5.5e Core Rules Document

Welcome to 5.5e, the Unofficial Overhaul of 5e Dungeons and Dragons

A midweight overhaul for the greatest roleplaying game of all time. The Unofficial 5.5e Project began in May of 2019 as a rewrite of the Warlock class to bring it more inline with the playtest version. This eventually expanded to overhauling many of the classes and mechanics to reinject some of the variety from earlier editions back into the game. 5e was a fantastic jumpin in point for many players, but after nearly half a decade of play, many of the once-exciting classes lost their lustre in the malaise of similar feeling subclasses.

This project is not meant to replace any of the original books, and as such, any rule not covered in this document should be treated as retaining the original rulings of 5e.

A link to the development discord can be found here. You can gain access to previews of content, provide feedback and find answers to any questions you might have there.


For Your Convenience All 5.5 Documents Have an Outline to Ease Navigation


A Brief Foreword on Balance for Game Masters

5.5 Classes are generally higher power than base game classes. The best method to balance encounters out is to weight a party of 5.5e classes as about 2 higher in CR than a similarly leveled party of 5e classes. When doing so, it’s better to favor attack bonus and defensive CR than raw damage output, as while many classes in the system have received increases to either AC or damage output, many are just as squishy as they were in the base game.

More information on the best way to stat up custom monsters and encounter best practices can be found in WotC’s Dungeon Master’s Guide.

Comments have been turned on for all the project docs, so feel free to leave any concerns/ideas/complaints here.



Links to the Rework Documents

Classes

Coming At Some Point

  • Alchemist

  • Occultist

Other Information

Steam and Sorcery Setting Special Rules

Steam and Sorcery is a living world/westmarches style server built to playtest the 5.5e project, and is always accepting new players into its ranks.

Steam and Sorcery Server link: https://discord.gg/trrqXA54SN

Firearms Rules 

The War Crimes Update (Featuring vehicles, additional firearms, and additional consumable items.)

The Scumbag’s Update (A set of fighting styles and weapons for those who run in the shadows.)

Setting Information wiki: https://the-steam-and-sorcery.fandom.com/wiki/The_Steam_and_Sorcery_Wiki


Death and Dying Rules

Falling Unconscious

If damage reduces you to 0 hit points and fails to kill you, you must make a DC 12 Constitution saving throw.  If you fail, you suffer 1 level of exhaustion and you fall unconscious. If you succeed you fall unconscious but do not suffer a point of exhaustion. If you critically succeed (roll a 20), you do not fall unconscious and gain 1 hit point. You regain consciousness as soon as your hit point total is restored to 1 or more, though the exhaustion (if any) remains.

Death Saving Throws

Whenever you start your turn with 0 hit points and have not yet stabilized, you must make a DC 12 Constitution saving throw. If you critically succeed (roll a 20) you regain 1 hit point. If you critically fail (roll a 1) you take one level in exhaustion. If you succeed on this saving throw three times, you stabilize. If you fail three times before stabilizing, you die.

Damage at 0 Hit Points

Any damage at 0 hit points destabilizes you, causes you to fail a death saving throw, and you must make a DC 12 Constitution saving throw. If the damage is from a critical hit, you have disadvantage on the saving throw. If you fail you suffer 1 level of exhaustion. If you critically fail (roll a 1) you instead suffer 2 levels of exhaustion.

Regaining Consciousness

A stabilized creature with a constitution score of 20 that isn’t healed takes 30 minutes to regain 1 hit point. For each point less than 20 it takes 15 minutes longer


Exhaustion

Exhaustion is measured in six levels:

  1. Disadvantage on Ability Checks

  2. Speed halved

  3. Disadvantage on Attack Rolls and Saving Throws

  4. Hit point maximum halved

  5. Speed reduced to 0

  6. Death

The effect of exhaustion is cumulative, e.g. a creature suffering 2 levels of exhaustion has its speed halved and has disadvantage on Ability Checks.

Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.


Ability Score Increases (ASIs)

Whenever a character reaches levels 4, 8, 12, 16, and 19 they may distribute +2 ability points divided as they wish between any of their ability scores, or they may take a feat. Some classes receive ASI’s at additional points in their progression.


Ability Score Bonuses

Your level 1 class choice provides you with a +1 bonus to one ability score. Similarly to ability saves you only receive this bonus from the first class you choose.

Background and Race both also provide bonuses. 


New Rules Regarding Extra Attack

Extra Attack is no longer a class feature, instead you add together all of the levels of martial classes or subclasses you possess, and if the total is at least 5 you receive an additional attack when you take the Attack action.

Martial Classes are; Fighter, Ranger, Paladin, Barbarian, Monk, Bard, Academic, Duelist

Martial Subclasses are; Bladesinger Wizard, Eldritch Blade Warlock, War Cleric, Death Cleric,Victory Cleric, Tainted Blood Sorcerer


Two Weapon Fighting Change

While wielding a one handed weapon and a light or close weapon or unarmed in your off-hand, when you take the attack action you may make a single attack with your off-hand whenever you attack with your main weapon. Off hand attacks do not receive any additional damage from ability score bonuses, e.g. you do not add your strength modifier to the damage of an attack with a melee weapon.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.


