In an inspiration to make D&D more like Skyrim & Destiny, I have listed a simplified & tweaked class guide. I will be posting each reworked class as Google Docs. It's just a hobby, but I have spent a few weeks doing research. Please enjoy & use freely.
I have. It looks awesome. But lets say you want to mow down hordes of enemies like in Destiny 2 either solo or in party. Combat would still be dice based, but with more free movement & in real-time; kinda like Neverwinter Online
Magic Secrets: gain any 2 spells (cantrip or leveled spell)
Peerless Skill: Inspire bonus to ability check
Valor
Combat Proficiency + Combat Inspire: proficiency with medium armor, shields, martial weapons. Inspire can give ally bonus weapon damage
Extra Attack: reduced attack stamina
Battle Magic: weapon attack while spellcasting
Glamour
Inspiring Mantle + Enthralling Performance: 5 temp HP for allies (8 @ 5th L, 11 @ 10th L, 14 @ 15th L). Charm number of creatures = CHA mod, recharge on rest
Majestic Mantle: cast Command, recharge on rest
Unbreakable Majesty: enemies can’t attack you, recharge on rest
Blades
Combat Proficiency + Fighting Style + Flourish: medium armor & curved sword proficiencies. Duelist or Dual Weapon feat. Use Inspire die to increase damage (Inspire adds AC to yourself, damage spreads to closest enemy, push back enemy & dash next to enemy)
Extra Attack: reduced attack stamina
Master Flourish: Flourish uses 1d6 instead of Inspire die
Whispers
Psychic Blade + Terror Words: 2d6 psychic with weapon (3d6 @ 5th L, 5d6 @ 10th L, 8d6 @ 15th L). Cast fear on enemy, frightened until damaged
Whispering Mantle: disguise as nearby dead enemy
Shadow Lore: charm with blackmail, enemy won’t attack for you, enemy does favor for you, recharge with long rest
Starting Skills (2): Magic, Taming, Insight, Medicine, Nature, Detect, Religion, Survival Cantrips Known: 2 from 1-3rd L, 3 from 5-9th L, 4 from 10-20th L
Basic Feats
1
Magic, Druid Language
11
2
Wild Shape, Specialty
12
Ability Score/Feat
3
13
4
Wild Shape, Ability Score/Feat
14
Specialty
5
15
6
Specialty
16
Ability Score/Feat
7
17
8
Wild Shape, Ability Score/Feat
18
Longevity, Magic Shape
9
19
Ability Score/Feat
10
Specialty
20
Archdruid
Druid Language: able to speak Druidic
Wild Shape: transform into animals, usages = level, CR increases (¼ + no swim or fly, ½ + no fly, 1)
Longevity: age 1 year for every 10 years
Magic Shape: able to cast magic while transformed
Archdruid: unlimited Wild Shape, free spells
Specialty Feats
Land
Bonus Cantrip + Natural Recovery: gain druid cantrip. Recover spell slots (except >6th L spells) based on half spell level
Land Stride: unhindered movement through hard terrain, avoid plant traps, save advantage on magic plants
Nature Ward: elementals or fey can’t charm or frighten you, poison & disease immunity
Nature Sanctuary: animals or plants ignore attacking you
Spells
3rd Lvl
5th Lvl
7th Lvl
9th Lvl
Artic
Hold Person,
Spike Growth
Sleet Storm,
Slow
Free Movement,
Ice Storm
Nature Commune,
Cone of Cold
Coast
Mirror Image,
Misty Step
Water Breathing,
Water Walk
Free Movement,
Control Water
Conjure Elemental, Scrying
Desert
Blur,
Silence
Create Food &
Water, Energy
Protection
Blight,
Illusionary Terrain
Insect Plague,
Stone Wall
Forest
Barkskin,
Spider Climb
Call Lightning,
Plant Growth
Free Movement,
Divination
Nature Commune,
Tree Stride
Grassland
Invisibility,
Pass without Trace
Daylight,
Haste
Free Movement,
Divination
Insect Plague
Dream
Mountain
Spike Growth,
Spider Climb
Lightning Bolt,
Meld into Stone
Stone Shape,
Stoneskin
Passwall
Stone Wall
Swamp
Darkness,
Acid Arrow
Water Walk,
Stinking Cloud
Free Movement,
Locate Creature
Insect Plague
Scrye
Underdark
Spider Climb,
Web
Gaseous Form,
Stinking Cloud
Greater Invisibility,
Stone Shape
Insect Plague
Cloudkill
Moon
Combat Wild Shape + Circle Forms: transform during combat, regain 1d8 HP per level of spell slot used. Transform into beast with CR 1 @ 2nd L & CR = level/3 @ 6th L
Primal Strike: magic attacks while transformed
Elemental Wild Shape: use 2 Wild Shape to transform into elemental (water, earth, fire, air)
Thousand Forms: at-will Alter Self
Dream
Summer Court Balm: heal ally xd8, x = <half level, usages = level, recharge with rest
Moonlight & Shadow Hearth: dome buffs DEX (Stealth) & WIS (Detect), light inside dome is invisible, disappears after rest or exit
Hidden Paths: teleport yourself or ally short distance, usages = WIS mod
Dreamwalker: cast Dream, Scrying, or Teleport Circle (to last rest area) for free
Shepherd
Woods Speech + Totem Spirit: communicate with fey & animals, Sylvan language. Summon animal spirit that generates aura that blesses allies
Bear: 5 + level HP, advantage on STR checks & save throws in aura
Hawk: increase accuracy, advantage on WIS (Detect) checks in aura
Fighting Styles: Archery: +2 damage with ranged Defense: +1 AC with armor Protection: shield block allyDueling: +2 damage with single 1-hand weapon Great Weapon Fighting: reroll 1 or 2 die with versatile or 2-hand weapon Two-Weapon Fighting: + ability mod damage for 2nd weapon
