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D&D 5E True20 Classes for 5e

Antonlowe

First Post
[h=1]Ture20 Class system for 5e[/h]
Hello everyone! I am doing a major revamp of 5e for my own personal enjoyment, and I would love your help with a new class system I want to develop. I realize this will be a lot of work, but I am doing it for enjoyment, so that’s not an issue.

As stated in the title, I used the true 20 ‘class’ system as the basis for my design.
Once I am confident in the base classes themselves, I plan on creating a long list of archetypes. The plan is that nearly any archetype will be available to any character. The archetypes and probably some new feats will help to put back in the special abilities that have been removed.

Design Goals:

· Decrease the amount of system mastery required to achieve a concept.
· Allow for as many as possible character concepts to be achieved.
· Encourage players to be the ones to envision their own concept of what their character is.

Features

· All Archetypes are available to all characters.
· A more unified progression of abilities which is siloed into a few different boxes.
· With only three base classes, it’s much easier to create a new character.

Known Bugs:

· Not all concepts are possible at level 1. (Spell casting warriors)
· 1st level characters of the same class seem too similar

Replies that would be Helpful to might include the following:

· How would I create concept X using this system?
· Feature X seems far too under/over powered compared to 5e’s default system.
· Feature X is way under/over powered compared to feature Y in this system.
· What if you changed feature X to feature Y?
· How is X supposed to work, the wording is unclear.
· Why did you make this particular decision as a design choice?
· Have you seen this article/forum post?
· Encouragement.
 

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Antonlowe

First Post
[h=1]Unified Progressions[/h]To make the system work, there are a number of character features which will now depend upon character level as opposed to class level.
Character Level Benefits
1 Mystic Bond 1*
2
3 ABI
4 Archetype
5 Mystic Bond 2
6 ABI
7 Archetype Feature
8 ABI
9
10 Archetype Feature
11 Mystic Bond 3
12 ABI
13
14 ABI
15 Archetype Feature
16 ABI
17
18 ABI
19 Archetype Feature
20
*Mystic Bond is the number of magic items you can bond with.
 
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Antonlowe

First Post
The Adept

Classes
[h=1]Adept[/h]Students of great potential and unwavering discipline may walk the path of the adept. Wielders of powerful magic such as the adept control forces both dangerous and powerful. Only the truly devoted will ever learn the great secrets found within the art of magic.
[h=2]Hit Points[/h]Hit Dice: d6
Hit Points at 1st Level: 6 + Constitution Modifier.
Hit Points at Higher Levels: 3 + Constitution Modifier per level after 1st.
[h=2]Starting Proficiencies[/h]You are proficient in all the following features in addition to any proficiencies acquired from race or background.
Armor: None
Weapons: Simple Weapons.
Saving Throws: Wisdom and Intelligence or Charisma.
Tools, Skills and Language Proficiencies: Pick any 2.
[h=2]Equipment[/h]1. (a) Chainmail or, (b) Leather Armor, Longbow with 20 arrows.
2. (a) A martial weapon and shield or, (b) two martial weapons.
3.A Traveler’s Pack
[h=3]Tradition[/h]As a student of magic, you must choose the source of your magical power; Arcane, Divine, or Primal.

If you chose the Arcane source, you gain access to the Wizard class spell list.
If you choose the Divine source, you gain access to the Cleric class spell list.
If you choose the Primal source, you gain access to the Druid class spell list.

[h=3]Source[/h]Adepts channel magic in different ways. Some learn magic through years of study, others channel power from the sheer force of their personality, and a few from a quite inner power.
At 1st level, you must choose a Key Ability associated with your spellcasting. This must be one of your mental ability scores (Int, Wis, or Cha).
You add your key ability modifier to the Save DC of all spells you cast. You also add your key ability modifier to all attack rolls you make with spells.

