Finally got around to fixing the Arcane Archer though it has little resemblence to the original, I think it at least capture the fantasy of a magic archer better.
My complaint with Kensei was always that I wanted to use my kensei weapon...not make unarmed attacks. I want my features to use my weapon. I don't play monks, generally, because I am not interested in unarmed combat. I'm a sword guy. I want a blade in my hand and I want to stabby stab with it.
I agree, though I think that would make Kensei a Fighter subclass with an extra resource pool rather than a Monk.
Circle of Shepherds Druid only works if they reconfigure the 2024 Conjure [Category] spells so that they have some resemblance to the 2014 Conjure [Category] spells. The whole emanation thing replacing actual summoned creatures really limits your flexibility and power as a Conjuration-based spellcaster.
Circle of Shepherds Druid only works if they reconfigure the 2024 Conjure [Category] spells so that they have some resemblance to the 2014 Conjure [Category] spells. The whole emanation thing replacing actual summoned creatures really limits your flexibility and power as a Conjuration-based spellcaster.
I've already fixed Shepherds Druid by significantly buffing their Totem ability to make them much less reliant on Conjure spells.
Alot of these have been covered in this thread (or in recent UA) already, but want to share my attempts at some of the non PHB subclasses
Barbarian: Battlerager
Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.
Level 3: Battlerager’s Armor
You are trained in the art of smithing spikes onto armor and using them to tear through your opponents. As part of a Long Rest, you can apply these spikes to one suit of armor with which you are proficient, turning it into your Battlerager’s Armor, which has the traits listed below.
Armor Spikes. While your Battlerager’s Armor is donned, you can roll 1d4 in place of the normal damage of your Unarmed Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal Piercing damage rather than its normal type.
Unwavering Armor. If your Battlerage’s Armor is a suit of Medium armor, you can use your Constitution modifier instead of your Dexterity modifier for determining the bonus to your AC. If you have a Constitution score of 16 or higher, you can add 3, rather than 2, to your AC.
Level 3: Battlerager’s Fury
While your Battlerager’s Armor is donned, whenever you activate your Rage you can make a single Unarmed Strike. On later turns while your rage is active, you can make an Unarmed Strike as a Bonus Action. Whenever you use the Grapple option of your Unarmed Strike while your Rage is active, the target takes Piercing damage from your Armor Spikes equal to the value shown in the Rage Damage column of the Barbarian Features table if it fails its saving throw and again at the start of each of its turns while it is grappled by you.
Level 6: Punishing Spirit
You channel the spirit of the Kuldjargh, abandoning any sense of self preservation and empowering your drive to destroy your enemies. Whenever you hit with your Unarmed Strike while your Battlerager’s Armor is donned, you can cause it to deal Force damage rather than its normal type. Whenever you hit a creature you are grappling with an Unarmed Strike, the target has disadvantage on any Strength (Athletics) or Dexterity (Acrobatics) skill check it makes to end the Grappled condition on itself before the end of its next turn.
Level 10: Battlerager's Charge
Each time you use the Forceful Blow option for your Brutal Strike, you can move up to your Speed (instead of half your Speed) and do not need to move straight towards the target. For the duration of this movement, any creature of your choice takes 2d4 damage when you enter a space within 5 feet of it. The damage type is your choice of Force or Piercing. A creature can take this damage only once per turn.
Level 14: Spiked Retribution
While your Battlerager’s Armor is donned, you gain the following benefits.
Armor Spike Mastery. Choose one of the following Mastery Properties to apply to your Armor Spikes: Graze, Sap, or Slow. You can use the chosen Mastery Property for attacks made using your Unarmed Strikes. You can replace the chosen option with another listed above each time you finish a Long Rest.
Second Skin. You can use your base Armor Class determined by your Unarmored Defense feature instead of that for the suit of armor.
Tearing Strikes. Once on each of your turns, you can deal 3d4 extra damage to a target when you hit it with an Unarmed Strike. The extra damage is the same type dealt by the strike.
Barbarian: Storm Herald
Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
Level 3: Storm Aura
While your Rage is active, you exude a stormy, magical aura in a 10 foot emanation. This aura does not extend behind sources of total cover.
Each time you activate your Rage, choose one of the following storm options: Desert, Sea, or Tundra. The chosen option’s effect occurs when you activate your Rage and can be activated again as a Bonus Action on each of your turns while your Rage is active. If the chosen option's effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert. Enemies of your choice within the aura must make a Dexterity saving throw. A creature that fails this saving throw takes Fire damage equal to 1d4 + your Rage Damage bonus on a failed save, or half as much damage on a successful one. A creature that fails this saving throw by 5 or more also gains the Burning condition.
Sea. Until the start of your next turn, your weapon attacks against creatures within the aura deal additional Lightning damage equal to your Rage Damage bonus. For the duration, whenever you reduce a creature to 0 Hit Points, choose an enemy you can see within the aura (no action required). This target takes Lightning damage equal to the remaining damage beyond what reduced the creature to 0 Hit Points.
Tundra. Allies of your choice within your aura gains a number of Temporary Hit points equal to twice your Rage Damage bonus, as icy spirits inure it to suffering. Whenever an enemy within the aura damages an ally that has these Temporary Hit points, its Speed is reduced by 10 feet until the start of your next turn.
Level 6: Tempest Soul
The storm grants you benefits even when your aura isn't active, granting the following benefits:
Eyes of the Storm. You do not gain the Blinded condition from areas which are Heavily Obscured due to rain, fog, or snow, including those created by magic.
Well Weathered. Each time you finish a Short or Long Rest, choose one of the following damage types: Cold, Fire, Lightning, or Thunder. You gain resistance to the chosen damage type until you use this feature again.
Level 10: Shielding Storm
You learn to use your mastery of the storm to protect others. Your allies have the damage resistance chosen for your Well Weathered trait while within your Storm Aura. You and your allies also are treated as having Half-Cover against spells and other effects originating outside of your Storm Aura
Level 14: Ever-Changing Storm
You can choose any of the options from your Storm Aura each time you activate for the duration of your Rage. Additionally, your Storm Aura extends to a 30-foot emanation.
Cleric: Arcana Domain
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
Level 3: Arcana Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Arcana Domain Spells table, you thereafter always have the listed spells prepared.
Thaumaturge. You learn one cantrip of your choice from the Wizard spell list and always have Identify prepared.
Any spells gained from this feature count as Cleric spells for you.
Level 3: Otherworldly Abjuration
You can use your divine influence to abjure magical and otherworldly creatures. Choose two of the following creature types when you gain this feature: Aberrations, Celestials, Constructs, Elementals, Fey, or Fiends. Each time you use your Turn Undead Channel Divinity you can target creatures of one of the chosen types instead of Undead.
You can choose an additional creature type for this feature when you reach 5th, 8th, 11th, and 14th level in Cleric. Each time you gain a level in Cleric, you can also replace one of the creature types chosen with another listed above. After you reach 5th level in Cleric, your Sear Undead feature also affects any creature of the types chosen for this feature.
Level 6: Dispelling Rites
When a spell you cast with a spell slot restores Hit Points to a creature, you can disrupt the flow of magic surrounding that creature in one of the following ways:
Exorcism. You can end the Charmed or Frightened condition on the creature or an effect causing it to be Possessed.
Spell Break. You can end one spell of your choice that is affecting the creature if the spell’s level is equal to or less than the level of the spell slot you used.
Level 17: Major Arcana
Choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. The chosen spells are always prepared and count as Cleric spells for you.
Additionally, when you use your Divine Intervention feature to cast a spell of level 5 or lower, you can choose either a Cleric or Wizard spell that doesn’t require a Reaction to cast.
Fighter: Arcane Archer
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Level 3: Arcane Archer Lore
You learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill and gain either the Prestidigitation or Druidcraft cantrip (chosen when you gain this feature).
Additionally, choose either Intelligence or Wisdom to act as your Arcane Archery score. If any option or feature outlined in this subclass requires a saving throw, your Arcane Archery save DC equals 8 + your proficiency bonus + the chosen score’s modifier.
Level 3: Woven Archery
Your study of arcane secrets allows you to learn to unleash special magical effects drawing from the many schools of magic. Although traditional practitioners of this art used bows, these arts can be applied to any Simple or Martial Ranged weapons. Choose two Woven Archery options outlined at the end of this subclass (see “Woven Archery Options”). Each option grants a magical trait as well as an Arcane Shot option that can be applied following the rules outlined below.
Arcane Shot. Once per turn when you make a ranged weapon, you can apply one of your known Arcane Shot options to the piece of ammunition used. You decide to use the option after the attack hits, unless the option doesn’t involve an attack roll.