Magic + Weapon Bond: cast spells. Bond 2 weapons, can’t disarm bonded weapons, teleport weapon to hand
War Magic: cast cantrip & attack @ same time
Eldritch Strike: attack enemy to increase spell accuracy on enemy
Arcane Charge: teleport with Action surge
Improved War Magic: cast spell & attack @ same time
Cavalier
Bonus Proficiency + Born to Saddle + Unwavering Mark: learn additional language, 1 skill proficiency (Taming, History, Insight, Perform, Persuade). Fast mounting, less chance to fall off. Attack lowers enemy’s accuracy against allies, enemy attacking allies gives you extra damage (½ level) against enemy, usages = STR mod, recharge on rest
Warding Maneuver: 1d8 AC for target (you, mount, ally), usages = CON mod, recharge on rest
Hold Line: strike nearest enemy & stop their movement
Ferocious Charger: dash attack (mounted or not) to knock prone
Vigilant Defender: time slows down temporarily when enemy is about to hit you
Samurai
Bonus Proficiency + Fighting Spirit: learn another language, 1 skill proficiency (History, Insight, Perform, Persuade). Increase accuracy, gain 5 temp HP (10 @ 10th L, 15 @ 15th L), 3 usages recharge on rest
Elegant Courtier: + WIS mod to CHA (Persuade) checks, saving proficiency in WIS (INT or CHA if already have)
Tireless Spirit: regain Fighting Spirit when empty
Rapid Strike: double strike
Strength Before Death: temporarily act with 0 HP before dying
Arcane Archer
Lore + Arcane Shot: Magic or Nature proficiency, Prestidigitation or Druidcraft cantrip.
Arcane Shot: spell arrow, 2 starting options, gain options on certain levels (7th, 10th, 15th, 18th)
Banishing Arrow: enemy disappears temporarily, 2d6 force damage @ 18th L
Step of Wind: use 1 ki to dash, double jump distance
Unarmored Movement: run 10ft/sec faster without armor or shield (15 @ 6th L, 20 @ 10th L, 25 @ 14th L, 30 @ 18th L), wall-run on 9th L
Deflect Missiles: block projectile by 1d10 + DEX mod + level. @ 100% block, use 1 ki to redirect missile to enemy
Slow Fall: reduce fall damage by 5x level
Extra Attack: reduced attack stamina
Stunning Strike: use 1 ki to stun enemy
Ki-Empowered Strikes: magic unarmed
Evasion: no damage on successful DEX save & ½ damage on failed
Stillness of Mind: remove 1 effect on self inflicting charm or fear
Purity of Body: poison & disease immunity
Tongue of Sun & Moon: understand all languages
Diamond Soul: proficiency in all saving throws, reroll failed saves with 1 ki
Timeless Body: no magic aging, no weakness with aging, no hunger or thirst
Empty Body: use 4 ki to become invisible & immune to all damage except force, use 8 ki to cast Astral Projection
Perfect Self: regain 4 ki when empty
Specialty Feats
Open Hand
Open Hand Technique: Flurry of Blows knocks back, knocks prone, or can’t react
Wholeness of Body: regain HP = 3x level, recharge after rest
Tranquility: Sanctuary spell on self @ end of rest
Quivering Palm: use 3 ki to deal 10d10 necrotic damage or instant kill with unarmed
Shadow
Shadow Arts: Minor Illusion cantrip, 2 ki to spellcast for free (Darkness, Darkvision, Pass No Trace, Silence)
Shadow Step: teleport from dark area to dark area, increase melee accuracy after teleport
Shadow Cloak: invisible in dark area until attacking or in light
Opportunist: quick melee enemy that is being attacked by something else
Sun Soul
Radiant Sun Bolt: use 1 ki to deal ranged radiant damage based on Martial Arts
Searing Arc Strike: use 2 ki to cast Burning Hands, use more ki (max = half level) to boost spell by 1
Searing Sun Burst: 2d6 radiant explosion, use ki (max 3) to boost damage by 2d6
Sun Shield: light aura deals 5 + WIS mod radiant damage to enemy that melees you
Drunken Master
Bonus Proficiencies + Drunken Technique: proficiencies in Perform & brewing. Speed movement after using Flurry of Blows, enemies temporarily don’t attack you
Tipsy Sway: quickly rise from prone, use 1 ki to redirect attack on nearest enemy
Drunkard’s Luck: use 2 ki to auto-aim, instant check, or instant save
Intoxicated Frenzy: use Flurry of Blows on up to 5 different enemies
Kensei
Path of the Kensei: ranged & melee kensei weapons (any weapon not heavy nor special, longbow allowed), another kensei weapon @ each Specialty level, +2 AC with unarmed & kensei equipped, proficiency in calligraphy or painting, extra 1d4 ranged kensei damage
One with the Blade: magic kensei weapons, use 1 ki to deal extra Martial Arts damage with kensei weapon
Sharpen Blade: use up to 3 ki to increase kensei weapon damage
Unerring Accuracy: auto-hit with monk weapon
Four Elementals
Use ki to spellcast (3 ki @ 5-8 L, 4 @ 9-12 L, 5 @ 13-16 L, 6 @ 17-20 L)
Learn Elemental Attunement + one other Discipline. Learn 5 Disciplines max
Elemental Disciplines
Elemental Attunement: elemental sensory effect (fire, water, earth, air), ignite or snuff small fires, chill or warm 1lb nonliving material, form element
Fire Snake Fangs: use 1 ki to increase unarmed reach & deal +1d10 fire damage
Fist of Four Thunders: use 2 ki to cast Thunderwave
Fist of Unbroken Air: use 2 ki to deal 3d10 blunt + extra 1d10 blunt for each ki used, knock back & knock prone
