING SKIES STYLE
Prerequisite: 15th level
Wind Shell
This Art can only be performed when there are no creatures within 5 feet of you. As an Action whirling air surrounds you, for the remainder of the Chain all Ranged Attacks made against you suffer Disadvantage and you can ignore Difficult Terrain for the remainder of the Chain.
When using this Art you can choose to spend 1 Ki, all creatures that start their turn adjacent to you, must make a Strength saving throw or be pushed back to the closest open square that is not adjacent to you. In addition, any creature attempting to move within 5 feet of you must make a Strength saving throw, or be forced back 5 feet and have their Speed reduced to 0.

Steal Breath
Flow [Air]
As an Action you can spend 2 Ki, pick one creature within 30 feet of you. That creature must make a Constitution saving throw or begin Suffocating. On a passed save they instead are considered to be holding their breath. Regardless at the start of the target’s turn they will take 1dUS necrotic damage.
On your next turn, you can choose to continue focusing on this Art by spending 1 Ki as a Bonus Action instead of performing a Finisher. If you do so, the abilities duration becomes Concentration, and you cannot perform a Finisher with your Action. You can choose to end this Art harmlessly with a Bonus Action.

Tornado
Finisher [Air]
As an Action you can spend 3 Ki Points and pick a square within 90 feet of you that you can see. A 10 foot radius 30 foot high cylinder forms centered on that point.
Any creature within the radius must make a Constitution saving throw or take 2dUS bludgeoning damage, or half as much on a successful save. In addition, any Large or smaller creature that fails the save becomes restrained within the whirlwind.
When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless it is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an Action to make a Strength or Dexterity saving throw. If successful, the creature is no longer restrained by the whirlwind and is hurled 15 feet away in a random direction.
The Tornado ends at the end of the Chain, unless you use your Action to prolong it. Doing so allows you to move the Tornado 20 feet in any direction.


FLAMING FIST
Hands of Fire
Opener [Fire]
As an Action you wreath your hands in flames. For the duration of the Chain all your Unarmed Attacks deal an +1dUS Fire damage.
When using this Art you can choose to spend 1 Ki to make an unarmed attack.

Flame Punches
Flow [Fire]
As an Action you can make two unarmed attacks dealing 1dUS + Dex/Str bludgeoning damage and 1dUS fire damage. In addition, all creatures in a 10 foot line directly behind the target must make Dexterity saving throws or take 2dUS fire damage. Save for half damage.

Faaaaalcon Paauuuuuunch!
Finisher [Fire]
As an Action you can make a single unarmed attack dealing 2dUS + Dex/Str bludgeoning damage and 4dUS fire damage.
When using this Art you can choose to spend 1 Ki, if you do so all squares adjacent to your target other than yourself must make Dexterity saving throws or take the fire damage. Save for half damage.


PRIDE OF FLAMES
Prerequisite: 6th level
Flame Blasts
Opener [Fire]
As an Action you can make two unarmed attack rolls to attack opponents 60 feet away. These attacks deal 2dUS fire damage.
When using this Art you can choose to spend 1 Ki to make an additional attack.

Continuous Volley of Flame
Flow [Fire]
As an Action you can make you can make three unarmed attack rolls to attack opponents 60 feet away. These attacks deal 2dUS fire damage.
When using this Art you can choose to spend 1 Ki to make an additional attack.

Explosive Blast
Finisher [Fire]
As an Action pick a spot within 90 feet of you, all creatures within a 10 foot radius must make a Dexterity saving throw or take 4dUS fire damage.
When using this Art you can spend 1 Ki to increase the radius by 10 feet.


Wreath of Flames
Prerequisite: 6th level
Fire Aura
Opener [Fire]
As an Action you can surround yourself with fire, you have Resistance to Fire and Cold damage for the remainder of the Chain
When using this Art you can choose to spend 1 Ki to gain the following benefit, for the remainder of the Chain all melee attacks that hit you take 1dUS fire damage.