You can use your Arcane Shot twice, and regain all expended uses when you finish a Short or Long Rest. When you reach certain Fighter levels, you learn more Woven Archery options and gain more uses of your Arcane Shots, as shown in the Woven Archey table below. Additionally, each time you gain a level in Fighter, you can replace one Woven Archery option you know with another.
Woven Archery Table
Fighter Level
Known Options
Number of Uses
3
3
2
7
3
3
10
4
4
15
4
5
Level 7: Arcane Tailwind
Each time you use your Second Wind feature to regain Hit Points, you regain an additional number of Hit Points equal to the modifier of your Arcane Archery score. Additionally, you can expend a use of your Second Wind feature to regain one use of your Arcane Shot feature (no action required).
Level 7: Curving Shot
You learn how to direct an errant shot toward a new target. When you make an attack roll with a ranged weapon and miss, you can take a Bonus Action to reroll the attack roll against a different target within 60 feet of the original target.
Level 15: Arcane Volley
By taking the Magic action, you can make a ranged attack against any number of creatures within 10 feet of a point you can see within the normal range of a ranged weapon you are wielding. You make a separate attack roll for each target, with your weapon magically producing a piece of ammunition for each attack. This ammunition vanishes immediately after it hits or misses its target.
You can apply one of your known Arcane Shot options for one of the attack rolls made as part of this action, expending a use as normal; however, you still cannot use your Arcane Shot options more than once per turn.
Level 18: Improved Arcane Shots
At 18th level, you can now apply your Arcane Shot up to twice per turn, rather than once. Additionally, each Arcane Shot's damage increases as outlined in its description.
--Woven Archery Options--
Your study of the arcane arts has granted you some passive insight into the application of magic to your archery, each granting a passive effect and an Arcane Shot option. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
Abjuring Archery
Woven Durability. You learn the Blade Ward cantrip. Additionally, whenever you use your Indomitable feature, you and each creature of your choice within 10 feet can roll a d4 and add it to their saving throw.
Arcane Shot: Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Conjuring Archery
Arcane Grasp. You learn the Mage Hand cantrip. While the spectral hand is within 5 feet of you, you can ignore the loading property of ranged weapons you are wielding, as the hand draws and loads ammunition for you.
Arcane Shot: Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its Action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Divining Archery
Arcane Insights. You learn the Guidance cantrip. Additionally, when another creature targeted by this spell makes an ability check in a skill you are proficient in, it may add the modifier of your Arcane Archery score to the roll’s total.
Arcane Shot: Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Enchanting Archery
Sharp Tongue. You gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. When you make an ability check which uses Charisma, you can add your Arcane Archery modifier to the roll’s total. You can do so after the roll is made, but before the outcome is determined. Once you do so, you cannot add the modifier this way again until you finish a Short or Long rest.
Arcane Shot: Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and chooses one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Evoking Archery
Debilitating Critical. When you score a critical hit on an attack made with a ranged weapon, you can roll one additional weapon damage die and add it to the total damage dealt by the attack. Additionally, if one of your Arcane Shot options is applied to this attack, each creature affected has disadvantage on its saving throw against the shot’s effect.
Arcane Shot: Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Illusory Archery
Concealing Tricks. You learn the Minor Illusion cantrip. Making a ranged weapon attack which passes through an image created with Minor Illusion does not reveal it to be an illusion if the attack misses. If you are using this image to Hide, you also do not lose the Invisible condition as a result of making the attack if it misses.
Arcane Shot: Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Necromantic Archery
Sapping Tether. When you use your Second Wind feature, you can regain additional Hit Points equal to the CR (or level when applicable) of one creature you hit with a weapon attack on the same turn (minimum of 1 Hit Point).
Arcane Shot: Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Transmuting Archery
Elemental Ammunition. Whenever you deal damage with a ranged weapon, it can deal one of the following damage types instead of its normal type: Acid, Cold, Fire, Lightning, or Thunder.
Arcane Shot: Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Fighter: Banneret
A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Level 3: Rallying Cry
When you use your Second Wind feature, you can choose up to three friendly creatures within 60 feet of you. Each one regains hit points equal to your Fighter level, provided that the creature can see or hear you.
Level 3: Knight’s Training
As part of a short rest, you can conduct training drills with one ally of your choice who is completing the rest with you. Choose one kind of weapon that you can use the mastery property of. That ally can use the mastery property of the chosen weapon, provided they are proficient with it. Alternatively, you can use the Short Rest to practice your courtly manners, granting yourself Expertise in the Persuasion skill.
This benefit lasts until you begin a Short or Long Rest.
Level 7: Inspiring Surge
When you use your Action Surge feature, you can choose one ally within 60 feet of you that can see or hear you. That creature can immediately use its reaction to make a single weapon attack or to take the Dash, Disengage, Dodge, Hide, Influence, or Search action.
If the additional action you take as part of your Action Surge is the Help action, you can choose one additional ally to target with this feature.
Level 10: Windfall
Your mental stamina can guide those allied with you, bringing good fortune.
Battlefield Tactician. You can use your Tactical Mind feature in response to an ally failing an ability check, provided they can see or hear you. When you do, that creature may roll 1d10 and add the number rolled to its ability check. If the check still fails, your use of Second Wind is not expended.
Rallying Point. Any creature that regains hit points from your Rallying Cry feature can move up to half its Speed without provoking Opportunity Attacks, provided it uses this movement to move closer to you.
Level 15: Heroic Bulwark
When an ally that you can see within 60 feet fails a saving throw, you can use your Indomitable feature as a reaction to allow that creature to reroll their saving throw. When you do so, you can choose to either gain one point of Heroic Inspiration or to allow your ally to reroll its saving throw with advantage. The ally must use the result of the new roll.
Level 18: Lead the Charge
When you roll Initiative, you regain expended uses of your Second Wind feature until you have 2 if you have 1 or fewer. Additionally, on the first round of combat you can use your Action Surge feature. You can use it this way even if you have already used it twice before a rest.
Monk: Warrior of Armaments (revised Kensei)
Monks of this tradition train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Their proficiency and mastery of weapons will sometimes garner titles such as “Kensei” (or “Sword Saint”).
Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. To them, a weapon is perceived much in the same way as a pen or brush. Whatever the weapon, the monk views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a monk of this tradition a peerless warrior is but a side effect of intense devotion, practice, and study.
Level 3: Armament Arts
Your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:
Additional Monk Weapons. Choose two types of weapons: one melee weapon and one ranged weapon. Each of these weapons can be any Simple or Martial weapon that lacks the Heavy and Special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have them. Weapons of the chosen types are Monk weapons for you. When you reach Monk levels 6, 11, and 17, you can choose another type of weapon for this feature following the criteria above.
Agile Parry. While wielding a Monk weapon, you gain a +2 bonus to the damage reduced by your Deflect Attack feature. If you make an unarmed strike as part of the Attack action on your turn, you also gain a +2 bonus to your AC until the start of your next turn, provided you are wielding a Monk weapon and do not have the Incapacitated condition.
Deft Strike. Once on each of your turns, when you hit a target with a Monk weapon, you can spend 1 focus point to cause the weapon to deal extra damage of the weapon’s type to the target equal to your Martial Arts die.
Level 3: Monk Weapon Mastery
Your training with weapons allows you to use the mastery property of two kinds of Monk weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach Monk levels 6, 11, and 17 you gain the ability to use the mastery of one additional Monk weapon using this feature.
Level 6: One with the Blade
You are able to channel your focus into your Monk weapons, granting the following benefits:
Empowered Armaments. Whenever you deal damage with a Monk weapon, it can deal your choice of Force damage or its normal damage type.
Heavy Strikes. While wielding a Monk weapon that is a Simple or Martial melee weapon, you can expend two Focus points (no action required) to infuse the weapon with supernatural weight. Choose one of the following mastery properties: Cleave, Graze, or Push. The weapon gains this property, which replaces any other mastery property available to the chosen weapon. It retains this property for 1 minute, but ends early if you gain the Incapacitated condition or use this feature again.
Level 11: Sharpen the Blade
You gain the ability to augment your weapons further with your focus. You can expend up to 3 focus points by taking a Bonus Action to grant one Monk weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of focus points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Level 17: Unerring Accuracy
Your mastery of weapons grants you extraordinary accuracy. Once on each of your turns, if you miss with an attack roll using a Monk weapon, you can reroll it. If the attack would still miss following the reroll, you can deal Force damage to the creature equal to the ability modifier you used to make the attack roll. This damage can be increased only by increasing the ability modifier.