This replaces the original TWF rules allowing for an off hand attack on a bonus action.


New Combat Action: Reposition

You may replace any attack you could replace with a Shove with an attempt to Reposition a creature. Make a Strength(Athletics) check, opposed by your target’s Strength(Athletics) or Dexterity(Acrobatics). If you beat their result you may place them in any unoccupied square within 5 ft of you


New Combat Action: Coup-De-Grace

As an action, while within 5 feet of an incapacitated creature you may instantly reduce them to zero hit points. If they were already at zero hit points, you instead kill them instantly.


New Area of Effect Template: Arc

Some spells or features will describe themselves as an arc of X feet. An arc is a semicircle that extends from the origin point 180 degrees around. Arcs have a tip, the imaginary line extending from the 90 degree point of the arc, and certain effects will specify what orientation that tip must originate in. If no direction is specified it is up to player choice to determine the orientation of the arc.

A 5 ft arc looks like this on the tabletop.

X

X

X

X

O

X

A 10 ft arc looks like this.

X

X

X

X

X

X

X

X

X

X

O

X

X


New Conditions and Changes to Poison

Any reference to the Poisoned condition should be swapped out for the Weakened condition.

Weakened

The Weakened creature has disadvantage on all attack rolls, and any damage they deal is halved.

Dulled

The Dulled creature has disadvantage on all Intelligence, Wisdom and Charisma checks and saves. A creature that is dulled is not aware that it has become dulled.

Crippled

A Crippled creature’s movement speed is halved, and has disadvantage on all Strength, Dexterity and Constitution checks and saves (except against the crippling effect.)


Style Masteries and Unarmed Combat

Unarmed combat depth is getting a bump. Whenever you would gain a weapon or weapon category mastery as part of a feat or class feature, you may instead choose to gain a single style mastery. Whenever you make an unarmed attack you may choose to make that attack a style strike. Style strikes use the damage die listed instead of your natural unarmed damage (1 for most classes, your monk damage die for monks.) and have an additional effect listed below.

Style

Damage

Traits

Rhino Style

1d6 bludgeoning

light

Snake Style

1d2 bludgeoning

Light, finesse,

Tiger Style

1d4 bludgeoning

Light, finesse,

Flowing River Style

1d4 bludgeoning

Light, finesse,

Crocodile Style

1d4 bludgeoning

Light, finesse

Cad’s Style

1d4 bludgeoning

Light, finesse

Stirge Style

1d6 bludgeoning

Light

Battering Blows: Rhino Style

When you hit a creature with a rhino style strike, you may attempt a shove as part of the same action. 

If a creature you shove would stop short due to impacting a wall or other creature, both take 1d6 bludgeoning damage for every 5 feet of movement lost.

Feinted Strikes: Snake Style

When you hit a creature with a snake style strike you may move 5ft. This movement does not provoke opportunity attacks, but if it is your turn, does count against your total movement. 

If you critically hit with a snake style strike the creature becomes weakened until the end of your next turn.

If at least one of your hands is empty you may increase your AC by +1. This does not stack with protective.

Beast’s Claws: Tiger Style

When you hit a creature with a tiger style strike, they cannot take reactions until the start of your next turn.

When you hit a creature from opposite sides in the same round you may knock the creature prone.

Wind in the Rushes: Flowing River Style

While you have a free hand, when a creature misses you with a melee attack you may attempt to reposition them as a reaction.

When you reposition a creature you may reposition them anywhere within 10 feet of yourself and may choose to have them fall prone.

Death Grip: Crocodile Style

You have advantage on attack rolls against creatures you are grappling.

You can use your action to try to pin a creature grappled by you. To do so you make another grapple check. If you succeed the creature is restrained until the grapple ends and moves with you when you move, including standing up with you.

When you succeed on a grapple check you may drop prone in order to render the grappled creature prone as well. If you stand up while grappling a creature it stands up with you.

You do not receive disadvantage on attacks for being prone.

You may stand up from prone without spending movement.

Cad’s Style


An unarmed style taught by the school of hard knocks. Whenever you hit a creature with an unarmed strike, you may make a sleight of hand check against their Passive Perception. If you succeed you may steal a worn or carried (but not held) item from the creature. In order to steal worn armor, you must succeed on three or more checks to remove the armor.

You have advantage on sleight of hand checks against targets you would have advantage on an attack roll against.

Stirge Style

Prerequisites: The ability to use Bloodthirst or access to a Bite attack

A blood-drinking style from the upper regions of Kovarik, this pseudo-grappling style is similar to crocodile in it’s initial grabbing holds, but instead of focusing on controlling grapples, you lean in for a bite and then disengage. When you hit a creature with two or more unarmed strikes in a turn, you may use your Bloodthirst ability or Bite attack as a bonus action, treating yourself as though you were grappling the creature.

You may make attacks of opportunity against creatures that leave your reach, even if they’ve taken the disengage action.


Weapon Masteries And Tweaks

Some classes refer to “Weapon Masteries” within their text. When you have “mastery” with a weapon or category of weapons you gain access to the listed Weapon Mastery skill. Mastery Skills only apply to attacks with the mastered weapon. (No holding a battleaxe to get a better crit range on your longsword.) You must have proficiency in a weapon to receive the mastery in the weapon.