[h=3]Preparing and Casting Spells[/h]You start at 1st level with 3 cantrips prepared. Additionally you may choose an additional number of spells equal to your key ability modifier + your adept level to prepare. These must all be spells for which you spell slots for.
If you wish to change your prepared spells, you may do so, but first you must find a source which contains the spell which you wish to prepare. See downtime rules for more information.
The Adept table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

[h=3]Font of Magic[/h]At 2nd level, you gain access to the font of magic. You gain 2 mana points, and you gain an additional mana point every time you gain a level of adept. You may never have more mana points then your level. You regain all spent mana points at the end of a long rest.
Flexible Casting: You may spend mana points to cast spells without using spell slots, or sacrifice spell slots to gain extra mana points.
You may cast a spell you have prepared by spending a number of mana points equal to twice the spells level.
You may sacrifice an unused spell slot to regain a number of mana points equal to the slots spell level.
[h=3]Talent[/h]At 3rd level and every two levels thereafter (6th, 8th 10th, 12th, 14th, 16th and 18th level) you gain a talent. You may choose from one of the following options.
· Add +1 to two different ability scores of your choice. This cannot increase an ability score above 18.
· Gain any one feat for which you qualify for.
[h=3]Archetype[/h]At 4th level you may choose an archetype of your choice. At 4th, 7th, 11th, 15th, and 19th level you gain an additional feature from your archetype.
[h=3]Meta Magic[/h]At 5th level, and again at 9th, 13th, 15th and 17th level. You may choose one meta magic ability.
Careful Spell: When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 mana point and choose a number of those creatures up to your key ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell: When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 mana point to double the range of the spell.
When you Cast a Spell that has a range of touch, you can spend 1 mana point to make the range of the spell 30 feet.
Empowered Spell: When you roll damage for a spell, you can spend 1 mana point to reroll a number of the damage dice up to your key ability modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell: When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 mana point to double its Duration, to a maximum Duration of 24 hours.
Heightened Spell: When you Cast a Spell that forces a creature to make a saving throw to resist its effects, you can spend 3 mana points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell: When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 mana points to change the Casting Time to 1 Bonus Action for this casting.
Subtle Spell: When you Cast a Spell, you can spend 1 mana point to cast it without any somatic or verbal Components.
Twinned Spell: When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of mana points equal to the spell’s level to target a second creature in range with the same spell (1 mana point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.
Substituted Spell: When you cast a spell that deals, acid, cold, fire, lightning or thunder damage, you may spend 1 mana point to change the type of damage to another elemental type.
 
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Antonlowe

First Post
The Expert

[h=1]The Expert Class[/h]Experts are the craftsman, diplomats, crafty thieves, or even athletes of the world, very few experts are exactly alike in their talents, some and though they often have some skills in common, it's rare that they'll share the same array.

[h=2]Hit Points[/h]Hit Dice: d8
Hit Points at 1st Level: 8 + Constitution Modifier.
Hit Points at Higher Levels: 4 + Constitution Modifier per level after 1st.
[h=2]Starting Proficiencies[/h]You are proficient in all of the following features in addition to any proficiencies acquired from race or background.
Armor: Light
Weapons: Simple Weapons and one martial weapon of your choice.
Saving Throws: Dexterity and Charisma
Tools, Languages & Skills: Pick any 6.

[h=3]Expertise[/h]Choose two skills or tools with which you are proficient. You add double your proficiency bonus to any check involving those skills.
Alternatively, you may choose to gain proficiency with a skill or tool with which you are not proficient.
At 9th level, you can choose two additional skills or tools.
[h=3]Precise Attack[/h]At 1st level you gain the ability to make precise attacks that target your enemy’s weaknesses. Each round you may declare one attack you make to be a precise attack. If you hit with the attack you do an additional 1d6 points of damage at 1st level. As you gain levels the additional damage increases.
If you miss with this attack, you deal damage equal to your proficiency bonus.
[h=3]Cunning Action[/h]Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. Choose two of the following options at;
2nd level; Disengage, Help, Hinder, Sleight of Hand, Thieves Tools.
13th Level; Dash, Swipe, Hide.
20th Level: Trip, Blind, Stun, Disarm.
[h=3]Uncanny Dodge[/h]Starting at 5th level, when an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.
[h=3][/h]
 
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Antonlowe

First Post
The Warrior

[h=1]The Warrior Class[/h]For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, grit, and a vast knowledge of arms and armor to wreak havoc in glorious combat.

[h=2]Hit Points[/h]Hit Points at 1st Level: 10 + Constitution Modifier.
Hit Points at Higher Levels: 1d10 + Constitution Modifier per level after 1st.
[h=2]Starting Proficiencies[/h]You are proficient in all of the following features in addition to any proficiencies acquired from race or background.
Armor: Light, Medium, and Shields.
Weapons: Simple Weapons and Martial Weapons.
Saving Throws: Constitution and Strength
Tools & Skills: Pick any two.