Fire Whip
Flow [Fire]
As an Action you can make two unarmed attacks against opponents no more than 15 feet away from you, dealing 2dUS fire damage. In addition, if you are attacked with a Range attack, you can spend your Reaction to make an unarmed attack roll, if your roll surpasses your opponent’s the attack is negated.

Eruption
Finisher [Fire]
As an Action you send out a burst of fire that spreads around you. Each creature within 15 feet of you must succeed on a Dexterity saving throw or take 3dUS fire damage. Save for half damage.
When using this Art you can choose to spend 1 Ki to send out a second eruption of fire.


FORM OF TRUE DRAGONS
Prerequisite: 15th level
Dragon’s Breath
Opener [Fire]
As an Action you can exhale a 15-foot cone of flame. Each creature in the area must make a Dexterity saving throw or take 2dUS fire damage. Save for half damage.
When using this Art you can choose to spend an additional 1 Ki to increase the range to 30 feet, or 1 Ki to increase the damage by an additional 2dUS.

Flame Wave
Flow [Fire]
As an Action create a 15-foot cone of flame. Each creature in the area must make a Dexterity saving throw or take 2dUS fire damage. Save for half damage. In addition, if they failed the Dexterity saving throw they must also make a Strength saving throw or be knocked prone.
When using this Art you can choose to spend an additional 1 Ki to increase the range to 30 feet, or 1 Ki to increase the damage by an additional 2dUS.

Eternal Flame
Finisher [Fire]
As an Action create a 10 foot wide 60 foot long and 20 foot tall line of fire starting in an adjacent square. All creatures within the radius must make a Dexterity saving throw or take 3dUS fire damage. Save for half damage. This wall of fire last until the start of your next turn. Each creature that ends its turn within the line of fire, or moves through it also must make a Dexterity saving throw or take 3dUS fire damage.
Unlike other Finishers, at the start of next turn you can choose to Spend 2 Ki and your Action to continue this effect. In addition, you can move the line of fire with you if you move, however to maintain the effect you can only move at half your Speed.
When using this Art you can choose to spend 1 Ki to increase the length of the effect by 30 feet, or 1 Ki to increase the damage by 2dUS.


ADDITIONAL MARTIAL ART FORMS

Deep Morkoth Form
Prerequisite: 15th level
Morkoth Stance
Opener
As an Action, you can spend 2 Ki to enter the Morkoth Stance. And gain the following benefit:
Until the end of the Chain when you pass a saving throw caused by a spell or a spell attack misses you can spend a Reaction, if you do so pick one enemy within 60 feet of you. That enemy must make the same saving throw to be effected by the spell, or the spell attack must be made again against that target.

Lashes of Fate
Flow
As an Action, you can spend 1 Ki to make three attacks, each for 1dUS + Dex/Str bludgeoning damage. If the opponent would be forced to make a Concentration saving throw the save DC is considered 10 higher than it otherwise would be.
When using this Art you can choose to spend 1 Ki. If you do so, if an opponent is hit by your attack until the start of your next turn if they would choose to cast a spell they must first make a Wisdom saving throw or the spell fails.

Disrupt the Weave
Finisher
As an Action you can make a single melee attack dealing 3dUS + Dex/Str bludgeoning damage. If successful, the target must make a Constitution saving throw or suffer the effects of being within an Antimagic Field for 1 minute. At the end of each of the target’s turns they can remake the saving throw to remove the effect.
When using this Art you can choose to spend 1 Ki. If you do so, the target suffers Disadvantage on their initial saving throw.

Old Harry MTX
2020-05-31, 02:50 AM
Nice work, but I can't say how balanced. I love the fighter, and honestly I would also dare an Eldritch Knight with maneuvers version.

Frozenstep
2020-05-31, 05:17 PM
Looking at monk...

Man, there's so much to look at. The idea of chains is interesting, but I can't help but feel that it would be kind of painful at times. So much flexibility, so that sometimes you'll have too many choices, and yet also very rigid, leaving you unable to use the choice you really need. I mean, sometimes in combat you gotta pick up a hostage and get them to safety, or use an action to drop an anchor or something.