Rush of the Gale Spirits: use 2 ki to cast Gust of Wind
Shape the Flowing River: us 1 ki to alter water & ice (ice pillar or wall, trenches)
Sweeping Cinder Strike: use 2 ki to cast Burning Hands
Water Whip: use 2 ki to deal 3d10 blunt + extra 1d10 for each ki used, knock prone or pull towards
Clench of the North Wind: use 3 ki to cast Hold Person, requires 6th L
Summit Gong: use 3 ki to cast Shatter, requires 6th L
Phoenix Flames: use 4 ki to cast Fireball, requires 11th L
Mist Stance: use 4 ki to cast Gaseous Form on self, requires 11th L
Wind Ride: use 4 ki to cast Fly on self, requires 11th L
Breath of Winter: use 6 ki to cast Cone of Cold, requires 17th L
Eternal Mountain Defense: use 5 ki to cast Stoneskin on self, requires 17th L
River of Hungry Flame: use 5 ki to cast Wall of Fire, requires 17th L
Wave of Rolling Earth: use 6 ki to cast Wall of Stone, requires 17th L
Equipment: All Armor, Shield, Simple & MartialSaving Proficiencies: WIS, CHA Starting Skills (2): Athlete, Insight, Threat, Medicine, Persuade, Religion
Basic Feats
1
Divine Sense, Lay on Hands
11
Improved Smite
2
Fighting Style, Magic, Smite
12
Ability Score/Feat
3
Divine Health, Specialty
13
4
Ability Score/Feat
14
Cleansing Touch
5
Extra Attack
15
Specialty
6
Protection Aura
16
Ability Score/Feat
7
Specialty
17
8
Ability Score/Feat
18
Aura Improvements
9
19
Ability Score/Feat
10
Courage Aura
20
Specialty
Divine Sense: highlight undead, celestials, fiends. Hallow spell effect. Usages = 1 + CHA mod
Lay on Hands: heal 5x level HP for self or ally, use 5 HP to cure disease or poison
Fighting Style: Defense: +1 AC with armorProtection: shield block allyDueling: +2 damage with single 1-hand weapon Great Weapon Fighting: reroll 1 or 2 die with versatile or 2-hand weapon
Smite: use 1 spell slot (max 5) to deal 2d8 (max 5d8) extra radiant melee damage, fiends & undead take extra 1d8 damage
Divine Health: disease immunity
Extra Attack: reduced attack stamina
Protection Aura: you & allies in aura have bonus save = CHA mod
Courage Aura: you & allies in aura can’t be frightened
Improved Smite: extra 1d8 radiant melee damage
Cleansing Touch: negate debuff or curse for self or ally, usages = CHA mod
Aura Improvements: larger aura range
Specialty Feats
Devotion:
Channel Divinity
Sacred Weapon: make weapon magic that deals +CHA mod attack, glowing weapon
Turn the Unholy: turn undead & fiends with holy symbol
Devotion Aura: aura prevents charming
Purity of Spirit: permanent Protection from Evil & Good
Holy Nimbus: sunlight aura deas 10 radiant damage, save advantages on spells cast by fiends or undead, recharge on rest
Ancient
Channel Divinity
Nature’s Wrath: restrain enemy with spectral vines
Turn the Faithless: turn fey & fiends with holy symbol
Warding Aura: aira grants spell damage resistance
Undying Sentinel: 1 HP with no health (recharge on rest), no magic aging, no weakness with aging
Elder Champion: regain 10 HP, faster spell casting, enemy save disadvantages on spells & Channel Divinity, recharge on rest
Vengeance:
Channel Divinity
Abjure Enemy: cast fear & stop enemy, save disadvantage for fiends & undead
Vow of Enmity: curse increases accuracy on selected enemy
Relentless Avenger: movement speed increases by half after attack
Soul of Vengeance: auto-melee enemy cursed with Vow of Enmity
Avenging Angel: flying wings, fear aura increases accuracy, recharge on rest
Conquest:
Channel Divinity
Conquering Presence: cone of fear
Guided Strike: +10 accuracy
Conquest Aura: permanent fear aura
Scornful Rebuke: CHA mod psychic damage on enemy hitting you
Invincible Conqueror: damage resistance, reduced attack stamina, melee crit on 19 or 20 on d20, recharge on rest
Redemption:
Channel Divinity
Emissary of Peace: +5 CHA (Persuade) check
Rebuke the Violent: radiant damage reflected on enemy attacking ally
Guardian Aura: redirect damage made on ally in aura towards you
Protective Spirit: regain 1d6 + half level HP after combat with <½ health
Emissary of Redemption: invincibility, half radiant damage when enemy hits you, attacking cancels effect
Starting Skills (3): Taming, Athlete, Insight, Investigate, Nature, Detect, Stealth, Survival Spells Known: 2 on 2nd L, 1 additional spell for every 2 levels gained (11 max)
Basic Feats
1
Favored Enemy, Natural Explorer
11
Specialty
2
Fighting Style, Magic
12
Ability Score/Feat
3
Primeval Awareness, Specialty
13
4
Ability Score/Feat
14
Vanish
5
Specialty
15
Specialty
6
Greater Favored Enemy
16
Ability Score/Feat
7
Specialty
17
8
Ability Score/Feat, Fleet of Foot
18
Feral Senses
9
19
Ability Score/Feat
10
Hide in Plain Sight
20
Foe Slayer
Favored Enemy: +2 weapon accuracy against prey (beast, fey, humanoid, mythic, undead), advantages on WIS (Survival) & INT checks to track & learn about prey, additional language
Fighting Style: Archery: +2 damage with ranged Defense: +1 AC with armor
Dueling: +2 damage with single 1-hand weapon
Primeval Awareness: communicate with passive beasts, concentrate to detect prey