Weapon Traits

Weapons receive a few new traits in 5.5, listed below:

  • Exotic: Proficiency with it is only provided through the new Weapon Master feat, or through a class or race feature.

  • Protective: improves your AC by +1 when wielded. You may only gain the benefit of a single instance of protective. This does not stack with other shield bonuses.

  • Technical: You may use Intelligence instead of Strength on attack and damage rolls with this weapon.

  • Loud: A loud weapon can be heard out to 300 ft when an attack is made with it.


Weapon Categories

Close

Weapon

Damage

price

weight

Traits

Dagger

1d4 Piercing/Slashing

5 gp

1

Light, Finesse, simple, Thrown(20/40)

Cestus

1d4 Bludgeoning

5 sp

1

Light, simple, Finesse, special

Hidden Blade

1d4 piercing

75 gp

1

Light, finesse, martial

Spiked Gauntlet

1d4 piercing

10 gp

1

Light, martial, protective, special

Hand-Axe

1d6 slashing

5 gp

2

Light, simple, thrown (20/40), finesse

Hammer

1d6 bludgeoning

5 gp

3

Light, simple, thrown (20/40)

Garrotte 

1d6

Slashing

2 gp

1

Simple, Finesse, Special, Two-Handed

Sap

1d4 Bludgeoning

1 gp

3

Simple, Finesse, Light

Masteries

Cestus, Spiked Gauntlet

Special: Attacks with this weapon count as unarmed strikes, and may be used to Style Strike.

Cestus, Hidden Blade, Spiked Gauntlet, Dagger, Hammer: Action Surge 

While wielding only light weapons, and no shield, you may activate an Action Surge, and gain an additional action this turn. At the end of your turn you gain 1 level of Exhaustion

Hidden Blade: Deadly Stab

Creatures have disadvantage to find a hidden blade concealed on you,If you hit an enemy that has not acted in combat yet with this weapon, once all dice have been rolled and other modifiers applied, you treat all damage dice for that attack as if they had rolled the maximum (including sneak attack dice)

Hand-Axe: Savage Blows:

You critically hit on a 19-20 on the d20.

Hammer: Crushing Impact:

When you critically hit with this weapon, the target must make a DC 12 Constitution Save or be Stunned until the end of their next turn.

Dagger: Flourishing Blows

While you are wielding one of these weapons, creatures still provoke opportunity attacks from you even if they use the disengage action.

When you hit an enemy with an attack when it is not your turn while wielding one of these weapons, your AC increases by +1 until the end of your next turn. 

Garrotte

Special: When you maintain or initiate a grapple using the garrotte, you deal damage as though you had hit the creature with the garrotte.

Garrotte: Quiet Death

Creatures grappled using the garrotte cannot provide verbal or somatic spell components. Wielding a garrotte lets you make grapple checks using Dexterity instead of Strength, and you may make a grapple attempt in place of any attack you could make.

Sap: Knockout Blow

When you hit a creature from stealth outside of or during the first round of combat, that creature must make a DC 16 Constitution saving throw or be knocked unconscious for 1d6+4 minutes. A specific creature cannot be made to save against this ability more than once every 24 hours.


Light

Weapon

Damage

Price

Weight

Traits

Dagger

1d4 Piercing/Slashing

5 gp

1

Light, Finesse, simple, Thrown(20/40)

Sickle

1d4 Slashing

5 gp

2

Light, Finesse, Simple

Shortsword

1d6 Piercing/Slashing

10 gp

3

Light, Finesse. Martial

Mace

1d6 Bludgeoning

12 gp

5

Light, Simple

Sai

1d6 Piercing

20 gp

2

Light, Exotic, Finesse, Protective

Wakizashi

1d6 Slashing/Piercing

30 gp

3

Light, Exotic, Finesse

Main Gauche

1d4 Slashing

20 gp

2

Light, Martial, finesse, Protective

Chain

1d6

1 gp

Light, Special, Martial

Masteries

Dagger: Action Surge

While wielding only light weapons, and no shield, you may activate an Action Surge, and gain an additional action this turn. At the end of your turn you gain 1 level of Exhaustion

Sickle: Hook and Slice/Prying Wedge

When you successfully reposition a creature with a sickle you deal damage to the creature as though you had hit them with a melee attack using the sickle.

When you hit a creature with this weapon that is wielding a shield, that creature must succeed on a DC 15 Strength saving throw or the shield is ripped from their arm and, if possible, broken.

Sai, Main Gauche, Dagger: Flourishing Blows 

While you are wielding one of these weapons, creatures still provoke opportunity attacks from you even if they use the disengage action.

When you hit an enemy with an attack when it is not your turn while wielding one of these weapons, your AC increases by +1 until the end of your next turn. 

Mace: Heavy Blows

When you hit an enemy with your mace, that creature’s AC is reduced by -1 until that creature takes an action to readjust their armor or equipment. This may stack up to -5.

