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If you roll a 20 on the d20 (called a “natural 20”) for a skill check, then add 5 to the total.
If you roll a 1 on the d20 (a “natural 1”) for a skill check, then subtract 5 from the total.
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-When you roll a Natural 1 on a D20 skill test, attack roll or saving throw during an encounter you may put a D20 in the "pot" for any player to take and use for an advantage during a D20 skill test, attack roll or saving throw. The "pot" is usually the top of a dice container, beer can or any other object that is visible to the table and can hold multiple dice.
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When you score a Critical Hit, you deal extra damage. Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you also roll those dice twice.
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When you score a Critical Hit, you deal extra damage. Roll the attack’s damage and add any relevant modifiers as normal, then double that number. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you add it to the total damage before you double the amount.
Desperate Measures comes into play when a player character is "bloodied", or at half or fewer of their hit points. In general, they allow a player on their turn to pre-mark a certain number of death save throw failures in exchange for specified consequences. The death saves reset after a long rest.
The player can immediately take dash and disengage actions.
The player can reroll any d20 test they just failed.
The player regains one Level 1 spell slot.
If an attack roll hits, each damage die deals maximum damage.
The player can give all allies a Heroic Inspiration.
The player regains an expended spell slot of Level 2 or 3.
The player can immediately take another turn on their Initiative minus 1. During this turn the player can only take the Attack action or Magic action.
The player regains an expended spell slot of Level 4 or 5.
The player can spend their HD to heal themselves.
(Added weapons are in parenthesis.)
1. Cleave Weapons: Greataxe, Halberd (Greatsword, Glaive)
2. Graze Weapons: Glaive, Greatsword, (Greataxe, Lance, Pike)
3. Nick Weapons: Dagger, Light Hammer, Sickle, Scimitar (Club, Handaxe, Shortsword)
4. Push Weapons: Greatclub, Pike, Warhammer, Heavy Crossbow (Halberd, Maul, Quarterstaff)
5. Sap Weapons: Mace, Spear, Flail, Longsword, Morningstar, War Pick (Battleaxe, Greatclub, Longbow, Warhammer)
6. Slow Weapons: Club, Javelin, Light Crossbow, Sling, Whip, Longbow, Musket (Flail, Heavy Crossbow, Shortbow)
7. Topple Weapons: Quarterstaff, Battleaxe, Lance, Maul, Trident (Whip, Sling)
8. Vex Weapons: Handaxe, Dart, Shortbow, Rapier, Shortsword, Blowgun, Hand Crossbow, Pistol. (Dagger, Longsword, Scimitar, Sickle)
**You now pick a weapon mastery you know instead of a weapon. You may now use the special technique with any weapon that has the mastery. I.E. You pick Vex and Nick as a Rogue. Now you can use Vex and Nick with any weapon that you are proficient in that also has that mastery.
War Domain
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LEVEL 9
War God's Wrath: You can empower your spiritual weapon as part of your channel divinity. It does 2d8 damage. This goes up to 3d8 at 13th and 4d8 at 17th level. This ability can be used once a long or short rest.
Base Class
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LEVEL 13: Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
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When you cast the Hunter's Mark spell using the ability Favored Enemy, the spell doesn’t require Concentration. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the Incapacitated condition, or die.
Prerequisite: Level 4+, Dex 13+
You gain the following benefits.
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
With awe-inspiring skill you unleash a thrown weapon or arrow, knocking a missile out of the air. You gain the following benefits:
Arial Deflect.When a ranged weapon attack roll hits you or another creature or object within 10 ft and you are wielding a ranged weapon, you can take a Reaction to reduce the attack’s total damage. The reduction equals your ranged weapon's damage. Deal damage as if you were damaging an object.
If you reduce the damage to 0, you can deflect the missile into any square within your weapon's normal range.
Overwatch. When you make an opportunity Attack you can use your Reaction to make one ranged Attack against the provoking creature.
Prerequisite: Level 4+, Strength or Dex 13+
You gain the following benefits.
Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.
You have mastered the art of the whip and can perform maneuvers most others cannot. You gain the following benefits:
Whip Entangle. When you use the Grapple option while wielding a whip, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC. A whip can only be used to grapple a single creature at a time. You cannot attack with your whip while it is being used to grapple.
Get Over Here! You can use a bonus action to drag a creature grappled by your whip up to 10 ft towards you. If the creature is moved within 5 ft of you, you can apply the restrained condition to the grappled creature. You cannot attack with your whip while the creature has the restrained condition.