Greater Favored Enemy: additional prey (celestial, fiend, aberration, elemental, giantoid), +4 weapon accuracy against prey, additional language
Fleet of Foot: double dash
Hide in Plain Sight: turn invisible when hiding still
Vanish: Hide in Plain Sight during combat
Feral Senses: highlight & not miss attacking invisible enemy
Foe Slayer: + WIS mod damage or accuracy on prey
Specialty Feats
Hunter
Hunter’s Prey: gain perk
Colossus Slayer: extra 1d8 damage with weapon attack on enemy below full health
Giant Killer: auto-hit large enemy that hits or misses you with attack
Horde Breaker: hit closest enemy after attacking enemy
Extra Attack: reduced attack stamina
Defensive Tactic: gain perk
Escape the Horde: enemies have less accuracy against you
Multiattack Defense: +4 AC when hit by enemy
Steel Will: save advantage against fear
Multiattack: gain perk
Volley: mark & shoot multiple enemies @ once with arrows
Whirlwind: 360 melee attack
Superior Hunter’s Defense: gain perk
Evasion: no damage on successful DEX save, half damage on failed DEX save
Stand Against the Tide: enemy that misses melee attack will attack another enemy
Uncanny Dodge: half damage when hit by enemy
Beastmaster
Animal Companion: summon pet (ape, bear, boar, badger, weasel, mule, panther, wolf), pet has Natural Explorer & Favored Enemy, pet level based on your level, proficient with all saves,
Coordinated Attack: reduced attack stamina for pet
Beast’s Defense: advantage on all saves when pet can see you
Storm of Claws & Fangs: chain attack closest enemies
Superior Beast’s Defense: half damage when hit by enemy
Gloom Stalker
Dread Ambusher + Umbral Sight: faster movement & reduced attack stamina (extra 1d8 damage) @ beginning of combat. Darkvision (improved if already have), invisible to enemies with darkvision
Extra Attack: reduced attack stamina
Iron Mind: proficiency in WIS saves (INT or CHA if already have)
Ethereal Step: cast temporary Etherealness spell for free, recharge on rest
Distant Strike: teleport to attack up to 3 enemies
Spectral Defense: getting hit gives you temporary resistance to attack’s damage
Monster Slayer
Hunter’s Sense + Slayer’s Prey: scan enemy (immunities, resistances, weaknesses), ineffective if enemy hiding from divination magic, usages = WIS mod, recharge on rest. Mark enemy to take extra 1d6 damage from weapon
Extra Attack: reduced attack stamina
Supernatural Defense: +1d6 save when Slayer’s Prey grapples you
Magic-User’s Nemesis: cancel closest enemy’s spell or teleport, recharge on rest
Magic + Mage Hand Legerdemain: cast spells. Invisible Mage Hand +2 (+3 @ 10th L) cantrip, can use thieves’ tools & pickpocket, faster @ 2nd L
Magical Ambush: higher spell accuracy when hidden
Versatile Trickster: increased accuracy on enemy distracted by Mage Hand
Spell Thief: negate & steal spell, recharge on rest
Inquisitor
Ear for Deceit + Eye for Detail + Insightful Fighting: d20 roll of <7 for WIS (Insight) check to determine lying is 8. More effective WIS (Detect) or INT (Investigate) checks. Temporary multiple Sneak Attacks on successful WIS (Insight) check against enemy, 5 minute cooldown
Steady Eye: WIS (Detect) & INT (Investigate) advantages with slow movement
Uneering Eye: detect through magic illusions & shifted shapeshifters, usages = WIS mod, recharge on rest
Eye for Weakness: extra 3d6 Sneak Attack while using Insightful Fighting
Mastermind
Master of Intrigue + Master of Tactics: skill proficiencies (disguise, forgery, game set), learn 2 languages, voice mimicry. Dash attack enemy attacking ally
Insightful Manipulator: scan enemy or NPC (INT, WIS, CHA, level)
Misdirection: enemies have friendly fire on enemies in front of you
Soul of Deceit: give false thoughts when being mindread, deceive magic truth telling
Scout
Skirmisher + Survivalist: short quick dodges. Nature & Survival proficiencies, double proficiencies for Nature & Survival checks
Superior Mobility: faster walking, climbing, swimming
Ambush Master: faster movement when entering combat, attacking enemy while hidden increases yours & allies’ accuracy against that enemy
Fancy Footwork + Rakish Audacity: melee attack lowers enemy accuracy. Faster movement based on CHA mod when entering combat. Auto-hit with Sneak Attack while not surrounded by enemies
Panache: enemy has lower accuracy on allies, charm non-hostile, effect lasts 1 minute, ends early if attacked by party or if you are far from enemy
Elegant Maneuver: advantages on DEX (Acrobat) or STR (Athlete) checks
Master Duelist: auto-hit with single attack, recharge on rest
Equipment: Dagger, Staff, Sling, Light Crossbow Saving Proficiencies: INT, WIS
Starting Skills (2): Magic, History, Insight, Investigate, Medicine, Religion Cantrips Known: 3 from 1-3rd L, 4 from 4-9th L, 4 from 10-20th L
Basic Feats
1
Magic, Arcane Recovery
11
2
Specialty
12
Ability Score/Feat
3
13
4
Ability Score/Feat
14
Specialty
5
15
6
Specialty Feat
16
Ability Score/Feat
7
17
8
Ability Score/Feat
18
Spell Mastery
9
19
Ability Score/Feat
10
Specialty
20
Signature Spells
Arcane Recovery: choose spells slots to recover after rest, spell slots recovered can have combined level that is equal to or less than half level, slots can’t be >6th L
