Martial Class Revamp v0.8.0 #


Class Revamp Notes

Barbarian #

Name Level Tag Description
Subclass 1 You gain a subclass of your choice at 1st Level instead of 3rd.
Rage 1 Buffed You unleash a primal ferocity within yourself called Rage, granting you both extraordinary might and resilience.
As a Bonus Action you can enter your Rage on your turn, provided you aren’t wearing Heavy Armour. You can Rage a number of times per day equal to 1 + your Proficiency Bonus.
When you complete a Short Rest and have no usages of Rage remaining, you regain one usage of Rage. When you complete Long Rest you regain all expended usages of Rage. Additionally once per Long Rest you can spend 10 minutes in calm focus to regain all expended usages of Rage.

While active your Rage provides you with the following benefits:
- You have resistance to Bludgeoning, Piercing, and Slashing Damage.
- Your Rage Damage Bonus is equal to your Proficiency Bonus, and you add it to the damage of any Attack you make using Strength.
- You have advantage on Strength Checks and Saving Throws.

Your Rage lasts until the end of your next turn, ending early if you dismiss it at will, don Heavy Armour, or if you become Incapacitated. If your Rage is still active on your next turn, you can extend the Rage for another round up to a maximum of 10 minutes by doing one of the following:
- Make an Attack Roll against an enemy.
- Force an enemy to make a Saving Throw.
- Use your Bonus Action to extend your Rage.
Unarmoured Defence 1 Buffed Your AC while not wearing armour is equal to 10 + your Strength Modifier + your Constitution Modifier.
Danger Sense 2 Buffed You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity Saving Throws while you are not Incapacitated.
Reckless Attack 2 Buffed You can throw aside all concern for defence to attack with fierce desperation. When you take the Attack Action, or immediately after missing with an Attack (and making a new Attack Roll potentially turning a miss into a hit), you can decide to attack recklessly. Until the start of your next turn you have advantage on Attack Rolls using Strength, however Attack Rolls against you have advantage as well.
Technique Execution 2 New You gain access to the Technique Execution Feature.
Primal Knowledge 3 Buffed & TCE-S You gain proficiency in one Skill of your choice, you also gain another skill proficiency of your choice when you reach 10th Level in this Class.

When you make Intimidation, Perception, & Nature Ability Checks you can use your Strength Modifier instead, and when making Acrobatics, Stealth, & Survival Ability Checks you can use your Constitution Modifier instead.
Additionally you gain advantage on Ability Checks using your Constitution Modifier while Raging.
Savage Strikes 3 New You gain access to the Savage Strikes feature.
Primal Fury 7 New You have advantage on Saving Throws against being Charmed or Frightened.
Primal Nature 7 Reworked You gain one of the following features of your choice, additionally you can change your selection from this feature whenever you complete a Long Rest:

Primal Instincts.
Primal Pounce.
Primal Menace.
Primal Instincts Reworked You cannot be surprised and you can add your Strength Modifier to your Initiative Rolls.
Primal Pounce Buffed & TCE-S As part of the Bonus Action you take to enter your Rage, you can move up to twice your speed.
Primal Menace New For the duration of your Rage enemies within 20ft of you have disadvantage on Attack Rolls made against targets other than you, additionally enemies who start their turn within 20ft of you have their speed halved until the start of their next turn.
Vicious Strikes 9 New When you use your Savage Strikes feature these Attacks deal an extra 1d10 damage.
You gain access to the options from the Vicious Strikes section listed in Savage Strikes.
Brutal Savagery 9 Rework & Rename Formerly “Brutal Critical”.
When you hit with an Attack for every 6 points higher the Attack Roll is than the target’s AC you can add 1 additional Weapon Damage Die to the Attack’s Damage Roll.
The requirements of this effect reduces by 1 when you reach 11th level (5 points above AC), 13th level (4 points above AC), 15th level (3 points above AC), and 17th level (2 points above AC).
Relentless Rage 11 Buffed If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution Saving Throw. If you succeed, instead of falling Unconscious you regain a number of Hit Points equal to twice your Barbarian Level.
Each time you successfully use this feature, the DC increases by 5, returning to normal when you finish a Short or Long Rest.
Apex Brutality 13 New When you roll initiative if you are not currently raging, you can enter your Rage. You can choose one of the listed benefits that lasts the duration of your Rage. If you have no Rages remaining you can use this feature to enter your Rage, however, when this Rage ends you take damage equal to 2d4 times your Barbarian Level.