Monk: Warrior of Long Death
Monks following the path of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
Level 3: Touch of Death
Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain Temporary Hit Points equal to your Wisdom modifier + your Monk level. Once on each of your turns, when you hit a creature with an Unarmed Strike, you can remove 5 or more Temporary Hit Points that you have. For every 5 Temporary Hit Points removed this way, the target takes extra Necrotic damage equal to one roll of your Martial Arts Die.
Level 3: Unnatural Metabolism
Whenever you use your Uncanny Metabolism feature, do not roll your Martial Arts Die. You instead regain a number of Hit Points equal to your Monk level plus the highest number possible for your Martial Arts Die. For example, at Monk level 8 you would regain 16 Hit Points, instead of rolling 1d8 and adding 8 to it.
Level 6: Hour of Reaping
You gain the ability to unsettle or terrify those around you, for your soul has been touched by the shadow of death. As a Magic action, each creature of your choice within 30 feet of you that can see you must make a Wisdom saving throw. On a failed save, a creature is be Frightened of you until the end of your next turn. An affected creature can use an Action to repeat its Wisdom saving throw, ending the effect early on a success.
Whenever you deal damage with your Unarmed Strike against a creature which failed its save against this feature, you can expend two Focus Points to extend the duration of this feature by 1 minute for that creature.
Level 11: Mastery of Death
You use your familiarity with death to escape its grasp. When you would drop to 0 Hit Points, you can expend 1 Focus Point to drop to 1 Hit Point instead.
Level 17: Reaper’s Focus
Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
Flurry of Blows. You do not need to expend a Focus Point to use Flurry of Blows, provided each Unarmed Strike you make targets a creature that is Frightened of you.
Patient Defense. When you expend a Focus Point to use Patient Defense, do not roll your Martial Arts Die twice for determining the number of Temporary Hit Points you gain. Instead, you gain 25 Temporary Hit Points.
Step of the Wind. When you expend a Focus Point to use Step of the Wind, you gain a Flying speed equal to your Speed until the end of your turn.
Monk: Warrior of the Sun Soul
Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Level 3: Radiant Sun Bolts
As a Magic action, make a ranged spell attack with a range of 30 feet. You can use either Dexterity or Wisdom (your choice) as your spellcasting modifier for this attack. The amount of damage dealt is equal to one roll of your Martial Arts Die plus the chosen spellcasting modifier, and the damage type is Radiant. When you reach 5th level in Monk, each time you use this feature you can make up to two ranged spell attacks.
Flurry of Bolts. You can make one attack using a Radiant Sun Bolt as a Bonus Action. You can expend 1 Focus Point when you use this option to instead make two attacks using a Radiant Sun Bolt.
Level 3: Sun Shield
You are able to focus your energy into a radiant shield to protect yourself. You can expend one Focus Points to cast Shield of Faithwithout spell components, targeting yourself. Wisdom is your spellcasting modifier for this spell. When you cast this spell, you can expend one additional Focus Point. When cast this way, the spell does not require concentration, but its duration is reduced to 1 minute.
Level 6: Harmful Radiance
Once per turn when you hit a creature with a Radiant Sun Bolt, you can expend one Focus Point to enhance the attack using one of the options listed below.
Blinding Bolt. The target must make a Constitution saving throw. On a failed save, the target has the Blinded condition until the start of your next turn. Any creature that is relying on its Darkvision to see you has disadvantage on this saving throw.
Burning Bolt. The target must make a Dexterity saving throw. On a failed save, the target has the Burning condition.
Level 11: Shield of Dawn
When you expend two Focus Points to use your Sun Shield feature, the spell’s effect is further modified in the following ways for its duration.
Aura of Dawn.You shed Bright Light in a 30 foot emanation. This light is treated as sunlight.
Searing Shield. If a creature hits you with a melee attack, you can use your reaction to deal Radiant damage to the creature equal to one roll of your Martial Arts Die.
Level 17: Cosmic Warrior
As a Magic action, you can expend 3 Focus Points wreath yourself in radiance for 1 minute, until you have the Incapacitated condition, or until you end your turn in Darkness. While wreathed in this radiance, you gain the following benefits.
Instant Transposition. When you use Step of the Wind, you can teleport to a point that you can see instead of taking the Dash action. When you do so, the distance up to which you can teleport is equal to your Speed
Radiant Burst. While your Sun Shield is active, you can use a Bonus Action to dismiss it early, ending the spell effect and causing its radiant energy to explode outwards. Each creature of your choice within a 30 foot Emanation must make a Dexterity saving throw. On a failed save, a creature takes Radiant damage equal to three rolls of your Martial Arts Die and has the Burning condition. On a successful save, a creature takes half as much damage and does not gain the Burning condition.
Rapid Bolts. When you expend a Focus Point to use Flurry of Bolts, you can make three attacks using your Radiant Sun Bolts.
Paladin: Oath of the Crown
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.
The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
Respect the rule of law
Act to overcome adversity
Serve those to whom you have sworn loyalty
Level 3: Oath of the Crown Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Crown Spells table, you thereafter always have the listed spells prepared.
As a Bonus Action, you can expend a use of your Channel Divinity to bolster injured creatures. Each creature of your choice within 30 feet of you regains Hit Points equal to your level in Paladin. Any creature which regains hit points this way can also end the Prone condition on itself.
Level 7: Aura of Allegiance
Any spell you cast which targets a creature and has a range of Touch can instead target a creature anywhere within your Aura of Protection. Additionally, you can use your Lay on Hands feature on any creature within the aura without needing to touch that creature.
Level 15: Royal Edict
You can expend a use of your Channel Divinity to cast Command rather than expending a spell slot. When you cast it this way, you can target any number of creatures within your Aura of Protection, rather than one creature at the spell’s normal range, issuing the same command to each one.
Level 20: Exalted Champion
As a Bonus Action, you can imbue your Aura of Protection with inspiring power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
CleansingTouch. When you remove a condition from an ally using Lay on Hands, the target also regains 5 Hit Points. If Lay on Hands targets an ally that has 0 Hit Points, it regains an extra number of Hit Points equal to your Charisma modifier.
Steadfast. You have advantage on Wisdom saving throws, as do allies within the aura. Allies within the aura also make Death saving throws with advantage.
Wade Through Battle. You have resistance to bludgeoning, piercing, and slashing damage.
Paladin: Oathbreaker
An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. A paladin may break their oath seeking to selfishly serve their own ends, by becoming disillusioned with the rules they once sought to follow, or even by losing reverence for rules and laws in general. The vestige of power which once served their oath is now twisted and corrupted into a new form.
Level 3: Draining Touch
Your touch can drain life force from others. As a Bonus Action, you can make a melee spell attack against one creature within reach. On a hit, you can expend Hit Points from the pool of healing power of your Lay on Hands feature, dealing 1d10 Necrotic damage for every 10 Hit Points expended. If you score a critical hit with this attack, your pool of healing power also regains a number of Hit Points equal to half the amount of Necrotic damage dealt (round down).
Level 3: Dreadful Smite
Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and force each creature of your choice within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature is Frightened of you for 1 minute. If a creature ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on itself early.
Additionally, for this casting of Divine Smite, you can have the spell deal Necrotic damage rather than its normal type.
Level 3: Oathbreaker Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Crown Spells table, you thereafter always have the listed spells prepared.
Attacks you make using a Melee weapon or Unarmed Strike against a creature within your Aura of Protection deal additional Necrotic damage equal to your Charisma modifier. Additionally, when a creature hits you or an ally within your Aura of Protection with an attack, you can take a Reaction to focus your hatred on that creature. Until the end of your next turn, all attacks made against that creature have Advantage.
Level 15: Supernatural Resistance
You have resistance against Bludgeoning, Piercing, and Slashing damage. You also have resistance against any damage dealt by an attack or effect made by a creature that has the Frightened condition.
Level 20: Dread Lord
As a Bonus Action, you can imbue your Aura of Protection with gloom, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Cloaked in Shadow. You and allies within your aura have the Invisible condition.
Dreadful Presence. Any enemy which starts its turn in the aura takes 4d10 Psychic damage if it has the Frightened condition.
Hateful Frenzy. Attacks made by you or allies within your aura using a Melee weapon or Unarmed Strike deal additional Necrotic damage equal to the number of enemies within your aura.
Rogue: Mastermind
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
Level 3: Master of Intrigue
You gain a Disguise Kit, a Forgery Kit, and one Gaming Set of your choice, and you have proficiency with them. Whenever you take the Influence action, the target’s attitude is treated as Friendly provided it is not Hostile.
Level 3: Master of Tactics
You can use the Help action as a bonus action. Additionally, when you use the Help action to assist an attack roll, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Level 9: Insightful Manipulator
You are able to tactfully influence others and discern information from those you interact with. If you spend at least 1 minute observing or interacting with another creature outside combat, you learn whether the creature is your equal, inferior, or superior in regard to their Intelligence score, Wisdom score, and Charisma score.