Shortsword: Fundamentals 

You may choose to attack with disadvantage on all of your attack rolls for the turn in order to take the dodge action as a bonus Action

Wakizashi: Peerless Steel

When you two-weapon fight, you may make an additional off-hand attack once this turn, you may not add modifiers other than your proficiency bonus to either attack or damage rolls for this attack, and this attack may never gain advantage.

Chain

Special: This weapon has the versatile property, when wielded as a versatile weapon, you may two weapon fight with the other end of the chain. While wielded in one hand, this weapon has the protective and reach properties. You may swap between the two as an item interaction.

Street Rules: Chain

When you hit a creature with the chain, you may attempt a reposition on them. If it succeeds you may place them in any space within your weapon’s reach. When you do so you may inflict one of the following conditions on them until the end of their next turn:

  • Restrained

  • Dulled

  • Crippled

  • Weakened

Once you have inflicted a given condition with this ability, you cannot do so again until you complete a short or long rest.

Dueling

weapon

damage

price

weight

traits

Longsword

2d4 slashing/piercing

10 gp

5

Versatile(1d10) Martial

Battleaxe

1d10 slashing

10 gp

5

Versatile (1d12) Martial

Rapier

1d8 piercing

15 gp

3

Martial, Finesse

Katana

1d8 slashing/piercing

30 gp

3

Exotic, Finesse, Versatile(1d10)

Trident

1d6 piercing

5 gp

4

Protective, Martial, Versatile (2d4), Thrown(20/60)

Flail

1d10

bludgeoning

15 gp

7

Martial

Scimitar

1d8 slashing

12 gp

4

Martial, Finesse, Protective

Saber/Cutlass

1d8 Slashing

10 gp

5

Martial, Versatile (1d10)

Whip

1d4 Slashing

5 gp

4

Special, Finesse, Reach (15 ft), Martial

Khopesh/Shotel

1d6 Slashing/Piercing

12 gp

5

Exotic, Special, Versatile (1d8)

Hook and Rope

1d6 Slashing/Piercing

1 gp

5

Finesse, Special, Martial

Masteries

Rapier, Longsword: Fundamentals

You may accept Disadvantage on all of your attack rolls for the turn in order to take the dodge action as a bonus Action. 

Battleaxe: Savage Blows

You critically hit on a 19-20 on the d20.

Katana: Iaijutsu

When you draw your Katana, you may roll an additional damage die on your attacks with that specific weapon until you drop the katana or until the end of your turn.

Trident: Perfect Parry

When an enemy hits your AC exactly, or misses you by only 1 and you have your trident in hand, you may force the enemy to drop their weapon. You may catch the disarmed weapon as long as you have a free hand or you may send the weapon flying anywhere within 30 ft of you. If an ally is occupying the space you toss the weapon, they may catch it so long as they have a free hand.

Flail: Chain Fighter

Your attacks hit from strange angles, and creatures cannot benefit from shields against this weapon. Whenever a creature would miss your AC by only 1, you may wrap the chain of your flail around their weapon, yanking it from their grip, forcing them to drop it. If you have a free hand when this happens you may catch the dropped weapon, or you may send the weapon flying anywhere within 30 ft of you. If an ally is occupying the space you toss the weapon, they may catch it so long as they have a free hand.

Scimitar: Blade-Dance

While wielding a scimitar, your swings sweep into themselves. The first time you hit a creature with an attack from this weapon in a turn, you may make another attack against a different creature within reach.

Saber/Cutlass: Beheading Swing

If you have moved at least 15ft in a straight line this turn, your attacks with this weapon deal an additional 1d6 damage.

Whip

Special: Whips are as much tools as weapons, and allow the wielder to manipulate objects within reach of the whip and anchor it to points to act as a temporary rope.

Whip: Rawhide

While using the whip you may use it to make shove attempts to trip enemies within 15 feet of you, and may do so using Dexterity instead of Strength. Attacks with a whip ignore shield bonuses to AC.

Khopesh/Shotel

Special: Attacks with a Khopesh ignore shield bonuses to AC.

Khopesh/Shotel: Prying Wedge

When you hit a creature with this weapon that is wielding a shield, that creature must succeed on a DC 15 Strength saving throw or the shield is ripped from their arm and, if possible, broken.

Hook and Rope

Special: A grappling hook can be a deadly weapon when wielded brutally. This weapon has a 15 ft reach, and you may use it to attempt to reposition or shove creatures within the weapon’s reach.

Hook and Slice, Scorpion Sting: Hook and Rope

When you succeed on a reposition attempt with this weapon you may deal damage as though you had hit the target with it’s attack. When you critically hit with this weapon you may forgo the extra damage to reposition the target automatically.


 Great Weapons

Weapon

Damage

Price

Weight

Traits

Greatsword

3d4 Slashing/Piercing

20 gp

10

Heavy, Two-Handed, Martial

Maul

2d8 Bludgeoning

25 gp

15

Heavy, Two-Handed, Simple

Greataxe

2d8 Slashing

20 gp

15

Heavy, Two-Handed, Martial

Nodachi

2d6 Slashing/Piercing

40 gp

5

Heavy, Reach, Two-Handed, Finesse, Exotic

Great Flail

1d12 Bludgeoning

30 gp

15

Heavy, Reach, Two-Handed, Martial

Scythe

1d8 Slashing or Piercing

20 gp

10

Special, Reach, Simple, 2-Handed

Masteries

Greataxe: Savage Blows

You critically hit on a 19-20 on the d20.