[h=3]Fighting Style[/h]You adopt a style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
· Archer: You gain a +2 bonus to attack rolls with ranged weapons.
· Defensive: You gain a +1 bonus to Armor Class.
· Dueling: When wielding a melee weapon in one hand, and no weapon in your other hand, you gain a +2 bonus to damage rolls with that weapon.
· Great Weapon Master: When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
· Firearms: You gain a +2 bonus to all damage rolls using firearms.
· Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.
· Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
[h=2]Grit[/h]You start each encounter with a single point of Grit. Every time you incapacitate an enemy or score a critical hit with a weapon attack, you gain 1 point of grit. You may not gain more then one grit point per round.
As a bonus action, you may spend point of Grit, to use a healing surge.
At 13th level, you start each encounter with two points of grit.
At 17th level, you start each encounter with three points of grit.
[h=2]Action Surge[/h]You may spend two points of grit to make an extra attack on your turn.
[h=2]Extra Attack[/h]Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
At 13th level you may attack three times whenever you use the attack action.
At 20th level you may attack four times whenever you use the attack action.
[h=3]Indomitable[/h]At 9th level You may spend a point of grit to reroll a saving throw you have just failed.
 
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Salamandyr

Adventurer
Wow, was just thinking this week about translating True20 to 5e math. Definitely interested in this.

will try to follow along and give some constructive feedback.
 

Antonlowe

First Post
Feats

Any character may lower a single ability score by 2 (but not below 8) in order to gain a bonus feat at 1st level.

I am assuming that all of the 5e feats are available to characters.
I only had to make two changes; Magic initiate is replaced with Pact Magic. Ritual Caster has been changed.

[h=1]Rage[/h]Your anger is something to be feared!
As a bonus action, you may spend a hit dice to gain a +2 bonus on all damage rolls for 1 minute. You can use this ability once per round. The bonus to damage increases by +2 each time you do, but the duration does not increase.
[h=1]Crusader[/h]You have dedicated yourself to wiping out members of an opposing dedication.
Choose one Dedication you are opposed to (Example: Evil)
· As a bonus action, you may select a target and make an Insight check opposed by your target’s Deception check to determine if the target has that dedication.
· Your attacks bypass any resistance which is possessed by members of your opposing dedication.
· Whenever you deal damage to an opponent of the chosen dedication, you may choose to spend a hit dice to increase the damage by 1d10.

[h=1]Pact Magic[/h]You have made a shady deal with otherworldly patrons to gain some cheap and easy magic.
Choose one spell casting tradition (Arcane, Divine or Primal). You learn two spells from this tradition. The maximum level of these spells cannot be greater than ½ your level. You treat these spells as always prepared. You may cast these by spending a number of hit dice equal to the spell’s level.
If you take this feat at 1st level, you may only choose cantrips. You may cast these cantrips at will.
Whenever you gain a level of adept, you may change these spells, but they must still belong to the same tradition you originally chose.
[h=1]Athame[/h]You have learned how to focus your own soul into a magical weapon.
You can use your action to create a athame in your empty hand. You can choose the form that this archaic weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
Your athame disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
If you have a level of adept, you may choose to add your spell casting ability score, instead of STR/DEX, to the attack and damage rolls made with your weapon.

[h=1]Witchery[/h]You’re a witch. You weigh as much as a duck and your opponents can build a bridge out of you.
You learn the Eldritch blast cantrip and can choose one Eldritch Invocation for which you qualify for.

[h=1]Spiritual Totem[/h]You are a noble savage with spiritual guide and a deep connection to nature, or maybe you’re a princess.
During a long rest, you may cast the find familiar spell. You may also cast Speak with animals once between each short rest.
[h=1]Ritual Caster[/h]You may cast any spell with the ritual tag no matter the spells tradition. You may spend a number of hit dice equal to the spells level to cast a ritual rather than using a spell slot. You still must have a copy of the spell in your spell book in order to cast it.

[h=1]Wilderness Guide[/h]
  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • You may forage for food or do other wilderness activities without slowing your progress.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find enough food to support yourself and up to five others.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
[h=1]Martial Artist[/h]· You may determine your AC using your wisdom in place of your dexterity.
· Your unarmed strikes gain the Versatile and light properties.
· Your unarmed strikes deal an additional 1d4 points of damage.

