What is this "reskin"?
My world has long since been split into 4, reshaping the entire cosmos. There's the plane of earth, an endless desert save for the mountains of the Jade Empire (who worship dragons) and the Magocracy (who's failing barrier keeps away the desert). Oh and their buffer-state Kingdom which is always in poverty and whatnot.
Then there's the plane of air, consisting of porous floating islands surrounded by a typhoon of water with anti-magic properties.
There's the plane of fire, a vast underground hellspace full of noxious gases, lit only by the bubbling magma.
Finally there's the plane of water, a lush paradise permanently lit by the ball of fire in the centre of the sky, but the waters have anti-magical properties, and have steadily been rising.
Details, details. Well for a start, belief is a powerful and self-reinforcing thing in my world. There are 25 moons, even though there are no moons, for example, because the people believe there are 25 moon goddesses. This in turn created 25 moon goddesses, who can empower mortals, reinforcing the belief in their existence. The god of adventurers lead to the Awakening, where a person only discovers their abilities upon hitting third level, stuff like that.
The plane of earth and air are both in eternal darkness, save for the moonlight and that which they create for themselves, and all the bedtime stories that scare children slowly become real.
Let's see, other than that, I'll just C+P a few bits from my handbook.
[sblock="Rockfell"]
The Rockfell are boulder-like creatures with stumpy appendages that act as arms and legs.
Ability Score Increase: Your Constitution score increases by 2 and your Strength score increases by 1, or your Strength score increases by 2 and your Constitution score increases by 1. Your Strength and Constitution maximums increase by the same amount.
Age: Rockfell don’t age or require sustenance, making excellent sentinels.
Alignment: Most Rockfell are chaotic, favouring their freedom and living in small communities. They tend towards good as well, believing that supporting one another allows the whole to succeed.
Size: Rockfell stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed: Your base walking speed is 15 feet. While rolling your base walking speed is 30 feet, or 60ft if rolling downhill.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were brightly lit, and in darkness as if it were dimly lit. You can’t discern colour in darkness, only shades of grey.
Poison Immune: You’re immune to poison damage and the Poisoned condition.
Rocky Appearance: You have advantage on checks to pretend to be a boulder as long as you don’t move.
Rolling Charge: While rolling, as long as you move at least 20 feet towards a target, melee attacks against that target this turn deal an extra 2d6 damage. Additionally the target must succeed on a Strength saving throw against a DC of 8 + your proficiency + your Strength modifier or fall prone.
Languages: You can speak, read and write Common and Terran.
[/sblock]
[sblock="Frenzy Barbarian"]
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer from one level of exhaustion (as described in appendix A).
Font of Stamina
Beginning at 3rd level, you have an inexhaustible well of energy. At the conclusion of a short or long rest, you lose an additional level of exhaustion.
Mindless Rage
Starting at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter a rage, the effect is suspended for the duration of the rage.
Intimidating Presence
Beginning at 10th level, you gain proficiency and expertise in the Intimidate skill and can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If that creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Intimidation modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of the effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature that is within reach of you, you can use your reaction to make a melee weapon attack against that creature.
[/sblock]
[sblock="Fighter"]
A human in clanging plate armour holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armour, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armour, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defences.
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armour, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Well-Rounded Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armour. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
Level
Feature
1
Fighting Style, Second Wind
2
Martial Archetype
3
Action Surge (one use)
4
Ability Score Improvement
5
Extra Attack
6
Ability Score Improvement
7
Martial Archetype feature
8
Ability Score Improvement
9
Indomitable (one use)
10
Ability Score Improvement
11
Martial Archetype feature
12
Ability Score Improvement
13
Indomitable (two uses)
14
Martial Archetype feature
15
Action Surge (two uses)
16
Ability Score Improvement
17
Martial Archetype feature
18
Indomitable (three uses)
19
Ability Score Improvement
20
Action Surge (three uses)
Class Features
As a fighter, you gain the following class features:
HIT POINTS
Hit Die: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
PROFICIENCIES
Armour: All armour, shields
Weapons: Improvised weapons, simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
EQUIPMENT
You start with 250gp to spend on equipment, in addition to the equipment granted by your background.