Greatsword: Fundamentals

You may take disadvantage on all of your attack rolls until the end of your turn in order to take the dodge action as a bonus action 

Maul: Crushing Blows;

Each hit against a creature reduces your target’s AC by -1 until the end of your next turn.

Nodachi: Flowing Reed, Crashing Wave

Against creatures size large or greater, or mounted creatures, you deal an extra 1d6 damage and critically hit on a 19-20.

Great Flail: Chain Fighter

Your attacks hit from strange angles, and creatures cannot benefit from shields against this weapon. Whenever a creature would miss your AC by only 1, you may wrap the chain of your flail around their weapon, yanking it from their grip, forcing them to drop it. If you have a free hand when this happens you may catch the dropped weapon, or you may send the weapon flying anywhere within 30 ft of you. If an ally is occupying the space you toss the weapon, they may catch it so long as they have a free hand.

Scythe

Special: Scythes roll three times the number of dice on a critical hit, instead of twice. If you have proficiency with martial weapons, this weapon’s damage increases to 2d6, and it gains the Intimidating Prowess mastery

Scythe: Killing Blows

Whenever you critically hit a creature with the scythe, if that creature has 50 or fewer hit points remaining, it dies.

Scythe: Intimidating Prowess

When you reduce a creature to 0 hit points with a scythe, you may choose a creature within 30 feet, that creature must succeed on a DC 15 Wisdom save or become frightened of you until the end of it’s next turn.


Polearms

Weapon

Damage

Price

Weight

Traits

Shortspear

1d6 Piercing/Slashing

5 gp

4

Simple, Versatile (1d8), Thrown (20/60), Finesse, Light

Spear

1d8 Piercing

10 gp

6

Simple, Reach, Versatile (1d10)

Pike

1d10 Piercing

15 gp

10

Two-Handed, Reach, Martial, Heavy, Finesse

Naginata

1d10 Slashing

15 gp

10

Two-Handed, Reach, Protective, Exotic

Halberd

1d12 Bludgeoning/Slashing

30 gp

15

Two-Handed, Reach, Martial, Heavy

Lucerne

1d12 Piercing/Bludgeoning

30 gp

15

Two-Handed, Heavy, Reach, Martial

Quarterstaff

1d6 Bludgeoning

5 sp

3

Versatile (1d8), Simple

Lance

1d10 Piercing

30 gp

15

Special, Reach, Martial

Martial Arts Staff

1d8

5 sp

5

Reach, Two-Handed, Special, Exotic

Masteries

Quarterstaff: Whirling Strikes

While wielding this weapon in two hands you may use the opposite end to two weapon fight, dealing 1d8 with the off hand strike. While you are not two-handing the weapon it has the reach trait.

Lucerne: Brace/Heavy Blows

If you have not moved this round, you may make an attack against any creature that enters your reach without taking the disengage action. This attack does not count as an attack of opportunity, but may only be made once per round. When you hit an enemy with your lucerne, that creature’s AC is reduced by -1 until the start of your next turn, this may stack up to -5.

Halberd: Brace/Savage Blows

If you have not moved this round, you may make an attack against any creature that enters your reach without taking the disengage action. This attack does not count as an attack of opportunity, but may only be made once per round. You critically hit on a 19-20 on the d20.

Spear: Brace

If you have not moved this round, you may make an attack against any creature that enters your reach without taking the disengage action. This attack does not count as an attack of opportunity, but may only be made once per round.

Pike: Brace/Impale

If you have not moved this round, you may make an attack against any creature that enters your reach without taking the disengage action. This attack does not count as an attack of opportunity, but may only be made once per round. You may attempt to grapple a creature once per round when you hit with an attack. This grapple follows all of the normal rules for grappling except it may be done at the range of your pike, and you may deal damage equal to your pike’s weapon damage when you maintain a grapple using the pike.

Shortspear:Tandem Blows

You may use your spear to attempt to shove an enemy prone once per turn, when you hit with an attack.

Naginata: Viper’s Retreat/Brace

When you hit an enemy with an attack, they cannot make attacks of opportunity against you until the end of your turn.

If you have not moved this round, you may make an attack against any creature that enters your reach without taking the disengage action. This attack does not count as an attack of opportunity, but may only be made once per round.

Lance

Special: If you have moved at least 15 ft in a straight line this turn, the lance deals 2d6 damage instead of 1d10.

Lance: High Jump

While wielding a lance, your jump distance and jump height increase by 20 feet. If you fall at least ten feet before making an attack, you deal an additional amount of damage equal to the fall damage you would take. If you hit, you do not take fall damage.