You also gain the following Cunning Strike option.
Discern Aptitude(Cost: 1d6). You learn whether the target of your attack is your equal, inferior, or superior in regard to their Strength, Dexterity, or Constitution score (your choice). You also learn whether the target is proficient in Saving Throws of the chosen score.
Level 13: Misdirection
When an attacker that you can see targets you with an attack roll, you can take a Reaction to have the attack target another creature within 5 feet of you instead.
You can use this feature thrice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You can use this feature without expending a use to have an attack target a creature within 5 feet of you that is granting you Cover against that attack.
Level 17: Soul of Deceit
Your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Sorcerer: Storm Sorcery
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Level 3: Tempestuous Spells
When you reach a Sorcerer level specified in the Tempestuous Spells table, you thereafter always have the listed spells prepared.
While your Innate Sorcery feature is active, you gain a Fly Speed of 10 feet. For its duration, each time you cast a level 1+ spell, choose one of the following options:
Cloud Cushion. Until the start of your next turn, you can hover. If you fall within this duration, you can take a Reaction to reduce any damage you take from the fall by an amount equal to five times your Sorcerer level
Wind’s Grace. Until the end of your turn, moving using your Fly Speed does not provoke opportunity attacks.
Level 6: Heart of the Storm
Your body acts as the eye of an ever-raging storm, granting the following benefits while.
Aura of Arcing. Whenever you cast a level 1+ spell that deals Lightning or Thunder damage, stormy magic erupts from you in a 10 foot emanation. Creatures of your choice within the aura take Lightning or Thunder damage (chosen each time this ability activates) equal to half your Sorcerer level (round down).
Gale Soul. You have resistance to Lightning and Thunder damage.
Storm’s Fury. When you are hit by a melee attack, you can take a Reaction to deal Lightning or Thunder damage (chosen each time this ability activates) to the attacker equal to your Charisma modifier.
Level 14: Storm Guide
You gain the ability to control the weather around you at will. You can cast the spells listed in the Tempestuous Spells table without expending a spell slot or providing spell components. Each spell can be cast this way once, and the total level of spells you cast using this feature cannot have a combined level of 6 or higher. For example, you could use this feature to cast Steel Wind Strike and Misty Step or to cast Call Lightning, Wind Wall, and Gust of Wind.
Once you have used this feature, you can’t do so again until you finish a Long Rest.
Level 18: Skyward Soul
You gain immunity to Lightning and Thunder damage and gain a Fly Speed of 60 feet and can hover. As a Magic action, you can reduce your Fly Speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. For the same duration, the chosen creatures gain a Fly Speed of 30 feet and can hover. Once you reduce your flying speed in this way, you can't do so again until you finish a Short or Long rest.
Warlock: Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Level 3: Undying Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Undying Spells table, you thereafter always have the listed spells prepared
Whenever you gain Temporary Hit Points, you may choose one of the following options.
Veil of the Aereni. You have resistance to Necrotic and Poison damage. You have advantage on saving throws against being Poisoned and against any effect which would reduce your Hit Point Maximum.
Veil of the Bloodstone. You gain a +1 bonus to your AC and saving throws. This bonus increases to +2 while you have at least 10 Temporary Hit Points and increases again to +3 while you have at least 20 Temporary Hit Points.
Veil of the Lich. If a creature hits you with a melee attack, you can use a Reaction to deal 1d6 Cold damage to it. The target takes an additional 1d6 Cold damage for every 5 Temporary Hit Points you lose from the damage of its attack.
The chosen option lasts until you no longer have Temporary Hit Points or you use this feature again.
Level 6: Defy Death
You can give yourself vitality when you cheat death or you help someone else cheat it. You know the Spare the Dying cantrip. When you stabilize another creature using this cantrip, you can use this feature to restore 1 Hit Point to the target and grant it a number of Temporary Hit Points equal to 1d8 + your Charisma modifier. Alternatively, when you succeed on a Death Saving Throw you can use this feature to restore 1 Hit Point to yourself and gain these Temporary Hit Points.
Once you use this feature, you can't use it again until you finish a long rest.
Level 6: Indestructible Life
You partake of some of the true secrets of the Undying. On your turn, you can use a Bonus Action to regain Hit Points equal to 1d8 + your Warlock level. Once you use this feature, you can't use it again until you finish a short or long rest.
When you reach 14th level in Warlock, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
Level 10: Undying Nature
The magics of undeath suffuse your mortal form, granting the following benefits.
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Rebuke Death. When you make a Death Saving Throw, you gain the benefit of your Defy Death feature if you roll a 19 or 20 on the d20.
Undying Coil. You age at a slower rate. For every 10 years that pass, your body ages only 1 year. You cannot be magically aged.
Level 14: Mastery Over Death
You have mastered the ability to tow the line between life and death, granting the following benefits.
Deathly Pardon. Whenever you cast Spare the Dying, the target regains 1 Hit Point.
Empowered Tether. You succeed on Death Saving Throws when you roll an 8 or higher on the d20. If you take damage while at 0 hit points you only suffer one Death Saving Throw failure, regardless of if a Critical Hit was scored.
Increased Restoration. The number of Temporary Hit Points granted by yourDefy Deathand the number of Hit Points restored by yourIndestructible Life feature are determined by rolling 2d8 instead of 1d8.
Wizard: War Mage
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”
Level 3: Power Surge
You are capable of using defensive magic to absorb power and unleash it onto your enemies. You always have the Magic Missile and Shield spells prepared.
Absorptive Shroud. After you cast Shield, you gain a Power Surge whenever one of the following occurs within the spell’s duration: an attack targeting you misses or you are targeted by a dart from a casting of Magic Missile. Each Power Surge gained lasts until the end of your next turn.
Missile Surge. When you cast Magic Missile, the effective level it is cast at increases by 1 for each Power Surge that you have. The maximum effective level it can be increased to this way is equal to the highest level of spell you can prepare.
Level 3: Tactical Wit
Your keen ability to assess tactical situations allows you to act and react quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Level 6: Adaptive Shroud
You can cast Shieldusing a Reaction in response to failing a saving throw and can transfer some or all of the spell’s bonus to your AC to a bonus to one or more of your saving throws. For example, you could reduce the bonus to your AC to +3 and gain a +2 bonus to your Dexterity saves until the start of your next turn. In the same scenario you could instead gain a +1 bonus to your Dexterity saves and a +1 bonus to your Constitution saves until the start of your next turn.
Level 10: Warcaster’s Stratagem
When you cast a spell belonging to the Abjuration school of magic with a casting time of an Action, you can use a Bonus Action to cast a spell you know or have prepared belonging to the Evocation school of magic. Similarly, if you cast a spell from the Evocation school of magic with a casting time of an Action, you can use a Bonus Action to cast a spell you know or have prepared from the Abjuration school of magic. Any such spell you cast using your Bonus Action using this feature must normally have a casting time of an Action.
Level 14: Deflecting Shroud
Whenever you cast Shield, you can cast Magic Missile without expending a spell slot as part of the same reaction. When cast this way, all of the darts target the creature whose attack or spellcasting triggered your casting of Shield.
KENSI: With agile Parry, why would a class focused on Weapon use have a class feature that encourages unarmed attacks?
their class concept is mix weapons with unarmed attacks. Its also the more defensive style/melee oriented style
A monk basically usually needs to get into close range to use flurry of blows, or BA unarmed attacks. with the 2014 kensei, until 11, you have no reason to hit with a kensei weapon more than one time per round.
with 11 and 17 however this becomes more of a choice between defense and offense, as kensei weapons should have a item bonus and reroll option, but its only once per turn.
ao essentially agile parry chooses between Bonus AC until your next turn, and an extra attack with bonuses.
it does need adjustments though, as BA is more valuable, and some things were made with old monk damage in mind. It also doesnt exactly capture the full vibe i think a weapon based monk might be going for.
Finally got around to fixing the Arcane Archer though it has little resemblence to the original, I think it at least capture the fantasy of a magic archer better.
I agree, though I think that would make Kensei a Fighter subclass with an extra resource pool rather than a Monk.
Circle of Shepherds Druid only works if they reconfigure the 2024 Conjure [Category] spells so that they have some resemblance to the 2014 Conjure [Category] spells. The whole emanation thing replacing actual summoned creatures really limits your flexibility and power as a Conjuration-based spellcaster.
I've already fixed Shepherds Druid by significantly buffing their Totem ability to make them much less reliant on Conjure spells.