Spell Mastery: 1 free 1st L spell, 1 free 2nd L spell, can exchange spells on rest
Signature Spells: 2 free 3rd L spells, use spell slots to cast signature spells @ higher level, cast signature spells only once, recharge on rest
Specialty Feats
Abjuration
Savant + Arcane Ward: ½ price school spells. Abjuration spells creates ward (HP = level + INT mod) which absorbs damage until depleted, depleted ward regenerates based on 2x abjuration spell level
Projected Ward: use Arcane Ward to absorb damage from ally
Improved Abjuration: proficiency bonus to abjuration spell requiring ability check
Spell Resistance: save advantage on against spells, spell damage resistance
Conjuration
Savant + Minor Conjuration: ½ price school spells. Summon small non-magic object for 1 hour, object is magic & slightly glows, object disappears on damage
Benign Transportation: short teleport, swap places with ally, recharge on rest or after casting >1st L conjuration spell
Focused Conjuration: unbreakable concentration on conjuration spells
Durable Summons: creatures summoned or made with conjuration spell have 30 temp HP
Divination
Savant + Portent: ½ price school spells. Roll 2d20s after rest & use each dice only once to alter accuracy, save, or check on either you or creature you can see
Expert Divination: regain 1 used spell slot (level lower than spell, not >5th L) after casting >2nd L divination spell
Third Eye: gain perk (Dakvision, Ethereal Sight, See Invisibility, Read any Language), recharge on rest
Greater Portent: 3d20s for Portent feat
Enchantment
Savant + Hypnotic Gaze: ½ price school spells. Charm enemy, enemy stops & is blind, charm disappears when far from enemy or enemy attacked, recharge on rest
Instinctive Charm: enemy attacks closest enemy once, recharge on rest, ineffective on enemy that can’t be charmed
Split Enchantment: target 2 enemies with >1st L single-target enchantment spell
Alter Memories: make creature forget it was charmed
Evocation
Savant + Sculpt Spells : ½ price school spells. Allies that succeed against your spell take no damage, allies = 1 + spell level
Potent Cantrip: ½ cantrip damage when enemy succeeds save against cantrip (suffers no additional cantrip effects)
Empowered Evocation: +INT mod damage to evocation spells
Overchannel: max damage with <5th L spell, not usable with cantrips, requires rest to safely Overchannel again, 2d12 necrotic on you when used twice, xd12 damage on further use (x = spell level)
Illusion
Savant + Improved Minor Illusion : ½ price school spells. Learn Minor Illusion cantrip that is visible & audible (learn different cantrip if already have)
Malleable Illusions: change properties of 1 minute illusion
Illusory Self: create duplicate that swaps places with you & distracts enemies, disappears when duplicate damaged, recharge on rest
Illusory Reality: make illusionary object real for 1 minute, object can’t damage or directly harm
Necromancy
Savant + Grim Harvest: ½ price school spells. Regain x HP when spell kills enemies (x = 2x spell level or 3x spell level if spell is necromancy), ineffective against undead
Undead Thralls: Animate Dead spell if not already learned, zombie or skeleton has max HP = your level & your proficiency bonus to its weapon damage
Inured to Undeath: necrotic resistance, max HP can’t be reduced
Command Undead: one undead with <7 INT becomes your ally if it fails CHA save, can’t command if undead succeeds CHA save, can’t command undead with >8 INT
Transmutation
Savant + Minor Alchemy: ½ price school spells. Concentrate to alter object’s property for 1 hour (wood, stone, iron, copper, silver)
Transmuter’s Stone: create stone that buffs you or ally, able to change effect of stone on you when casting transmutation spell, new stone disables old stone
Buffs: darkvision, faster movement, CON save proficiency, damage resistance (acid, cold, fire, lightning, thunder)
Shapechanger: free Polymorph into beast with CR 1 or less, recharge on rest
Master Transmutation: consume transmuter’s stone to gain buff
Major Transformation: transmute small normal object into another similar object
Panacea: remove all curses, disease, & poison on ally
Restore Life: free Raise Dead
Restore Youth: reduce apparent age by 3d10 years (min 13 years)
War Magic
Arcane Deflection + Tactical Wit: +2 AC when hit or +4 bonus to failed save, unable to cast spells (except cantrips) for 1 minute. Increased spell casting speed when entering combat
Power Surge: gain surge with Dispel Magic or Counterspell, surges = INT mod, surges reset to 1 after rest, use 1 surge to deal ½ level force damage with spell
Durable Magic: +2 AC & +2 bonus saves when using concentration spell
Deflecting Shroud: Arcane Deflection deals ½ level force damage to 3 enemies near you
In an inspiration to make D&D more like Skyrim & Destiny, I have listed a simplified & tweaked class guide. I will be posting each reworked class as Google Docs. It's just a hobby, but I have spent a few weeks doing research. Please enjoy & use freely.