Martial Arts Staff

Special: You may use this weapon to make style strikes. When you do so, you use this weapon’s damage instead of the damage of the style strike

Monkey’s Stance: Martial Arts Staff

You may wield this weapon in one hand (It gains Versatile (1d8) and loses the Two-Handed property) so long as your off hand remains empty, it counts as a monk weapon while doing so. While wielding a martial arts staff, your jump distance and jump height increase by 20 feet. If you fall at least ten feet before making an attack, you deal an additional amount of damage equal to the fall damage you would take. If you hit, you do not take fall damage.

Ranged/Thrown

Weapon

Damage

Price

Weight

Traits

Dart

1d4 Piercing

3 cp

1/10

Finesse, Thrown (20/60) SImple

Sling

1d4 Bludgeoning

2 sp

1

Simple, Ammunition, Range(30/120)

Blowgun

1 Piercing

2sp

1

Martial, Ammunition, Loading, Range (30/120)

Shortbow

1d6 piercing

5 gp

5

Simple, Ammunition, Two-handed, Range (60/320)

Longbow

1d10 piercing

10 gp

10

Martial, Ammunition, Two-handed, Range (150/600)

Greatbow

3d6 piercing

75 gp

30

Exotic, Heavy, Ammunition, Two-handed, Range (200/800)

Crossbow, Light

1d8 Piercing

25 gp

5

Simple, Ammunition, Loading, Two-handed, Range (80/320)

Crossbow, Hand

1d6 piercing

75 gp

3

Martial, Ammunition, Loading,  Range (30/120)

Crossbow, Heavy

2d6 piercing

50 gp

10

Martial, Ammunition, Loading, Two-handed, Range (150/600)

Kunai/ Shuriken

1d6 Slashing/Piercing

5 cp

1/10

Thrown (30/120), Finesse, Exotic

Net

1 gp

1

Special, Simple, Thrown(10/40)

Arrows (10)

1cp

.1

Bolts (10)

1cp

.1

Greatarrow

1gp

1

Blowgun Darts

1 cp

.1

Masteries

Kunai/Shuriken, Dart: Flurry

When you make a main hand attack with this weapon, you may expend 3 ammo to make that attack twice. You may instead target two creatures.

Blowgun: Unnoticed Poisoning

When you hit a creature from stealth with this weapon it does not realize it’s been attacked unless it succeeds on a Perception check vs your Stealth check.

Sling: David’s Lament

Whenever you critically hit a creature, if that creature has 50 hit points or less, it dies.

Longbow, Shortbow: Overdraw

When you make a ranged attack with this weapon, you may take a -5 to hit in order to increase the damage this attack does by 10.

Greatbow: Entrenched/Ovedraw

Special: A creature must have a strength score of 16. You cannot use this weapon while mounted.

When you make a ranged attack with this weapon, you may take a -5 to hit in order to increase the damage this attack does by 10.

As an action you may plant the bow in the ground, allowing for easier draws. While planted, the bow may not be moved from the spot, and you may overdraw without taking the -5 to hit. You may uproot the bow as an action. 

Crossbow; Light, Heavy: Quickload

You ignore the loading property on crossbows, and may reload a crossbow even without a free hand.

Hand Crossbow : Quickdraw/Quickload

When you roll initiative, you may draw and attack with this weapon.

You ignore the loading property on crossbows, and may reload a crossbow even without a free hand.

Net

Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. A net can be thrown at a creature either as an attack or as a Use an Item action.

Net: Heavy Netting

Creatures caught in your nets cannot perform somatic nor provide material spell components.

Armor Masteries

You may take an armor mastery in place of a weapon mastery, or take the Armor category in place of a weapon category mastery. You must already have proficiency with the armor to gain the mastery for it.

Armor

Type

Price

Weight

Traits

Light

Medium

Heavy

Shield

Shield

15 gp

8

+2 AC

Tower Shield

Tower Shield

25 gp

15

Heavy, Special, +3 AC 

Masteries

Light Armor: Unimpeded Movement

While wearing light armor you may take the disengage action as a bonus action on your turn.

Medium Armor: Armor Modifications

You may take one minute of work to modify a suit of medium armor. You may apply one of the listed effects to the suit of armor. You may only have one suit of armor modified with this ability at a time.

  • The wearer no longer has disadvantage on stealth checks for wearing this armor.

  • The wearer may increase the maximum Dexterity modifier of the suit of armor to (max 3).

  • This armor can be donned or doffed as an action.

Heavy Armor: Faith in Steel

While wearing heavy armor you have resistance to non-magical slashing damage. While wearing magic heavy armor, you have resistance to all slashing damage.

Shield: Deflect

While wielding a shield, you have resistance to non-magical piercing damage. While wielding a magic shield, you have resistance to all piercing damage.

Tower Shield

Special: Wielding a tower shield is a weighty endeavor, and reduces movement speed by 5 ft. You cannot use a tower shield while mounted, prone, or squeezing. You must have at least 17 Strength to wield a tower shield.

Tower Shield: Plant the Bulwark/ Superior Deflect

You may use an action to plant your tower shield in the space in front of you. It provides 3/4th  cover as if it were a tree or wall, and no longer occupies a hand. It also no longer provides a shield bonus to your AC. You may use your action to pick the shield back up.

While wielding a Tower Shield, you have resistance to non-magical bludgeoning and piercing damage. While wielding a magic tower shield, you have resistance to all bludgeoning and piercing damage.