[h=1]Team Mascot[/h]You are completely useless, but fun to have around.
· Whenever you or an ally spend a hit dice to regain hit points, add your charisma bonus to the amount of hit points regained.
· You add half your proficiency bonus on any skill check made with a skill you are not proficient in.
· You gain advantage on all rolls made while ‘Carousing’.
 
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Antonlowe

First Post
Archetypes

Ok, feats are now at a place I am happy with. There is room for a TON more, but I think the basics are locked in. Now its time to move on to archetypes.
In many ways archetypes are what I am most excited about. Sense any character can choose any archetype it opens the door to some interesting and unexpected concepts/builds.
Design Goals for Archetypes
· An archetype ought to be useful for nearly any class build.
· Archetypes ought to offer special abilities that are not balanced for first level characters.
· 4th level abilities should be ‘utility’ abilities.
· All classes already have some good options for dealing damage, so no need to focus too much on that side.
With that being said, I converted the CHAMPION archetype to serve as a baseline of power, for further archetypes.

[h=1]Barbarian[/h]Prerequisite: Rage Feat
Feral: At 4th level, your base speed improves by 10ft if you are not wearing heavy armor. You also gain the ability to detect others through your sense of smell. You are automatically aware of all creatures within 30ft of you, but not their exact location. You gain advantage on checks made to oppose deception.
Reckless: At 7th level, whenever you are at or below half your hit points, you may add your constitution modifier to any damage roll. Whenever you are at 0 hit points, you treat any successful attack as a critical hit.
Tough SOB: At 11th level, At the end of any short rest you regain hit dice and can recover from one level of exhaustion.
Unstoppable: At 15th level, you gain resistance to all bludgeoning, piercing and slashing attacks while raging. Each time you spend a hit dice to increase the damage from your rage ability, you also increase the duration by 1 round.
Primal Champion: At 19th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

[h=1]Champion[/h]Peerless Athlete: At 4th level, you gain advantage on any physical skill check.
Improved Critical: At 7th level, any attack you make crits on a 19-20.
Fighting Style: At 11th level, you may choose one fighting style from the warrior list.
Superior Critical: At 15th level, any attack you make crits on an 18-20.
Survivor: At 19th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.

You don’t gain this benefit if you have 0 hit points.

[h=2]Druid of the Moon[/h]Heart of the Beast: At 4th level You gain the ability to speak with animals at will. Additionally, you gain a loyal animal companion. You may choose any animal, who’s CR is equal to 1/5th your character level, round up.
Nature’s Bond: At 7th level, you gain the wild shape feature. Treat your character level as your druid level. You may only transform into animals who you have touched.
Nature’s Allies: At 11th level whenever you cast a spell which summons beasts, plants or fey. You may cast that spell as if it were 1 level higher than the actual slot used.
Nature’s Stride: at 15th level, moving through nonmagical difficult terrain costs you no extra Movement. You can also pass through Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Nature’s Chosen: At 19th level You no longer age. Any penalties associated with advanced age are removed. Any animal, plant or fey who attempts to harm you must first make a wisdom saving throw DC 8 + Proficiency Bonus + Your wisdom modifier.

[h=2]Monk[/h]Prerequisite: Martial Arts Feat.
Monastic Training: At 4th level,you gain a number of Ki points equal to ½ your level. Any spent ki points are unavailable until you finish a short rest. You may spend ki points in the following ways;
· Patient Defense: You may spend 1 ki point to use the dodge action as a bonus action.
· Step of the Wind: You may spend 1 ki point to double your movement and jumping distance/height until the start of your next turn.
Fists of Fury: At 7th level, you unarmed strikes are considered magical for the purposes of overcoming damage reduction. You also learn two new uses for ki:
· You may spend 2 ki points to make two unarmed strikes as a bonus action.
· You may also spend 2 ki points as an action to make a single unarmed strike. If you hit, the target must make a constitution save (DC 8 + Proficiency + wisdom) or be stunned until the start of your next turn.
Diamond Soul: At 11th level You gain proficiency with all saving throws.
Empty Body: Beginning at 15th level, you can use your action to spend 4 ki points to become Invisible for 1 minute. During that time, you also have Resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material Components. When you do so, you can't take any other creatures with you.
Quivering Palm: at 19th At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 5 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