Just to update my tally of updated subclasses,
I recently fixed Oath of the Crown, and Storm Sorcerer
as well as all of Blood Hunter that it is possible to do: Order of the Ghost Slayer, Order of the Lycan, and Order of the Mutant
Alot of these have been covered in this thread (or in recent UA) already, but want to share my attempts at some of the non PHB subclasses
Barbarian: Battlerager
Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.
Level 3: Battlerager’s Armor
You are trained in the art of smithing spikes onto armor and using them to tear through your opponents. As part of a Long Rest, you can apply these spikes to one suit of armor with which you are proficient, turning it into your Battlerager’s Armor, which has the traits listed below.
Armor Spikes. While your Battlerager’s Armor is donned, you can roll 1d4 in place of the normal damage of your Unarmed Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal Piercing damage rather than its normal type.
Unwavering Armor. If your Battlerage’s Armor is a suit of Medium armor, you can use your Constitution modifier instead of your Dexterity modifier for determining the bonus to your AC. If you have a Constitution score of 16 or higher, you can add 3, rather than 2, to your AC.
Level 3: Battlerager’s Fury
While your Battlerager’s Armor is donned, whenever you activate your Rage you can make a single Unarmed Strike. On later turns while your rage is active, you can make an Unarmed Strike as a Bonus Action. Whenever you use the Grapple option of your Unarmed Strike while your Rage is active, the target takes Piercing damage from your Armor Spikes equal to the value shown in the Rage Damage column of the Barbarian Features table if it fails its saving throw and again at the start of each of its turns while it is grappled by you.
Level 6: Punishing Spirit
You channel the spirit of the Kuldjargh, abandoning any sense of self preservation and empowering your drive to destroy your enemies. Whenever you hit with your Unarmed Strike while your Battlerager’s Armor is donned, you can cause it to deal Force damage rather than its normal type. Whenever you hit a creature you are grappling with an Unarmed Strike, the target has disadvantage on any Strength (Athletics) or Dexterity (Acrobatics) skill check it makes to end the Grappled condition on itself before the end of its next turn.
Level 10: Battlerager's Charge
Each time you use the Forceful Blow option for your Brutal Strike, you can move up to your Speed (instead of half your Speed) and do not need to move straight towards the target. For the duration of this movement, any creature of your choice takes 2d4 damage when you enter a space within 5 feet of it. The damage type is your choice of Force or Piercing. A creature can take this damage only once per turn.
Level 14: Spiked Retribution
While your Battlerager’s Armor is donned, you gain the following benefits.
Armor Spike Mastery. Choose one of the following Mastery Properties to apply to your Armor Spikes: Graze, Sap, or Slow. You can use the chosen Mastery Property for attacks made using your Unarmed Strikes. You can replace the chosen option with another listed above each time you finish a Long Rest.
Second Skin. You can use your base Armor Class determined by your Unarmored Defense feature instead of that for the suit of armor.
Tearing Strikes. Once on each of your turns, you can deal 3d4 extra damage to a target when you hit it with an Unarmed Strike. The extra damage is the same type dealt by the strike.
Barbarian: Storm Herald
Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
Level 3: Storm Aura
While your Rage is active, you exude a stormy, magical aura in a 10 foot emanation. This aura does not extend behind sources of total cover.
Each time you activate your Rage, choose one of the following storm options: Desert, Sea, or Tundra. The chosen option’s effect occurs when you activate your Rage and can be activated again as a Bonus Action on each of your turns while your Rage is active. If the chosen option's effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert. Enemies of your choice within the aura must make a Dexterity saving throw. A creature that fails this saving throw takes Fire damage equal to 1d4 + your Rage Damage bonus on a failed save, or half as much damage on a successful one. A creature that fails this saving throw by 5 or more also gains the Burning condition.
Sea. Until the start of your next turn, your weapon attacks against creatures within the aura deal additional Lightning damage equal to your Rage Damage bonus. For the duration, whenever you reduce a creature to 0 Hit Points, choose an enemy you can see within the aura (no action required). This target takes Lightning damage equal to the remaining damage beyond what reduced the creature to 0 Hit Points.
Tundra. Allies of your choice within your aura gains a number of Temporary Hit points equal to twice your Rage Damage bonus, as icy spirits inure it to suffering. Whenever an enemy within the aura damages an ally that has these Temporary Hit points, its Speed is reduced by 10 feet until the start of your next turn.
Level 6: Tempest Soul
The storm grants you benefits even when your aura isn't active, granting the following benefits:
Eyes of the Storm. You do not gain the Blinded condition from areas which are Heavily Obscured due to rain, fog, or snow, including those created by magic.
Well Weathered. Each time you finish a Short or Long Rest, choose one of the following damage types: Cold, Fire, Lightning, or Thunder. You gain resistance to the chosen damage type until you use this feature again.
Level 10: Shielding Storm
You learn to use your mastery of the storm to protect others. Your allies have the damage resistance chosen for your Well Weathered trait while within your Storm Aura. You and your allies also are treated as having Half-Cover against spells and other effects originating outside of your Storm Aura
Level 14: Ever-Changing Storm
You can choose any of the options from your Storm Aura each time you activate for the duration of your Rage. Additionally, your Storm Aura extends to a 30-foot emanation.
Cleric: Arcana Domain
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
Level 3: Arcana Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Arcana Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level
Spells
3
Arcane Lock, Detect Magic, Magic Missile , Nystul’s Magic Aura
5
Dispel Magic, Magic Circle
7
Arcane Eye, Mordenkainen’s Private Sanctum
9
Bigby’s Hand, Planar Binding
Level 3: Arcane Order
You familiarity with arcane magic bolsters the sacred role chosen as part of your Divine Order, as outline below:
Protector. You learn the Blade Ward cantrip and always have Magic Weapon prepared.
Thaumaturge. You learn one cantrip of your choice from the Wizard spell list and always have Identify prepared.
Any spells gained from this feature count as Cleric spells for you.
Level 3: Otherworldly Abjuration
You can use your divine influence to abjure magical and otherworldly creatures. Choose two of the following creature types when you gain this feature: Aberrations, Celestials, Constructs, Elementals, Fey, or Fiends. Each time you use your Turn Undead Channel Divinity you can target creatures of one of the chosen types instead of Undead.
You can choose an additional creature type for this feature when you reach 5th, 8th, 11th, and 14th level in Cleric. Each time you gain a level in Cleric, you can also replace one of the creature types chosen with another listed above. After you reach 5th level in Cleric, your Sear Undead feature also affects any creature of the types chosen for this feature.
Level 6: Dispelling Rites
When a spell you cast with a spell slot restores Hit Points to a creature, you can disrupt the flow of magic surrounding that creature in one of the following ways:
Exorcism. You can end the Charmed or Frightened condition on the creature or an effect causing it to be Possessed.
Spell Break. You can end one spell of your choice that is affecting the creature if the spell’s level is equal to or less than the level of the spell slot you used.
Level 17: Major Arcana
Choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. The chosen spells are always prepared and count as Cleric spells for you.
Additionally, when you use your Divine Intervention feature to cast a spell of level 5 or lower, you can choose either a Cleric or Wizard spell that doesn’t require a Reaction to cast.
Fighter: Arcane Archer
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Level 3: Arcane Archer Lore
You learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill and gain either the Prestidigitation or Druidcraft cantrip (chosen when you gain this feature).
Additionally, choose either Intelligence or Wisdom to act as your Arcane Archery score. If any option or feature outlined in this subclass requires a saving throw, your Arcane Archery save DC equals 8 + your proficiency bonus + the chosen score’s modifier.
Level 3: Woven Archery
Your study of arcane secrets allows you to learn to unleash special magical effects drawing from the many schools of magic. Although traditional practitioners of this art used bows, these arts can be applied to any Simple or Martial Ranged weapons. Choose two Woven Archery options outlined at the end of this subclass (see “Woven Archery Options”). Each option grants a magical trait as well as an Arcane Shot option that can be applied following the rules outlined below.
Arcane Shot. Once per turn when you make a ranged weapon, you can apply one of your known Arcane Shot options to the piece of ammunition used. You decide to use the option after the attack hits, unless the option doesn’t involve an attack roll.
You can use your Arcane Shot twice, and regain all expended uses when you finish a Short or Long Rest. When you reach certain Fighter levels, you learn more Woven Archery options and gain more uses of your Arcane Shots, as shown in the Woven Archey table below. Additionally, each time you gain a level in Fighter, you can replace one Woven Archery option you know with another.
Woven Archery Table
Fighter Level
Known Options
Number of Uses
3
3
2
7
3
3
10
4
4
15
4
5
Level 7: Arcane Tailwind
Each time you use your Second Wind feature to regain Hit Points, you regain an additional number of Hit Points equal to the modifier of your Arcane Archery score. Additionally, you can expend a use of your Second Wind feature to regain one use of your Arcane Shot feature (no action required).