Limitless. You gain a third attack which you can use whenever you take the Attack Action.
Vanquisher. When you reduce a Creature to 0 Hit Points you regain Hit Points equal to your Barbarian level.
Subjugator. You are counted as one size larger for the purposes of Grappling, Targets Grappled by you provoke an Attack of Opportunity from you at the start of their turn.
Persistent Rage 15 Buffed You Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage only ends early if you choose to dismiss it at will, gain the Unconscious condition, or don Heavy Armour.
Unstoppable 16 New You gain one of the following features of your choice, additionally you can change your selection from this feature whenever you complete a Long Rest:

Unstoppable Force.
Unstoppable Onslaught.
Unstoppable Predator.
Unstoppable Force New Your speed increases by an additional 20 feet. On your turn, for every 15ft you move in a straight line towards a Creature you can see, you gain a +1 to hit against that Creature on your next attack.
Unstoppable Onslaught New Your AC increases by 2. While within 5ft of three or more enemies you gain a +1 to Attack Rolls for every enemy within 5ft of you.
Unstoppable Predator New Every time your Relentless Rage feature activates you gain a +3 to Attack Rolls until your Rage ends.
Apex Strikes 17 New When you use your Savage Strikes feature you can choose a second option from the options available to you, additionally the extra damage on your Savage Strikes increases to 2d10.
You gain access to the options from the Apex Strikes section listed in Savage Strikes.
Mythic Boon 19 New You gain an Mythic Boon or another feat of your choice for which you qualify. (See: Feat Revamp).
Primal Titan 20 Buffed & Rename Formerly “Primal Champion”.
Your maximum for those Ability Scores is now 25.
In addition, your carrying capacity (including maximum load and maximum lift) is multiplied by 10.
Apex Titan 20 New Your options listed in the “Apex Brutality” Feature gain additional benefits.

Limitless. Starting at 20th level you can take the Attack Action as a Bonus Action, for the duration of this rage.
Vanquisher. Starting at 20th level you gain immunity to Bludgeoning, Piercing, and Slashing damage, for the duration of this rage.
Subjugator. Starting at 20th level you can grapple up to two Creatures at a time, additionally Creatures grappled by you have disadvantage on Checks made to escape from your grapple.

Fighter #

Name Level Tag Description
Subclass 2 You gain a subclass of your choice at 2nd Level instead of 3rd.
Second Wind 1 Rework You have pool of a number of d10s equal to your Fighter Level that you can expend to shrug off wounds. When you take damage from an enemy Creature, you can use your Reaction to expend a number of dice from the pool, roll them (adding your Constitution Modifier to each roll), and regain a number of Hit Points equal to the roll’s total.
You regain all spent dice when you complete a Long Rest.
Fighting Style 1 Buffed When you complete a Long Rest you can replace one of your chosen Fighting Styles with another available to you (See: Fighting Styles for options/changes).
Action Surge 2 Buffed You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action, which cannot be used to directly cast a spell.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest.
Starting at 11th Level, you can use this feature two times before a rest but only once on a turn, and at 17th Level you can use this feature three times before a rest but only twice on a turn.
Tactical Mind 2 New You have a mind for tactics on and off the battlefield. When you fail an Ability Check, you can expend a use of your Second Wind to push yourself towards success. Rather than regaining Hit Points, you roll 1d10 and add half the number rolled (rounded up) to the Ability Check, potentially turning it into a success. If the check still fails, this use of Second Wind is still expended.
Technique Execution 2 New You gain access to the Technique Execution Feature.
Weapon Mastery 2 New You gain one option of your choice from Weapon Mastery feature, you gain one additional option of your choice at 6th Level, 10th Level, and 14th Level.
Maneuvers of War 3 New You gain access to the Maneuvers of War feature.
Rapid Response 5 New As part of the Reaction you use to activate your Second Wind feature you can choose one of the following effects:
Tactical Strike. You can make one Attack against a Creature within your weapon’s reach.
Tactical Shift. You can move up to half your Speed without provoking Opportunity Attacks.
Indomitable 9 Buffed If you fail a Saving Throw, you can reroll it with a bonus equal to your Fighter Level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.
Starting at 11th Level, you can use this feature two times before a rest but only once on a turn, and at 17th Level you can use this feature three times before a rest but only twice on a turn.
Tactical Master 9 New When you Attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that Attack.

Note: This is a 5.24e feature, and has not been properly ported to this version yet.
Studied Attacks 13 New You study your opponents and learn from each attack you make. If you make an Attack Roll against a Creature and miss, you have advantage on your next Attack against that Creature before the end of your next turn.
Mythic Boon 19 New You gain an Mythic Boon or another feat of your choice for which you qualify. (See: Feat Revamp).