Barbarian
Equipment: Light & Medium Armor, Shield, Simple & Martial Weapons Saving Proficiencies: STR, CON
Starting Skills (2): Taming, Athlete, Threat, Nature, Perception, Survival
Basic Feats
1
Rage, Unarmored Defense
11
Relentless Rage
2
Reckless Attack, Danger Sense
12
Ability Score/Feat
3
Specialty
13
Brutal Critical
4
Ability Score/Feat
14
Specialty
5
Extra Attack, Fast Movement
15
Persistent Rage
6
Specialty
16
Ability Score/Feat
7
Feral Instinct
17
Brutal Critical
8
Ability Score/Feat
18
Indomitable Might
9
Brutal Critical
19
Ability Score/Feat
10
Specialty
20
Primal Champion
Rage Meter
1
2 Rages, +2 Damage
11
4 Rages, +3 Damage
2
2 Rages, +2 Damage
12
5 Rages, +3 Damage
3
3 Rages, +2 Damage
13
5 Rages, +3 Damage
4
3 Rages, +2 Damage
14
5 Rages, +3 Damage
5
3 Rages, +2 Damage
15
5 Rages, +3 Damage
6
4 Rages, +2 Damage
16
5 Rages, +4 Damage
7
4 Rages, +2 Damage
17
6 Rages, +4 Damage
8
4 Rages, +2 Damage
18
6 Rages, +4 Damage
9
4 Rages, +3 Damage
19
6 Rages, +4 Damage
10
4 Rages, +3 Damage
20
Unlimited Rages, +4 Damage
Specialty Feats
Berserker
Totem Warrior
Shaman
Storm Herald (Desert, Sea, Tundra)
Zealot
Have you checked out Baldur's Gate III? It isn't an FPS, but is supposed to be a combat game that is true to D&D.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
I have. It looks awesome. But lets say you want to mow down hordes of enemies like in Destiny 2 either solo or in party. Combat would still be dice based, but with more free movement & in real-time; kinda like Neverwinter Online
Bard
Equipment: Light Armor, Simple, Shortsword, Longsword, Rapier, Hand Crossbow Saving Proficiencies: DEX, CHA Starting Skills (3): Any
Basic Feats
1
Magic, Inspire
11
2
Jack of All Trades, Soothe
12
Ability Score/Feat
3
Specialty, Expertise
13
Soothe
4
Ability Score/Feat
14
Magic Secrets, Specialty
5
Inspire, Font of Inspiration
15
Inspire
6
Counter Charm, Specialty
16
Ability Score/Feat
7
17
Soothe
8
Ability Score/Feat
18
2 Spells
9
Soothe
19
Ability Score/Feat
10
Inspire, Expertise, Magic Secrets
20
Superior Inspiration
Magic Known
1
2 Cantrips, 4 Spells
11
4 Cantrips, 15 Spells
2
2 Cantrips, 5 Spells
12
4 Cantrips, 16 Spells
3
2 Cantrips, 6 Spells
13
4 Cantrips, 16 Spells
4
3 Cantrips, 7 Spells
14
4 Cantrips, 18 Spells
5
3 Cantrips, 8 Spells
15
4 Cantrips, 19 Spells
6
3 Cantrips, 9 Spells
16
4 Cantrips, 19 Spells
7
3 Cantrips, 10 Spells
17
4 Cantrips, 20 Spells
8
3 Cantrips, 11 Spells
18
4 Cantrips, 22 Spells
9
4 Cantrips, 12 Spells
19
4 Cantrips, 22 Spells
10
4 Cantrips, 14 Spells
20
4 Cantrips, 22 Spells
Specialty Feats
Lore
Valor
Glamour
Blades
Whispers
Cleric
Equipment: Light & Medium Armor, Shield, Simple Saving Proficiencies: WIS, CHA
Starting Skills (2): History, Insight, Medicine, Persuade, Religion Cantrips Known: 3 from 1-3rd L, 4 from 4-9th L, 5 from 10-20th L
Basic Feats
1
Magic, Specialty
11
Destroy Undead
2
Channel Divinity, Specialty
12
Ability Score/Feat
3
13
4
Ability Score/Feat
14
Destroy Undead
5
Destroy Undead
15
6
Channel Divinity, Specialty
16
Ability Score/Feat
7
17
Destroy Undead, Specialty
8
Ability Score/Feat, Destroy Undead,
Specialty
18
Channel Divinity
9
19
Ability Score/Feat
10
Intervention
20
Intervention
Specialty Feats
Knowledge
Life
Light
Nature:
Tempest:
Trickery:
War:
Forge:
Grave:
Druid
Equipment: Dagger, Staff, Spear, Javelin, Club, Mace, Sling, Sickle, Curved Sword Saving Proficiencies: INT, WIS
Starting Skills (2): Magic, Taming, Insight, Medicine, Nature, Detect, Religion, Survival Cantrips Known: 2 from 1-3rd L, 3 from 5-9th L, 4 from 10-20th L
Basic Feats
1
Magic, Druid Language
11
2
Wild Shape, Specialty
12
Ability Score/Feat
3
13
4
Wild Shape, Ability Score/Feat