Level 7: Curving Shot
You learn how to direct an errant shot toward a new target. When you make an attack roll with a ranged weapon and miss, you can take a Bonus Action to reroll the attack roll against a different target within 60 feet of the original target.
Level 15: Arcane Volley
By taking the Magic action, you can make a ranged attack against any number of creatures within 10 feet of a point you can see within the normal range of a ranged weapon you are wielding. You make a separate attack roll for each target, with your weapon magically producing a piece of ammunition for each attack. This ammunition vanishes immediately after it hits or misses its target.
You can apply one of your known Arcane Shot options for one of the attack rolls made as part of this action, expending a use as normal; however, you still cannot use your Arcane Shot options more than once per turn.
Level 18: Improved Arcane Shots
At 18th level, you can now apply your Arcane Shot up to twice per turn, rather than once. Additionally, each Arcane Shot's damage increases as outlined in its description.
--Woven Archery Options--
Your study of the arcane arts has granted you some passive insight into the application of magic to your archery, each granting a passive effect and an Arcane Shot option. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
Abjuring Archery
Woven Durability. You learn the Blade Ward cantrip. Additionally, whenever you use your Indomitable feature, you and each creature of your choice within 10 feet can roll a d4 and add it to their saving throw.
Arcane Shot: Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Conjuring Archery
Arcane Grasp. You learn the Mage Hand cantrip. While the spectral hand is within 5 feet of you, you can ignore the loading property of ranged weapons you are wielding, as the hand draws and loads ammunition for you.
Arcane Shot: Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its Action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Divining Archery
Arcane Insights. You learn the Guidance cantrip. Additionally, when another creature targeted by this spell makes an ability check in a skill you are proficient in, it may add the modifier of your Arcane Archery score to the roll’s total.
Arcane Shot: Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Enchanting Archery
Sharp Tongue. You gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. When you make an ability check which uses Charisma, you can add your Arcane Archery modifier to the roll’s total. You can do so after the roll is made, but before the outcome is determined. Once you do so, you cannot add the modifier this way again until you finish a Short or Long rest.
Arcane Shot: Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and chooses one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Evoking Archery
Debilitating Critical. When you score a critical hit on an attack made with a ranged weapon, you can roll one additional weapon damage die and add it to the total damage dealt by the attack. Additionally, if one of your Arcane Shot options is applied to this attack, each creature affected has disadvantage on its saving throw against the shot’s effect.
Arcane Shot: Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Illusory Archery
Concealing Tricks. You learn the Minor Illusion cantrip. Making a ranged weapon attack which passes through an image created with Minor Illusion does not reveal it to be an illusion if the attack misses. If you are using this image to Hide, you also do not lose the Invisible condition as a result of making the attack if it misses.
Arcane Shot: Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Necromantic Archery
Sapping Tether. When you use your Second Wind feature, you can regain additional Hit Points equal to the CR (or level when applicable) of one creature you hit with a weapon attack on the same turn (minimum of 1 Hit Point).
Arcane Shot: Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Transmuting Archery
Elemental Ammunition. Whenever you deal damage with a ranged weapon, it can deal one of the following damage types instead of its normal type: Acid, Cold, Fire, Lightning, or Thunder.
Arcane Shot: Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Fighter: Banneret
A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Level 3: Rallying Cry
When you use your Second Wind feature, you can choose up to three friendly creatures within 60 feet of you. Each one regains hit points equal to your Fighter level, provided that the creature can see or hear you.
Level 3: Knight’s Training
As part of a short rest, you can conduct training drills with one ally of your choice who is completing the rest with you. Choose one kind of weapon that you can use the mastery property of. That ally can use the mastery property of the chosen weapon, provided they are proficient with it. Alternatively, you can use the Short Rest to practice your courtly manners, granting yourself Expertise in the Persuasion skill.
This benefit lasts until you begin a Short or Long Rest.
Level 7: Inspiring Surge
When you use your Action Surge feature, you can choose one ally within 60 feet of you that can see or hear you. That creature can immediately use its reaction to make a single weapon attack or to take the Dash, Disengage, Dodge, Hide, Influence, or Search action.
If the additional action you take as part of your Action Surge is the Help action, you can choose one additional ally to target with this feature.
Level 10: Windfall
Your mental stamina can guide those allied with you, bringing good fortune.
Battlefield Tactician. You can use your Tactical Mind feature in response to an ally failing an ability check, provided they can see or hear you. When you do, that creature may roll 1d10 and add the number rolled to its ability check. If the check still fails, your use of Second Wind is not expended.
Rallying Point. Any creature that regains hit points from your Rallying Cry feature can move up to half its Speed without provoking Opportunity Attacks, provided it uses this movement to move closer to you.
Level 15: Heroic Bulwark
When an ally that you can see within 60 feet fails a saving throw, you can use your Indomitable feature as a reaction to allow that creature to reroll their saving throw. When you do so, you can choose to either gain one point of Heroic Inspiration or to allow your ally to reroll its saving throw with advantage. The ally must use the result of the new roll.
Level 18: Lead the Charge
When you roll Initiative, you regain expended uses of your Second Wind feature until you have 2 if you have 1 or fewer. Additionally, on the first round of combat you can use your Action Surge feature. You can use it this way even if you have already used it twice before a rest.
Monk: Warrior of Armaments (revised Kensei)
Monks of this tradition train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Their proficiency and mastery of weapons will sometimes garner titles such as “Kensei” (or “Sword Saint”).
Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. To them, a weapon is perceived much in the same way as a pen or brush. Whatever the weapon, the monk views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a monk of this tradition a peerless warrior is but a side effect of intense devotion, practice, and study.
Level 3: Armament Arts
Your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:
Additional Monk Weapons. Choose two types of weapons: one melee weapon and one ranged weapon. Each of these weapons can be any Simple or Martial weapon that lacks the Heavy and Special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have them. Weapons of the chosen types are Monk weapons for you. When you reach Monk levels 6, 11, and 17, you can choose another type of weapon for this feature following the criteria above.
Agile Parry. While wielding a Monk weapon, you gain a +2 bonus to the damage reduced by your Deflect Attack feature. If you make an unarmed strike as part of the Attack action on your turn, you also gain a +2 bonus to your AC until the start of your next turn, provided you are wielding a Monk weapon and do not have the Incapacitated condition.
Deft Strike. Once on each of your turns, when you hit a target with a Monk weapon, you can spend 1 focus point to cause the weapon to deal extra damage of the weapon’s type to the target equal to your Martial Arts die.
Level 3: Monk Weapon Mastery
Your training with weapons allows you to use the mastery property of two kinds of Monk weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach Monk levels 6, 11, and 17 you gain the ability to use the mastery of one additional Monk weapon using this feature.
Level 6: One with the Blade
You are able to channel your focus into your Monk weapons, granting the following benefits:
Empowered Armaments. Whenever you deal damage with a Monk weapon, it can deal your choice of Force damage or its normal damage type.
Heavy Strikes. While wielding a Monk weapon that is a Simple or Martial melee weapon, you can expend two Focus points (no action required) to infuse the weapon with supernatural weight. Choose one of the following mastery properties: Cleave, Graze, or Push. The weapon gains this property, which replaces any other mastery property available to the chosen weapon. It retains this property for 1 minute, but ends early if you gain the Incapacitated condition or use this feature again.
Level 11: Sharpen the Blade
You gain the ability to augment your weapons further with your focus. You can expend up to 3 focus points by taking a Bonus Action to grant one Monk weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of focus points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Level 17: Unerring Accuracy
Your mastery of weapons grants you extraordinary accuracy. Once on each of your turns, if you miss with an attack roll using a Monk weapon, you can reroll it. If the attack would still miss following the reroll, you can deal Force damage to the creature equal to the ability modifier you used to make the attack roll. This damage can be increased only by increasing the ability modifier.
Monk: Warrior of Long Death
Monks following the path of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
Level 3: Touch of Death
Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain Temporary Hit Points equal to your Wisdom modifier + your Monk level. Once on each of your turns, when you hit a creature with an Unarmed Strike, you can remove 5 or more Temporary Hit Points that you have. For every 5 Temporary Hit Points removed this way, the target takes extra Necrotic damage equal to one roll of your Martial Arts Die.
Level 3: Unnatural Metabolism
Whenever you use your Uncanny Metabolism feature, do not roll your Martial Arts Die. You instead regain a number of Hit Points equal to your Monk level plus the highest number possible for your Martial Arts Die. For example, at Monk level 8 you would regain 16 Hit Points, instead of rolling 1d8 and adding 8 to it.