Spellcasting Focuses

While wielding a spellcasting focus compatible with your spellcasting feature, you may activate it’s Focus Ability as described below.

Focus

Price

Weight

Keywords

Crystal Orb

30 gp

5

Arcane

Wand

15 gp

3

Arcane

Staff

30 gp

8

Arcane, Nature

Grimoire

20 gp

3

Arcane, Holy

Material Component Pouch

40 gp

7

Arcane, Holy, Nature 

Rod

15 gp

5

Arcane, Holy, Nature

Icon

20 gp

4

Holy

Scythe

20 gp

10

Special

Ring

15 gp

.5

Arcane, Holy

Amulet

10 gp

1

Holy, Arcane

Instrument

Varies

Varies

Bard

War Ruby

100 gp

Varies

Arcane, Holy

Spellcasting focuses have unique Focus Abilities available to anyone who wields them, so consider carefully which you would like to choose.

Orb: Refractive

While wielding a crystal orb, you may increase the DC for your enchantment and divination spells by 1 until the end of your turn. Once you have used this ability you cannot use any focus abilities again until you have completed a short or long rest.

Wand: Duelist’s Choice

While wielding a wand you may choose to make all of a spell or cantrip’s attack rolls with advantage until the end of your turn. Once you have used this ability you cannot use any focus abilities again until you have completed a short or long rest.

Staff: Archmage’s Delight

When you cast a spell of 1st level or higher while wielding a staff, you may cast a cantrip as a bonus action. Once you have used this ability you cannot use any focus abilities again until you have completed a short or long rest.

Grimoire: Mystic Secrets

Beyond pulling double duty as your spell book if you’re a wizard, while wielding a grimoire you have advantage on rolls to identify magic items and spells.

Material Component Pouch: Odd Reagents

While wielding a material component pouch, you may choose to use alternate material components for a spell you’re casting. You must still provide a material of equal value to the original material component. You may change the damage type and required save of that spell to any that you wish. Once you have used this ability you cannot use any focus abilities again until you have completed a short or long rest.

Rod: Sturdy Construction

While wielding a rod, when you cast a spell that restores hit points you may choose to apply an additional effect from the list below;

  • The target heals one level of exhaustion, this may only affect a character once per day

  • The target receives +1 AC for one minute

  • The target loses the stunned, frightened, charmed, or paralyzed condition

Once you have used this ability you cannot use any focus abilities again until you have completed a short or long rest.

Icon: Calling to a Higher Power

While wielding your icon, when you use a class feature that deals either radiant, fire, cold, or necrotic damage, you may add your character level to the damage of that feature. Once you have used this ability you cannot use any focus abilities again until you have completed a short or long rest.

Scythe: Grave Betrayal
While wielding a scythe that you have mastery in, when you kill a creature you may regain a number of hit points equal to your character level. Once you have used this ability you cannot use any focus abilities again until you have completed a short or long rest.

Ring: Trickster’s Key

While wielding a ring, when you cast a spell you do not need to provide verbal or somatic components for the spell. When you do this, you cannot use any focus abilities again until you have completed a short or long rest.

Amulet: Defensive Boon

While wielding your amulet, whenever you cast a spell you may choose to generate a shield, this shield provides a number of temporary hit points to you, equal to 2 times the spell’s level, that last one minute. Once you have used this ability you cannot use any focus abilities again until you have completed a short or long rest.

Instrument: Call to Arms

While wielding your instrument, whenever you cast a spell you may choose to generate a shield around an ally you can see within 60 ft, this shield provides a number of temporary hit points to that creature, equal to twice the spell’s level. These temporary hit points last one minute. Once you have used this ability you cannot use any focus abilities again until you have completed a short or long rest.

Steel Will: War Ruby

A war ruby may be inset in a weapon, taking up one hardpoint slot as though it were a weapon modification. While wielding an inset weapon you can make a single weapon attack as a bonus action when you cast a spell or cantrip. Once you have used this ability you cannot use any focus abilities again until you have completed a short or long rest.


Spell Scrolls

Spell scrolls no longer require the ability to cast spells, nor having the spell on your spell list. If you do not have the ability to cast spells, the highest level of spell you can cast from a scroll is equal to your proficiency bonus.



Feats

A few feats from the base game may not be taken, these are;

  • Sharpshooter

  • Great Weapon Master

  • Grappler

  • Crossbow Expert

  • Martial Adept

  • Warcaster

  • Weapon Master

  • Artificer Initiate

  • Eldritch Adept

  • Fighting Initiate

  • Gunner

  • Metamagic Initiate

  • Poisoner

  • Skill Expert

  • Dragon Hide

  • Inspiring Leader

Weapon Master (Revised)

Prerequisites: none

You gain proficiency in two weapons of your choice.

You may gain mastery in two weapons, armor, or style mastery types of your choice.
You may take this feat multiple times, choosing new weapons and masteries each time.

Close Quarters Combatant

Accustomed to close in bowmanship, you’ve learned to weave through the warding strikes of an opponent to hit them where it hurts. You gain the following benefits:

  • You do not have disadvantage on ranged attacks against creatures within 5 feet of you.

