Sundry Class Options (10050331)
Sundry Class Options (10050331)
Sundry Class Options (10050331)
Adventurer
To include the "Way of the Unmastered" for the Monk, "Oath of the People" for the
Paladin, "Enforcer" for the Rogue, and "School of Battle" for the Wizard, as well as
a host of Warlock Invocations and Fighting Styles for martial classes
No Master, No Name
Beginning at 11th level, you can't be unwillingly recognized
unless a creature uses its action to inspect your appearance
in detail. The creature must succeed on an Intelligence
(Investigation) check against your ki save DC. You can
spend a ki point to increase the difficulty of this check by 5
as a reaction to the check.
In addition, you can't be the subject of divination spells
and can't be perceived by magical sensors unless the caster
has a piece of your body or a highly personal possession,
such as a piece of well-worn jewelry or a childhood
treasure. These items no longer modify your saving throw
against these effects, but are instead necessary to cast the
spell successfully at all.
Oath Spells
Level Spells
3rd heroism, create or destroy water
5th branding smite, enthrall
9th create food and water, beacon of hope
13th freedom of movement, guardian of faith
17th geas, passwall
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Heal the Sick. You can perform minor miracles, healing
infirmities brought on by poverty or dishonorable acts. As a
bonus action, each creature of your choice that can hear
you within 30 feet of you is cured of any diseases or
poisons currently affecting it, up to a maximum of your
Charisma modifier.
Reveal the Darkness. As an action, you can reveal
hidden things with your Channel Divinity. Within 60 feet of
you, invisible creatures become visible, secret passages
open, and creatures using Dexterity (Stealth) checks to
hide are revealed. This effect affects the area around you
for 1 minute.
Aura of Protection
Starting at 7th level, creatures within 30 feet of you that
you choose, excluding you, have resistance to damage from
area-of-effect spells, attacks, and other damaging affects
which target more than one creature, such as a dragon's
breath or a fireball.
Unbreakable Will
Starting at 15th level, you have advantage on saving throws
to avoid becoming charmed or frightened.
Rogue - Enforcer
Enforcers form the support structure for thieves, assassins,
and other shady characters. More physically-inclined than a
typical rogue, these brutes eschew charisma and grace in
favor of underhanded maneuvers and heavy weaponry.
Many become pirates or brigands, taking what they desire
by force rather than finesse.
Most enforcers find the knives and hand crossbows so
beloved of their smaller counterparts to be distasteful at
best, and outright absurd for combat at worst. Such a rogue
would sooner use a dagger to pick his teeth than solve his
problems.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency with medium armor, shields, and martial
weapons.
Brutal Strike
Starting at 3rd level, you can apply brute force with deadly
precision. You can use your Sneak Attack when making an
attack with one-handed or versatile weapons other than
finesse or ranged weapons, including your unarmed strike.
In addition, you don't need advantage on your attack roll or
an additional hostile creature within 5 feet of the target to
use Sneak Attack if you are making an opportunity attack.
Dirty Trick
Starting at 9th level, you can set up your own openings for a
successful strike. You can use a bonus action to strike a
creature within 5 feet of you in a sensitive area, throw sand
in its eyes, or otherwise bully it with your physicality or
environment.
That creature must make a Dexterity or Constitution
saving throw (DC 8 + your Strength modifier + your
proficiency bonus). On a failed saving throw, the next melee
weapon attack or unarmed strike the creature makes gains
disadvantage, and your next attack on the creature gains
advantage.
Powerful Physicality
Starting at 13th level, you can use a bonus action on your
turn to gain advantage on the next Charisma (Intimidate)
check you make, and may add your Strength modifier as
well as your Charisma modifier to the roll. You can also use
a bonus action on your turn to gain advantage on the next
Strength check you make to break free of bonds, break an
object, or force open a stuck, locked, or barred door or
chest. Other similar Strength checks may also receive this
benefit at the GM's discretion.
Stopping Power
Starting at 17th level, you become an imposing target to try
to pass by. When you make an opportunity attack against a
creature, it must make a Constitution saving throw (DC 8 +
your Strength modifier + your proficiency bonus). On a
failed save, the creature's speed is reduced to 0 for one turn
and it is knocked prone.
Student of Battle
Beginning when you select this school at 2nd level, you gain
proficiency with simple weapons, light armor, medium
armor, and shields. You also gain proficiency in two martial
weapons of your choice.
Enspell Blade
At 2nd level, you gain the ability to focus magical power
through your weapon. As a bonus action, you can
temporarily turn your weapon into a magic weapon, with
no other benefits. This effect requires your concentration,
as if you were concentrating on a spell, and lasts up to one
hour. You can use this feature a number of times equal to
your Constitution modifier (minimum 1) until your next
long rest.
If your weapon is already magical, when you hit a
creature with an attack from the weapon, you can expend
one spell slot to deal fire, cold, or lightning damage to the
target, in addition to the weapon's damage. The extra
damage is 2d4 for a 1st-level spell slot, plus an additional
1d4 for each spell level higher than 1st, up to a maximum
of 5d4.
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Supernal Focus
At 10th level, you gain proficiency in Constitution saving
throws. In addition, whenever you make a Constitution
saving throw to maintain concentration on a spell, you have
advantage on the roll.
Fighting Styles
Warlock Invocations
Grace
Blinking Blade
Bully
Rider
When riding a horse or other mount, you can take a bonus
action on each of your turns in combat. This action can be
used only to cause your mount to take an Attack action
instead of a Dash, Dodge, or Disengage action.
Tome of Blades
Prerequisite: Pact of the Tome
The first ranged spell attack roll you make against a
target within 5 feet each round does not have disadvantage.