Level 6: Hour of Reaping
You gain the ability to unsettle or terrify those around you, for your soul has been touched by the shadow of death. As a Magic action, each creature of your choice within 30 feet of you that can see you must make a Wisdom saving throw. On a failed save, a creature is be Frightened of you until the end of your next turn. An affected creature can use an Action to repeat its Wisdom saving throw, ending the effect early on a success.
Whenever you deal damage with your Unarmed Strike against a creature which failed its save against this feature, you can expend two Focus Points to extend the duration of this feature by 1 minute for that creature.
Level 11: Mastery of Death
You use your familiarity with death to escape its grasp. When you would drop to 0 Hit Points, you can expend 1 Focus Point to drop to 1 Hit Point instead.
Level 17: Reaper’s Focus
Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
Flurry of Blows. You do not need to expend a Focus Point to use Flurry of Blows, provided each Unarmed Strike you make targets a creature that is Frightened of you.
Patient Defense. When you expend a Focus Point to use Patient Defense, do not roll your Martial Arts Die twice for determining the number of Temporary Hit Points you gain. Instead, you gain 25 Temporary Hit Points.
Step of the Wind. When you expend a Focus Point to use Step of the Wind, you gain a Flying speed equal to your Speed until the end of your turn.
Monk: Warrior of the Sun Soul
Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Level 3: Radiant Sun Bolts
As a Magic action, make a ranged spell attack with a range of 30 feet. You can use either Dexterity or Wisdom (your choice) as your spellcasting modifier for this attack. The amount of damage dealt is equal to one roll of your Martial Arts Die plus the chosen spellcasting modifier, and the damage type is Radiant. When you reach 5th level in Monk, each time you use this feature you can make up to two ranged spell attacks.
Flurry of Bolts. You can make one attack using a Radiant Sun Bolt as a Bonus Action. You can expend 1 Focus Point when you use this option to instead make two attacks using a Radiant Sun Bolt.
Level 3: Sun Shield
You are able to focus your energy into a radiant shield to protect yourself. You can expend one Focus Points to cast Shield of Faith without spell components, targeting yourself. Wisdom is your spellcasting modifier for this spell. When you cast this spell, you can expend one additional Focus Point. When cast this way, the spell does not require concentration, but its duration is reduced to 1 minute.
Level 6: Harmful Radiance
Once per turn when you hit a creature with a Radiant Sun Bolt, you can expend one Focus Point to enhance the attack using one of the options listed below.
Blinding Bolt. The target must make a Constitution saving throw. On a failed save, the target has the Blinded condition until the start of your next turn. Any creature that is relying on its Darkvision to see you has disadvantage on this saving throw.
Burning Bolt. The target must make a Dexterity saving throw. On a failed save, the target has the Burning condition.
Level 11: Shield of Dawn
When you expend two Focus Points to use your Sun Shield feature, the spell’s effect is further modified in the following ways for its duration.
Aura of Dawn. You shed Bright Light in a 30 foot emanation. This light is treated as sunlight.
Searing Shield. If a creature hits you with a melee attack, you can use your reaction to deal Radiant damage to the creature equal to one roll of your Martial Arts Die.
Level 17: Cosmic Warrior
As a Magic action, you can expend 3 Focus Points wreath yourself in radiance for 1 minute, until you have the Incapacitated condition, or until you end your turn in Darkness. While wreathed in this radiance, you gain the following benefits.
Instant Transposition. When you use Step of the Wind, you can teleport to a point that you can see instead of taking the Dash action. When you do so, the distance up to which you can teleport is equal to your Speed
Radiant Burst. While your Sun Shield is active, you can use a Bonus Action to dismiss it early, ending the spell effect and causing its radiant energy to explode outwards. Each creature of your choice within a 30 foot Emanation must make a Dexterity saving throw. On a failed save, a creature takes Radiant damage equal to three rolls of your Martial Arts Die and has the Burning condition. On a successful save, a creature takes half as much damage and does not gain the Burning condition.
Rapid Bolts. When you expend a Focus Point to use Flurry of Bolts, you can make three attacks using your Radiant Sun Bolts.
Paladin: Oath of the Crown
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.
The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
Level 3: Oath of the Crown Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Crown Spells table, you thereafter always have the listed spells prepared.
Oath of the Crown Spells
Paladin Level
Spells
3rd
Command, Compelled Duel
5th
Warding Bond, Zone of Truth
9th
Aura of Vitality, Spirit Guardians
13th
Banishment, Guardian of Faith
17th
Circle of Power, Geas
Level 3: Turn the Tide
As a Bonus Action, you can expend a use of your Channel Divinity to bolster injured creatures. Each creature of your choice within 30 feet of you regains Hit Points equal to your level in Paladin. Any creature which regains hit points this way can also end the Prone condition on itself.
Level 7: Aura of Allegiance
Any spell you cast which targets a creature and has a range of Touch can instead target a creature anywhere within your Aura of Protection. Additionally, you can use your Lay on Hands feature on any creature within the aura without needing to touch that creature.
Level 15: Royal Edict
You can expend a use of your Channel Divinity to cast Command rather than expending a spell slot. When you cast it this way, you can target any number of creatures within your Aura of Protection, rather than one creature at the spell’s normal range, issuing the same command to each one.
Level 20: Exalted Champion
As a Bonus Action, you can imbue your Aura of Protection with inspiring power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Cleansing Touch. When you remove a condition from an ally using Lay on Hands, the target also regains 5 Hit Points. If Lay on Hands targets an ally that has 0 Hit Points, it regains an extra number of Hit Points equal to your Charisma modifier.
Steadfast. You have advantage on Wisdom saving throws, as do allies within the aura. Allies within the aura also make Death saving throws with advantage.
Wade Through Battle. You have resistance to bludgeoning, piercing, and slashing damage.
Paladin: Oathbreaker
An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. A paladin may break their oath seeking to selfishly serve their own ends, by becoming disillusioned with the rules they once sought to follow, or even by losing reverence for rules and laws in general. The vestige of power which once served their oath is now twisted and corrupted into a new form.
Level 3: Draining Touch
Your touch can drain life force from others. As a Bonus Action, you can make a melee spell attack against one creature within reach. On a hit, you can expend Hit Points from the pool of healing power of your Lay on Hands feature, dealing 1d10 Necrotic damage for every 10 Hit Points expended. If you score a critical hit with this attack, your pool of healing power also regains a number of Hit Points equal to half the amount of Necrotic damage dealt (round down).
Level 3: Dreadful Smite
Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and force each creature of your choice within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature is Frightened of you for 1 minute. If a creature ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on itself early.
Additionally, for this casting of Divine Smite, you can have the spell deal Necrotic damage rather than its normal type.
Level 3: Oathbreaker Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Crown Spells table, you thereafter always have the listed spells prepared.
Oathbreaker Spells
Paladin Level
Spells
3rd
Hellish Rebuke, Inflict Wounds
5th
Crown of Madness, Darkness
9th
Bestow Curse, Fear
13th
Blight, Confusion
17th
Contagion, Dominate Person
Level 7: Aura of Hate
Attacks you make using a Melee weapon or Unarmed Strike against a creature within your Aura of Protection deal additional Necrotic damage equal to your Charisma modifier. Additionally, when a creature hits you or an ally within your Aura of Protection with an attack, you can take a Reaction to focus your hatred on that creature. Until the end of your next turn, all attacks made against that creature have Advantage.
Level 15: Supernatural Resistance
You have resistance against Bludgeoning, Piercing, and Slashing damage. You also have resistance against any damage dealt by an attack or effect made by a creature that has the Frightened condition.
Level 20: Dread Lord
As a Bonus Action, you can imbue your Aura of Protection with gloom, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Cloaked in Shadow. You and allies within your aura have the Invisible condition.
Dreadful Presence. Any enemy which starts its turn in the aura takes 4d10 Psychic damage if it has the Frightened condition.
Hateful Frenzy. Attacks made by you or allies within your aura using a Melee weapon or Unarmed Strike deal additional Necrotic damage equal to the number of enemies within your aura.
Rogue: Mastermind
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
Level 3: Master of Intrigue
You gain a Disguise Kit, a Forgery Kit, and one Gaming Set of your choice, and you have proficiency with them. Whenever you take the Influence action, the target’s attitude is treated as Friendly provided it is not Hostile.
Level 3: Master of Tactics
You can use the Help action as a bonus action. Additionally, when you use the Help action to assist an attack roll, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Level 9: Insightful Manipulator
You are able to tactfully influence others and discern information from those you interact with. If you spend at least 1 minute observing or interacting with another creature outside combat, you learn whether the creature is your equal, inferior, or superior in regard to their Intelligence score, Wisdom score, and Charisma score.