14
Specialty
5
15
6
Specialty
16
Ability Score/Feat
7
17
8
Wild Shape, Ability Score/Feat
18
Longevity, Magic Shape
9
19
Ability Score/Feat
10
Specialty
20
Archdruid
Specialty Feats
Land
Spells
3rd Lvl
5th Lvl
7th Lvl
9th Lvl
Artic
Hold Person,
Spike Growth
Sleet Storm,
Slow
Free Movement,
Ice Storm
Nature Commune,
Cone of Cold
Coast
Mirror Image,
Misty Step
Water Breathing,
Water Walk
Free Movement,
Control Water
Conjure Elemental, Scrying
Desert
Blur,
Silence
Create Food &
Water, Energy
Protection
Blight,
Illusionary Terrain
Insect Plague,
Stone Wall
Forest
Barkskin,
Spider Climb
Call Lightning,
Plant Growth
Free Movement,
Divination
Nature Commune,
Tree Stride
Grassland
Invisibility,
Pass without Trace
Daylight,
Haste
Free Movement,
Divination
Insect Plague
Dream
Mountain
Spike Growth,
Spider Climb
Lightning Bolt,
Meld into Stone
Stone Shape,
Stoneskin
Passwall
Stone Wall
Swamp
Darkness,
Acid Arrow
Water Walk,
Stinking Cloud
Free Movement,
Locate Creature
Insect Plague
Scrye
Underdark
Spider Climb,
Web
Gaseous Form,
Stinking Cloud
Greater Invisibility,
Stone Shape
Insect Plague
Cloudkill
Moon
Dream
Shepherd
Fighter
Equipment: All Armor, Shield, Simple & Martial Saving Proficiencies: STR, CON
Starting Skills (2): Acrobat, Taming, Athlete, History, Insight, Threat, Detect, Survival
Basic Feats
1
Fighting Style, Second Wind
11
Extra Attack
2
Action Surge
12
Ability Score/Feat
3
Specialty
13
Indomitable
4
Ability Score/Feat
14
Ability Score/Feat
5
Extra Attack
15
Specialty
6
Ability Score/Feat
16
Ability Score/Feat
7
Specialty
17
Action Surge, Indomitable
8
Ability Score/Feat
18
Specialty
9
Indomitable
19
Ability Score/Feat
10
Specialty
20
Extra Attack
Specialty Feats
Champion
Battle Master
Eldritch Knight
Cavalier
Samurai
Arcane Archer
Monk
Equipment: Simple, Shortsword Saving Proficiencies: STR, DEX Starting Skills (2): Acrobat, Athlete, History, Insight, Religion, Stealth
Basic Feats
1
Unarmored Defense, Martial Arts
11
Specialty
2
Ki, Unarmored Movement
12
Ability Score/Feat
3
Deflect Missiles, Specialty
13
Tongue of Sun & Moon
4
Ability Score/Feat, Slow Fall
14
Diamond Soul
5
Extra Attack, Stunning Strike
15
Timeless Body
6
Ki-Empowered Strikes, Specialty
16
Ability Score/Feat
7
Evasion, Stillness of Mind
17
Specialty
8
Ability Score/Feat
18
Empty Body
9
Unarmored Movement
19
Ability Score/Feat
10
Purity of Body
20
Perfect Self
Flurry of Blows: use 1 ki to make 2 unarmed hits
Patient Defense: use 1 ki to dodge
Step of Wind: use 1 ki to dash, double jump distance
Specialty Feats
Open Hand
Shadow
Sun Soul
Drunken Master
Kensei
Four Elementals
Elemental Disciplines
Paladin
Equipment: All Armor, Shield, Simple & Martial Saving Proficiencies: WIS, CHA Starting Skills (2): Athlete, Insight, Threat, Medicine, Persuade, Religion
Basic Feats
1
Divine Sense, Lay on Hands
11
Improved Smite
2
Fighting Style, Magic, Smite
12
Ability Score/Feat
3
Divine Health, Specialty
13
4
Ability Score/Feat
14
Cleansing Touch
5
Extra Attack
15
Specialty
6
Protection Aura
16
Ability Score/Feat
7
Specialty
17
8
Ability Score/Feat
18
Aura Improvements
9
19
Ability Score/Feat
10
Courage Aura
20
Specialty
Specialty Feats
Devotion:
Ancient
Vengeance:
Conquest:
Redemption:
Specialty Spells (3rd, 5th, 9th, 13th, 17th Levels)
Devotion
Ancient
Vengeance
Conquest
Redemption
Protection from Evil & Good, Sanctuary
Ensnaring Strike, Speak with Animals
Bane, Hunter’s Mark
Armor of Agathys, Command
Sanctuary, Sleep
Lesser Restore,
Zone of Truth
Moonbeam,
Misty Step
Hold Person, Misty Step
Hold Person,
Spiritual Weapon
Calm Emotions,
Hold Person
Beacon of Hope,
Dispel Magic
Plant Growth,
Energy Protection
Haste, Energy Protection
Bestow Curse, Fear