The ability to skip ahead in chains with some subclasses is very interesting and helps, though. Still, I feel like there's enough similar options between forms that you could trim down some. Instead of forcing every form to have 3 styles, you could cut some. You have some really cool ideas in there, but I can't help but feel that there's too many options that only have subtle differences.

Dienekes
2020-05-31, 05:44 PM
Nice work, but I can't say how balanced. I love the fighter, and honestly I would also dare an Eldritch Knight with maneuvers version.

Yeah, I was thinking about Eldritch Knight. On the one hand, it's also a pretty generic fighter class, only now it's fighter with magic. So I kind of want to figure out other more specific type of magic warrior. But since this was supposed to be about adding cool options to the pure martials I also didn't really want to put a lot of focus on that in the first part. I ended up just moving on. Though now that I have all the base classes at least put up I will likely be doing another pass for EK or something similar.


Looking at monk...

Man, there's so much to look at. The idea of chains is interesting, but I can't help but feel that it would be kind of painful at times. So much flexibility, so that sometimes you'll have too many choices, and yet also very rigid, leaving you unable to use the choice you really need. I mean, sometimes in combat you gotta pick up a hostage and get them to safety, or use an action to drop an anchor or something.

The ability to skip ahead in chains with some subclasses is very interesting and helps, though. Still, I feel like there's enough similar options between forms that you could trim down some. Instead of forcing every form to have 3 styles, you could cut some. You have some really cool ideas in there, but I can't help but feel that there's too many options that only have subtle differences.

Yeah, I may have gone overboard. Though part of that is intentional. As you said there are multiple ways to get similar-ish benefits. That was done so a player didn't feel forced to pick one specific Form to get some mandatory benefit. But it may have just added pointless bloat in the end. Anything that pops out to you as particularly confusing or pointless?

I had an idea when writing how each segment of a Form works together, when I wrote them. But that might not have translated to the page well.

Frozenstep
2020-06-01, 01:11 AM
Yeah, I may have gone overboard. Though part of that is intentional. As you said there are multiple ways to get similar-ish benefits. That was done so a player didn't feel forced to pick one specific Form to get some mandatory benefit. But it may have just added pointless bloat in the end. Anything that pops out to you as particularly confusing or pointless?

I had an idea when writing how each segment of a Form works together, when I wrote them. But that might not have translated to the page well.

It's pretty hard, but I'll try.

There's a few forms, starting with Wrathful leopard and going up into fierce tiger and countering kick, that fill some sort of hit-and-away style. That happens on top of disengage already being a free bonus action, making them already feel a bit niche? So having multiple styles all granting more disengage power feels a bit much.

At level 6, emperor enters unafraid feels like it has some overlap with other defensive options. The flow option is pretty nice, beating out mantis hook strikes, but not much can compare to flowing rocks opener. Somewhere between those three openers there are subtle differences, but I don't think it's enough.

Mountain tree grows tall just feels kinda boring. Way of intercepting kick and fierce tiger feel like they have too much overlap.

Dienekes
2020-06-09, 12:18 AM
It's pretty hard, but I'll try.

There's a few forms, starting with Wrathful leopard and going up into fierce tiger and countering kick, that fill some sort of hit-and-away style. That happens on top of disengage already being a free bonus action, making them already feel a bit niche? So having multiple styles all granting more disengage power feels a bit much.

At level 6, emperor enters unafraid feels like it has some overlap with other defensive options. The flow option is pretty nice, beating out mantis hook strikes, but not much can compare to flowing rocks opener. Somewhere between those three openers there are subtle differences, but I don't think it's enough.

Mountain tree grows tall just feels kinda boring. Way of intercepting kick and fierce tiger feel like they have too much overlap.

Thank you so much for this. After reading it I went through all the Arts once more, fiddled things about. I ended up moving away from attempting to replicate what I was watching in various fights and instead worked to creating hopefully more interesting game mechanics.

You are totally right about Flowing Rocks, which confused me because I didn't think it was too powerful, until I realized that I apparently didn't add the downside to that Stance.

A lot of the Arts got rewritten from the ground up. There is still overlap, but hopefully each of them feel like they have a more distinct purpose.