You also gain the following Cunning Strike option.
Discern Aptitude(Cost: 1d6). You learn whether the target of your attack is your equal, inferior, or superior in regard to their Strength, Dexterity, or Constitution score (your choice). You also learn whether the target is proficient in Saving Throws of the chosen score.
Level 13: Misdirection
When an attacker that you can see targets you with an attack roll, you can take a Reaction to have the attack target another creature within 5 feet of you instead.
You can use this feature thrice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You can use this feature without expending a use to have an attack target a creature within 5 feet of you that is granting you Cover against that attack.
Level 17: Soul of Deceit
Your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Sorcerer: Storm Sorcery
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Level 3: Tempestuous Spells
When you reach a Sorcerer level specified in the Tempestuous Spells table, you thereafter always have the listed spells prepared.
Tempestuous Spells
Sorcerer Level
Spells
3
Create or Destroy Water, Gust of Wind, Thunderwave, Misty Step
5
Call Lightning, Wind Wall
7
Control Water, Summon Elemental
9
Jallarzi’s Storm of Radiance, Steel Wind Strike
Level 3: Tempestuous Sorcery
While your Innate Sorcery feature is active, you gain a Fly Speed of 10 feet. For its duration, each time you cast a level 1+ spell, choose one of the following options:
Cloud Cushion. Until the start of your next turn, you can hover. If you fall within this duration, you can take a Reaction to reduce any damage you take from the fall by an amount equal to five times your Sorcerer level
Wind’s Grace. Until the end of your turn, moving using your Fly Speed does not provoke opportunity attacks.
Level 6: Heart of the Storm
Your body acts as the eye of an ever-raging storm, granting the following benefits while.
Aura of Arcing. Whenever you cast a level 1+ spell that deals Lightning or Thunder damage, stormy magic erupts from you in a 10 foot emanation. Creatures of your choice within the aura take Lightning or Thunder damage (chosen each time this ability activates) equal to half your Sorcerer level (round down).
Gale Soul. You have resistance to Lightning and Thunder damage.
Storm’s Fury. When you are hit by a melee attack, you can take a Reaction to deal Lightning or Thunder damage (chosen each time this ability activates) to the attacker equal to your Charisma modifier.
Level 14: Storm Guide
You gain the ability to control the weather around you at will. You can cast the spells listed in the Tempestuous Spells table without expending a spell slot or providing spell components. Each spell can be cast this way once, and the total level of spells you cast using this feature cannot have a combined level of 6 or higher. For example, you could use this feature to cast Steel Wind Strike and Misty Step or to cast Call Lightning, Wind Wall, and Gust of Wind.
Once you have used this feature, you can’t do so again until you finish a Long Rest.
Level 18: Skyward Soul
You gain immunity to Lightning and Thunder damage and gain a Fly Speed of 60 feet and can hover. As a Magic action, you can reduce your Fly Speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. For the same duration, the chosen creatures gain a Fly Speed of 30 feet and can hover. Once you reduce your flying speed in this way, you can't do so again until you finish a Short or Long rest.
Warlock: Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Level 3: Undying Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Undying Spells table, you thereafter always have the listed spells prepared
Undying Spells
Warlock Level
Spells
3
Armor of Agathys, Blindness/Deafness, Ray of Sickness, Silence
5
Feign Death, Speak with Dead
7
Aura of Life, Death Ward
9
Contagion, Legend Lore
Level 3: Veils of Undeath
Whenever you gain Temporary Hit Points, you may choose one of the following options.
Veil of the Aereni. You have resistance to Necrotic and Poison damage. You have advantage on saving throws against being Poisoned and against any effect which would reduce your Hit Point Maximum.
Veil of the Bloodstone. You gain a +1 bonus to your AC and saving throws. This bonus increases to +2 while you have at least 10 Temporary Hit Points and increases again to +3 while you have at least 20 Temporary Hit Points.
Veil of the Lich. If a creature hits you with a melee attack, you can use a Reaction to deal 1d6 Cold damage to it. The target takes an additional 1d6 Cold damage for every 5 Temporary Hit Points you lose from the damage of its attack.
The chosen option lasts until you no longer have Temporary Hit Points or you use this feature again.
Level 6: Defy Death
You can give yourself vitality when you cheat death or you help someone else cheat it. You know the Spare the Dying cantrip. When you stabilize another creature using this cantrip, you can use this feature to restore 1 Hit Point to the target and grant it a number of Temporary Hit Points equal to 1d8 + your Charisma modifier. Alternatively, when you succeed on a Death Saving Throw you can use this feature to restore 1 Hit Point to yourself and gain these Temporary Hit Points.
Once you use this feature, you can't use it again until you finish a long rest.
Level 6: Indestructible Life
You partake of some of the true secrets of the Undying. On your turn, you can use a Bonus Action to regain Hit Points equal to 1d8 + your Warlock level. Once you use this feature, you can't use it again until you finish a short or long rest.
When you reach 14th level in Warlock, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
Level 10: Undying Nature
The magics of undeath suffuse your mortal form, granting the following benefits.
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Rebuke Death. When you make a Death Saving Throw, you gain the benefit of your Defy Death feature if you roll a 19 or 20 on the d20.
Undying Coil. You age at a slower rate. For every 10 years that pass, your body ages only 1 year. You cannot be magically aged.
Level 14: Mastery Over Death
You have mastered the ability to tow the line between life and death, granting the following benefits.
Deathly Pardon. Whenever you cast Spare the Dying, the target regains 1 Hit Point.
Empowered Tether. You succeed on Death Saving Throws when you roll an 8 or higher on the d20. If you take damage while at 0 hit points you only suffer one Death Saving Throw failure, regardless of if a Critical Hit was scored.
Increased Restoration. The number of Temporary Hit Points granted by your Defy Death and the number of Hit Points restored by your Indestructible Life feature are determined by rolling 2d8 instead of 1d8.
Wizard: War Mage
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”
Level 3: Power Surge
You are capable of using defensive magic to absorb power and unleash it onto your enemies. You always have the Magic Missile and Shield spells prepared.
Absorptive Shroud. After you cast Shield, you gain a Power Surge whenever one of the following occurs within the spell’s duration: an attack targeting you misses or you are targeted by a dart from a casting of Magic Missile. Each Power Surge gained lasts until the end of your next turn.
Missile Surge. When you cast Magic Missile, the effective level it is cast at increases by 1 for each Power Surge that you have. The maximum effective level it can be increased to this way is equal to the highest level of spell you can prepare.
Level 3: Tactical Wit
Your keen ability to assess tactical situations allows you to act and react quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Level 6: Adaptive Shroud
You can cast Shieldusing a Reaction in response to failing a saving throw and can transfer some or all of the spell’s bonus to your AC to a bonus to one or more of your saving throws. For example, you could reduce the bonus to your AC to +3 and gain a +2 bonus to your Dexterity saves until the start of your next turn. In the same scenario you could instead gain a +1 bonus to your Dexterity saves and a +1 bonus to your Constitution saves until the start of your next turn.
Level 10: Warcaster’s Stratagem
When you cast a spell belonging to the Abjuration school of magic with a casting time of an Action, you can use a Bonus Action to cast a spell you know or have prepared belonging to the Evocation school of magic. Similarly, if you cast a spell from the Evocation school of magic with a casting time of an Action, you can use a Bonus Action to cast a spell you know or have prepared from the Abjuration school of magic. Any such spell you cast using your Bonus Action using this feature must normally have a casting time of an Action.
Level 14: Deflecting Shroud
Whenever you cast Shield, you can cast Magic Missile without expending a spell slot as part of the same reaction. When cast this way, all of the darts target the creature whose attack or spellcasting triggered your casting of Shield.
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KENSI: With agile Parry, why would a class focused on Weapon use have a class feature that encourages unarmed attacks?
Synergy with base Monk class features
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their class concept is mix weapons with unarmed attacks. Its also the more defensive style/melee oriented style
A monk basically usually needs to get into close range to use flurry of blows, or BA unarmed attacks. with the 2014 kensei, until 11, you have no reason to hit with a kensei weapon more than one time per round.
with 11 and 17 however this becomes more of a choice between defense and offense, as kensei weapons should have a item bonus and reroll option, but its only once per turn.
ao essentially agile parry chooses between Bonus AC until your next turn, and an extra attack with bonuses.
it does need adjustments though, as BA is more valuable, and some things were made with old monk damage in mind. It also doesnt exactly capture the full vibe i think a weapon based monk might be going for.
even my changes might be too vanilla
Agile Parry: Can have a weapon in hand but not use it to gain benefits from this feature