Counterspell,
Hypnotic Pattern
Free Movement,
Guardian of Faith
Ice Storm,
Stoneskin
Banishment,
Dimension Door
Dominate Beast,
Stoneskin
Resilient Sphere,
Stoneskin
Commune, Flame Strike
Nature Commune,
Tree Stride
Hold Monster, Scrye
Cloudkill,
Dominate Person
Hold Monster,
Wall of Force
Ranger
Equipment: Light & Medium Armor, Shield, Simple & Martial Saving Proficiencies: STR, DEX
Starting Skills (3): Taming, Athlete, Insight, Investigate, Nature, Detect, Stealth, Survival Spells Known: 2 on 2nd L, 1 additional spell for every 2 levels gained (11 max)
Basic Feats
1
Favored Enemy, Natural Explorer
11
Specialty
2
Fighting Style, Magic
12
Ability Score/Feat
3
Primeval Awareness, Specialty
13
4
Ability Score/Feat
14
Vanish
5
Specialty
15
Specialty
6
Greater Favored Enemy
16
Ability Score/Feat
7
Specialty
17
8
Ability Score/Feat, Fleet of Foot
18
Feral Senses
9
19
Ability Score/Feat
10
Hide in Plain Sight
20
Foe Slayer
Dueling: +2 damage with single 1-hand weapon
Specialty Feats
Hunter
Beastmaster
Gloom Stalker
Horizon Walker
Monster Slayer
Specialty Magic
Level
Gloom Stalker
Horizon Walker
Monster Slayer
3
Disguise Self
Protection from Evil & Good
Protection from Evil & Good
5
Rope Trick
Misty Step
Zone of Truth
9
Fear
Haste
Magic Circle
13
Greater Invisibility
Banishment
Banishment
17
Seeming
Teleportation Circle
Hold Monster
Rogue
Equipment: Light Armor, Simple, Shortsword, Longsword, Rapier, Hand Crossbow Saving Proficiencies: DEX, INT
Starting Skills (4): Acrobat, Athlete, Lie, Insight, Threat, Investigate, Detect, Perform, Persuade, Steal, Stealth
Basic Feats
1
Expertise, Sneak Attack,
Thieves’ Cant
11
Reliable Talent
2
Cunning Action
12
Ability Score/Feat
3
Specialty
13
Specialty
4
Ability Score/Feat
14
Blindsense
5
Uncanny Dodge
15
Slippery Mind
6
Expertise
16
Ability Score/Feat
7
Evasion
17
Specialty
8
Ability Score/Feat
18
Elusive
9
Specialty
19
Ability Score/Feat
10
Ability Score/Feat
20
Stroke of Luck
Specialty Feats
Thief
Assassin
Arcane Trickster
Inquisitor
Mastermind
Scout
Swashbuckler
Wizard
Equipment: Dagger, Staff, Sling, Light Crossbow Saving Proficiencies: INT, WIS
Starting Skills (2): Magic, History, Insight, Investigate, Medicine, Religion Cantrips Known: 3 from 1-3rd L, 4 from 4-9th L, 4 from 10-20th L
Basic Feats
1
Magic, Arcane Recovery
11
2
Specialty
12
Ability Score/Feat
3
13
4
Ability Score/Feat
14
Specialty
5
15
6
Specialty Feat
16
Ability Score/Feat
7
17
8
Ability Score/Feat
18
Spell Mastery
9
19
Ability Score/Feat
10
Specialty
20
Signature Spells
Specialty Feats
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
War Magic
https://www.dropbox.com/scl/fi/ya1zru9vbyivcqmblmqme/Sorcerer.gdoc?dl=0&rlkey=yrv310o3bbar5omail9ljqan1
https://www.dropbox.com/scl/fi/yi3x9pcb5a1rz9g1rid5h/Warlock.gdoc?dl=0&rlkey=17axji09u9axy8ymqd1dl90vb
These next 2 files are massive, due to the Invocation list & the WIld Surge table
Spell Slots per Spell Level
Bard, Cleric, Druid, Sorcerer, Wizard
Lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1
2
2
3
3
4
2
4
4
3
5
4
3
2
6
4
3
3
7
4
3
3
1
8
4
3
3
2
9
4
3
3
3
1
10
4
3
3
3
2
11
4
3
3
3
2
1
12
4
3
3
3
2
1
13
4
3
3
3
2
1
1
14
4
3
3
3
2
1
1
15
4
3
3
3
2
1
1
1
16
4
3
3
3
2
1
1
1
17
4
3
3
3
2
1
1
1
1
18
4
3
3
3
3
1
1
1
1
19
4
3
3
3
3
2
1
1
1
20
4
3
3
3
3
2
2
1
1
Eldritch Knight, Arcane Trickster
Paladin, Ranger
Lvl
Spells
1st
2nd
3rd
4th
1st
2nd
3rd
4th
5th
2
2
3
3
2
3
4
4
3
3
5
4
3
4
2
6
4
3
4
2
7
5
4
2
4
3
8
6
4
2
4
3
9
6
4
2
4
3
2
10
7
4
3
4
3
2
11
8
4
3
4
3
3
12
8
4
3
4
3
3
13
9
4
3
2
4
3
3
1
14
10
4
3
2
4
3
3
1
15
10
4
3
2
4
3
3
2
16
11
4
3
3
4
3
3
2
17
11
4
3
3
4
3
3
3
1
18
11
4
3
3
4
3
3
3
1
19
12
4
3
3
1
4
3
3
3
2
20
13
4
3
3
1
4
3
3
3
2