Monk #

Name Level Tag Description
Core Class Traits 1 You have proficiency with Simple Weapons, and Martial Weapons with the Light Property.
Subclass 2 You gain a subclass of your choice at 2nd Level instead of 3rd.
Additionally once per Long Rest you can use your Subclasses Level 2 Feature that costs Ki without needing to spend Ki.
Martial Arts 1 Buffed Your practice of martial arts gives your mastery in combat styles that use your Unarmed Strikes and Monk Weapons, which are the following:
- Simple Melee Weapons
- Martial Melee Weapons that have the Light Property

You gain the following benefits while you are unarmed or wielding only Monk Weapons and you aren’t wearing Armour or wielding a Shield:
- Swift Strike. You can make an Unarmed Strike as a Bonus Action.
- Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk Weapons. This die changes at the Monk Levels: 5 (1d8), 11 (1d10), and 17 (1d12).
- Dexterous Attacks. You can use your Dexterity Modifier instead of your Strength Modifier for the Attack and Damage Rolls of your Unarmed Strikes and Monk Weapons. In addition, when you use the Grapple or Shove Actions (or as Attack Replacements), you can use your Dexterity Modifier instead of your Strength Modifier to determine the Save DC.
Ki 2 Buffed Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Ki Points and you have a total number of Ki Points equal to your Monk Level.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defence, and Step of the Wind, each of which is detailed below.
When you expend a Ki Point, it is unavailable until you complete a Long Rest, at which point you regain all your expended points.
Some features that use Ki Points require your target to make a Saving Throw. The Save DC equals 8 + your Wisdom Modifier + your Proficiency Bonus.

- Flurry of Blows. You can expend 1 Ki Point to make two Unarmed Strikes as a Bonus Action.
- Patient Defence. You can take the Disengage Action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge Actions as a Bonus Action.
- Step of the Wind. You can take the Dash Action as a Bonus Action. Alternatively, you can expend 1 Ki Point to take both the Disengage and Dash Actions as a Bonus Action, and your Jump distance is doubled for the turn.

Default no Ki Cost Dash Action as Bonus Action. 1 Ki Point = Dash AND you can move one willing Creature of your choice within reach with you leaving them in an unoccupied space you can see within 5 feet of you.
Heightened Self 2 New Once per Long Rest when you roll for Initiative you can choose to restore your Ki Points to full, when you do so roll your Martial Arts Die, and regain a number of Hit Points equal to the number rolled + your Monk Level.
Technique Execution 2 New You gain access to the Technique Execution Feature.
Deflect Harm 3 Renamed & Buffed When an Attack Roll hits you and its damage includes Bludgeoning Piercing, or Slashing Damage, you can use your Reaction to reduce the Attack’s total damage against you. The reduction equals 1d10 + your Dexterity Modifier + your Monk Level.
If you reduce the damage to 0, you can choose to either regain 1 expended Ki Point or you can expend 1 Ki Point to redirect some of the attack’s force. If expend the Ki Point, choose a Creature you can see within 5 feet of yourself if the Attack was a Melee Attack or a Creature you can see within 60 feet of yourself that isn’t behind Total Cover if the Attack was a Ranged Attack. That Creature must succeed on a Dexterity Saving Throw or take damage equal to two rolls of your Martial Arts Die + your Dexterity Modifier.
The damage is the same type dealt by the attack.
Martial Arts Master 3 New You gain access to the Martial Arts Master feature.
Stunning Strike 5 Rework Once per turn when you hit a Creature with a Monk Weapon or an Unarmed Strike, you can expend 1 Ki Point to attempt a stunning strike. The target must make a Constitution Saving Throw. On a failed save, the target gains the Stunned Condition which lasts until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next Attack Roll made against the target before then has advantage.
Empowered Strikes 6 Rework Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force Damage or its normal Damage Type.
Elevated Self 7 New If your Heightened Self feature is expended and you have no Ki Points remaining, when you roll for Initiative you regain 2 expended Ki Points.
Acrobatic Movement 9 While you aren’t wearing Armour or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
Purity of Mind 10 New Your Flurry of Blows, Patient Defence, and Step of the Wind gain the following benefits:

- Flurry of Blows. You can expend 1 Ki Point to use Flurry of Blows and make three Unarmed Strikes instead of two.
- Patient Defence. When you expend a Ki Point to use Patient Defence, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts Die.
- Step of the Wind. When you expend a Ki Point to use Step of the Wind, you can choose a willing Creature within reach that is no more than one size Larger than you. You move the Creature with you until the end of your turn. The Creature’s movement doesn’t provoke Opportunity Attacks.
Purity of Body 10 Buffed The Ki flowing through your body enhances your vitality granting you the following benefits:

- You can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.
- You have advantage on Saving Throws to resist the effects of poison.
- Forgoing food and water does not grant you levels of exhaustion.
- You are immune to disease.
Purity of Soul 10 New You gain a number of Purity Dice equal to double your Proficiency Bonus that can be used with your Martial Arts Master feature. Your Purity Dice recharge on Long Rest.
Deflect Energy 13 New You can now use your Deflect Harm feature against attacks that deal any Damage Type, not just Bludgeoning, Piercing, or Slashing.
Perfect Self 14 New You gain proficiency in all Saving Throws, and whenever you make a Saving Throw and fail, you can expend 1 Ki Point to reroll it, and you must use the new roll.
Additionally when you regain Ki Points through your Elevated Self feature, you now regain 4 expended Ki Points instead of 2 if you have 3 or fewer when you roll for Initiative.
Empty Body 18 Buffed At the start of your turn, you can expend 3 Ki Points to bolster yourself against harm for 1 minute or until you become Incapacitated. During that time, you have resistance to all damage except Force Damage.
Mythic Boon 19 New You gain an Mythic Boon or another feat of your choice for which you qualify. (See: Feat Revamp).
Enlightenment 20 New Your Dexterity and Wisdom Scores increase by 4 to a maximum of 25.
Additionally you gain 1 Ki Point at the start of every round while in combat with a hostile Creature.

Rogue #

Name Level Tag Description
Core Class Traits 1 You gain proficiency with Ranged Martial Weapons.
Subclass 2 You gain a subclass of your choice at 2nd Level instead of 3rd.
Vital Strike 1 Rename Formerly “Sneak Attack”.
Roguish Gambits 1 New By manipulating your Vital Strike you can employ powerful gambits to beguile and subvert your enemies. For the rules of this Feature and your options see: Roguish Gambits.
Technique Execution 2 New You gain access to the Technique Execution Feature.
Scoundrel Fledgling 3 New You gain your choice of a Scoundrel Specialization and its Fledgling Feature(s) presented in: Scoundrel Specializations.
Steady Aim 3 Buffed & TCE-S As a Bonus Action, you give yourself advantage on your Attack Rolls on the current turn. You can use this Bonus Action only if you haven’t moved during this turn, and after you use the Bonus Action, your Speed is 0 until the end of the current turn.
Cunning Strikes 5 New You gain additional options for your Roguish Gambits feature following the same rules Roguish Gambits.
Deadly Focus 6 New If you do not possess the Extra Attack feature, when you hit a Creature with a Weapon Attack, on an Attack Roll of 17-20 the Attack is scored as if it was a Critical Hit.

This feature’s effect improves when you reach 9th level (16-20), 13th level (15-20), and 17th level (14-20).
Evasion 7 Buffed Additionally whenever this feature activates you can choose to provide this benefit to a number of Creatures of your choice up to your Proficiency Bonus so long as those Creatures are within 15 feet of you and can see or hear you.
You can provide this benefit to allies a number of times per Long Rest equal to your Proficiency Bonus.
Scoundrel Gifted 7 New You gain access to the Gifted Features offered by your chosen Scoundrel Specializations.
Enhanced Gambits 8 New A number of your Gambit Points equal to your Proficiency Bonus become Upgraded Gambit Slots.
Devious Strikes 11 New You gain additional options for your Roguish Gambits feature following the same rules Roguish Gambits.
Scoundrel Savant 11 New You gain access to the Savant Features offered by your chosen Scoundrel Specializations.
Scoundrel Master 15 New You gain access to the Master Features offered by your chosen Scoundrel Specializations.
Stroke of Luck 15 Buffed Moved from 20th Level to Level 15.
Fatal Strikes 16 New You gain additional options for your Roguish Gambits feature following the same rules Roguish Gambits.

Additionally, once per Short Rest when you roll the dice for your Vital Strike you can choose a number of the dice equal to your proficiency bonus and reroll them.
Afterimage 20 New Your base Speed is doubled.
Any Attack that you make that scores a Critical Hit can apply your Vital Strike feature, even if you have already used Vital Strike on the current turn.
Creatures that have yet to hit you on their turn have disadvantage on Attack Rolls they make against you.
If a target misses on an Attack against you, you can teleport 5 feet to an unoccupied space you can see.