[h=1]Priest of Life[/h]Channel Life: At 4th level, you gain the ability to channel life. As an action, you evoke Healing energy that can restore a number of hit points equal to five times your level.
Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.
You may use this ability twice. You regain any spent uses after a short rest.
Domain of Life: at 7th level, you gain access to spells related to life. You treat all of the following spells as prepared;
Spare the Dying, Cure Wounds, Lesser Restoration, Revivify, Death Ward, Heal, Regenerate.
You may cast any of these spells by spending an amount of hit dice equal to the spell level, but no more than half your remaining hit dice.
Shared Healing: At 11th level, whenever you use a magical ability to heal others, you regain half the amount of damage you healed.
Divine Intervention: at 15th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your level times four, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.
Life Bringer: At 19th level, whenever you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

[h=1]Tactician[/h]Tactical Superiority: At 4th level, you gain the ability to inspire your allies and hamper your foes. As a reaction on your turn whenever another person within 60ft of you makes a d20 roll, you may roll a d6 and add or subtract the roll from the target’s d20 roll. You may use this ability a number of times equal to your charisma modifier. You regain any spent uses after a short rest.
Commander’s strike: at 7th level, you may spend your action to allow an ally within 60ft to make a single attack.
Inspiration: At 11th level, You may inspire your allies to keep fighting. As an action, you may allow all allies within 60ft to spend a hit die to regain hit points. You may use this ability a number of times equal to your charisma modifier. You regain any spent uses after a short rest.
Tactical Assault: at 15th level, as an action, you may declare a tactical assault against one enemy. Until the start of your next turn, all damage rolls against the selected enemy add your charisma bonus.
Checkmate: At 19th level, whenever an ally scores a critical hit against a foe, you may activate your commander’s strike, Inspiration and Tactical assault abilities as a reaction.

Templar

Mark of Wrath: At 4th level, you gain the ability to place a mark of wrath upon a target. The target takes disadvantage on any attack that does not include you as a target. Any round in which the target takes a hostile action that does not include you in its effect, it takes damage equal to your level. You may only mark one target at a time.
Chennel Spells: at 7th level, you may choose one domain associated with your deity. You treat all spells on the domains spell list as prepared.
Twice per day, you may cast one these spells by expending some of your divine power. The level of spell must be equal to ½ your level or less.

Divine Protection: At 11th level, you become immune to poison and fear. Any ally within 10ft of you gains advantage on saving throws made against such effects.
Holy Nimbus: at 15th level, as an action, you may surround yourself in divine light for 1 minute. You shed bright light in a radius of 30ft. Furthermore, enemies treat all spaces within 30ft of you as difficult terrain.
Smite: At 19th level, whenever you strike an enemy affected by mark of wrath, that target takes 1 level of fatigue.

Warlock

Pact: At 4th level, you from a pact with a powerful being (work with the DM). You learn the Eldritch Blast cantrip and gain the Pact Boon warlock class feature.
Least Invocation: at 7th level, you gain one warlock invocation. You also learn one spell of 1st level which you may cast twice between each short rest.
Invocation: At 11th level, you gain one warlock invocation. You also learn one spell of 2nd level which you may cast twice between each short rest.
Greater Invocation: at 15th level, you gain one warlock invocation. You also learn one spell of 3rd level which you may cast twice between each short rest.
Sublime Invocation: At 19th level, you gain one warlock invocation. You also learn one spell of 4th level which you may cast twice between each short rest.


Lore Master


Prerequisite: Adept Level 1.
Supreme Scholar: At 4th level, you gain advantage on any INT based skill check. You also may add your INT modifier to any initiative check you make.
Diverse Knowledge: at 7th level, you may choose two spells from any spell list. These must be spells for which you have slots to cast. You treat these spells as always prepared.
Easy Metamagic: at 11th level, you regain a number of mana points equal to your proficiency bonus whenever you take a short rest.
Instantly Prepared: At 15th level, You learn how to adjust your spells on the fly. You may spend an action to change any one of your prepared spells. You do not need a source for the new spell you are preparing.
Spell Mastery: At 19th level, you may choose one prepared spell of 3rd level or lower. You may cast this spell without expending spell slots.

Assassin

Assassinate: At 4th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Infiltration expert: at 7th level, you gain advantage on all stealth, bluff and disguise checks.
False Identity: At 11th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction , and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creature believe you to be that person until given an obvious reason not to.
Hidden Master: at 15th level, you may hide without concealment or distraction.
Death’s Chosen: At 19th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus.) On a failed save, double the damage of your attack against the creature. Any creature slain by you while it is surprised cannot be resurrected.
 
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