  • You may make opportunity attacks against creatures within 15 feet with ranged weapons.

  • When you attack a creature, that creature cannot make opportunity attacks against you until the end of your turn.

  • As a bonus action you may make an attack with a one-handed crossbow or firearm that you are wielding.

 Warcaster (Revised)

You’ve always been a strong believer in the adage “healthy body, healthy mind.” Your concentration is such that it’s difficult for your foes to shake you from your spells, and are able to react faster to openings in a foe’s guard. You gain the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

  • You do not receive disadvantage on ranged attacks against creatures within 5 ft of you.

Martial Adept (Revised)

  • You learn one of these new maneuvers: Parry or Power Strike.

Parry

As a reaction to being hit by an attack you may roll a superiority die and reduce the damage you take by the result + your Dexterity modifier (minimum 1)

Power Strike

When you hit a creature with an attack you may add a superiority die to the attack’s damage roll.

  • You gain three adept dice, which may be spent as though they were superiority dice to fuel your maneuvers. These dice are d6s, and you regain all uses of them when you complete a short or long rest.

  • You learn the first tier ability of a Fighting Style of your choice. (You must meet any prerequisites for your chosen fighting style.)

  • You may choose this feat multiple times, each time gaining 3 additional adept dice, and either learning the next tier of your chosen fighting style or the other available maneuvers from this feat.

Shiftling Knack

Prerequisite: Changeling

Your skill with your inborn changeling powers improves. You no longer need to maintain concentration to stay transformed with your Shiftling power. Additionally you may change non-superficial traits, affording you additional transformation options:

  • You may change sex when you transform.

  • You can grow clawlike nails, increasing your unarmed attacks to 1d4 slashing (1d8 if you’re a Blood Hag Changeling)

  • Grow up to one size larger or shrink up two sizes smaller. Shrinking smaller reduces your speed by 5 ft. Reducing to size Tiny halves your weapon attack damage.

If you maintain concentration on your transformation you can also:

  • Suppress one of your tells, either your Bloodline or Shiftling tell.

  • Change your racial ability bonus (The +1 to a single ability score you gain from your race)

  • You can take the form of an animal with a CR of less than 1. Doing so changes none of your ability scores or hit dice, but changes your size, movement speeds and other abilities. You can still speak while transformed into an animal like this, though you cannot provide somatic or material components. 

The above changes cease if your concentration is interrupted or you begin concentrating on something else.

Blood of the Dragon

Prerequisite: Dragonborn

Your natural draconic abilities become even more pronounced. You rise to the level of a true Half-Dragon gaining some measure of the power held by the creature that blessed you.

  • Increase your Strength, Charisma, or Constitution by 1, to a maximum of 20.

  • You now count as both a Humanoid and a Dragon for the purposes of spells or abilities.

  • Your senses improve greatly, granting blindsense out to a radius of 10 ft.

  • Your tail becomes prehensile, allowing you to wield a weapon or interact with objects, even with your hands full.

  • Your scales harden and you become heartier and harder to hit. You gain hit points equal to your level, plus an additional 1 every time you gain a level. While not wearing armor you have an AC of 13 + your Dexterity Modifier. If you have the Unarmored Defense feature, you may add an additional +1 to your AC. You may carry a shield and still gain this benefit.

Inspiring Leader (Revised)

Prerequisite: Wisdom or Charisma 13

You can spend one minute inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma(Perform, Persuasion, Deception, or Intimidation) or your Wisdom(Insight). 

You gain the following abilities, you may use each once, and regain all of your uses whenever you complete a long rest.:

  • Into the Breach!: When you succeed on a Shove, Reposition, Attack, or Grapple, an ally of your choice within 30ft may move up to their speed and make a single melee attack against the creature you hit or succeeded against at any point in that movement.

  • Don’t Die on Me!: When a creature you can see is reduced to 0 hit points you may use your reaction to make a Charisma(Perform, Persuasion, Deception, or Intimidation) or Wisdom(Insight) check, DC equal to (5 + the damage dealt to the target creature.) If you succeed, instead of being reduced to 0 hit points, they are reduced to 1 hit point.

  • Spring the Ambush!: When you roll initiative and are not surprised, you and up to one other creature of your choice may change your initiative roll to match the highest initiative roll amongst friendly creatures you can see or hear.


New Equipment

Name

Weight

Price

Foci Kit

10 lbs

40 gp

Foci Kit: Used by academics to etch their formulas into equipment, this expensive toolset contains many specialized chisels and threads.

Special Thanks

Digital Paradise- Who helped draft large amounts of the weapon masteries and inspired the style system

Lithmus – Who’s knowledge of numbers helped come to the expected CR totals we have, as well as provided the inspiration for the spell focus systems.

Roseilla

Sangerang

Unity May – Providing feedback on vehicles and Soldier/Tanker subclasses and backgrounds.

Archhaven- For providing assistance with the Artificer rewrite

God Emperor Chungus- For assisting with the crafting rules

Magician for assisting with the crafting rules.

Kibblestasty for providing the original Artificer framework and kindly giving permission to use their work.

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