Fighting Style
At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options:
• Defensive. You fight to protect yourself over dealing damage, increasing your AC by 1.
• Dual Weapon Fighting. When you partake in Two Weapon Fighting you don't suffer disadvantage on your attack rolls.
• Duellist. When you wield only a single weapon you may add +1d4 to the damage rolls of attacks with that weapon.
• Great Weapon Fighting. Heavy and Polearm weapons you wield have Brutal 1.
• Protection. When an enemy you can see makes an attack with an attack roll against an adjacent ally, you may make a Dexterity saving throw against its attack roll. On a success you become the target of the attack instead of that ally. You only take half damage from an attack intercepted this way.
• Ranged. You don't suffer disadvantage for making a ranged attack with a weapon beyond its short range.
Second Wind
Starting at 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Martial Archetype:
At 2nd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one of the archetypes detailed at the end of the class description. The archetype you choose grants you features at 2nd level and again at 7th, 11th, 14th, and 17th level.
Action Surge
At 3rd level you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use it twice before a rest, but only once on the same turn. At 20th level, you can use this feature up to three times before requiring a rest.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above its maximum using this feature. Alternatively, you can choose a feat from those listed in chapter 6.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.
Battle Master
Combat Superiority
When you chose this archetype at 2nd level, you learn manoeuvres that are fuelled by special dice called superiority dice.
Manoeuvres. You learn two manoeuvres of your choice, which are detailed under “manoeuvres” below. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack, unless it says otherwise.
You learn two additional manoeuvres of your choice at 7th, 11th, 14th, and 17th level. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain an additional superiority die at 5th, 9th, 13th, and 17th level.
Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows:
Manoeuvre Save DC = 8+ your proficiency bonus + your Intelligence modifier
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regards to a number of the following characteristics equal to your Intelligence modifier (minimum of 1):
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels (if any)
• Fighter class levels (if any)
Improved Combat Superiority
At 11th level, you can spend up to two superiority dice on a manoeuvre. Additionally, your superiority dice become d10s.
Relentless
Starting at 14th level, when you roll initiative and have expended superiority dice, you regain 1 superiority die.
Superior Combat Superiority
At 17th level, you can perform two combat manoeuvres as part of the same attack. Additionally, your superiority dice become d12s.
Manoeuvre Choices
Commanding Strike: When you hit a creature with a weapon attack, you can expend one superiority die to use a bonus action to direct one of your companions to strike that creature. When you do so, choose an ally who can see or hear you and expend one superiority die. That ally can immediately use its reaction to make one weapon attack against the creature, adding the superiority die to the attack’s damage roll.
Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving.
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. Until the end of the turn, you have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Manoeuvring Attack: When you hit a creature with a weapon attack, you can expend one superiority die to manoeuvre one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry: When another creature damages you with a melee attack while you are holding a melee weapon, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. If you reduce the damage to 0, you may make a single attack against that creature with the melee weapon you are holding.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw or be knocked prone.
Champion
Improved Critical
Beginning when you choose this archetype at 2nd level, your critical range expands by half your Intelligence modifier (rounded up, minimum of 1).
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Bonus Attack
At 11th level, you can attack an additional time whenever you take the Attack action. At 17th level, you can make two additional attacks instead.
Superior Critical
Starting at 14th level, your Improved Critical feature expands your critical range by your Intelligence modifier instead.
Samurai
Bonus Proficiency
When you choose this archetype at 2nd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Fighting Spirit
Starting at 2nd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level, 15 at 15th level and 20 at 20th level. You can use this feature one time before needing to finish a short or long rest.
Elegant Courier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Tireless Spirit
Starting at 11th level, you regain use of your Fighting Spirit feature whenever you roll Initiative.
Strength Before Death
Starting at 14th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.
Rain of Blades
Starting at 17th level, when you score a critical with a weapon attack, you may forgo additional damage to make an additional weapon attack against the target.
Spell Knight
Level
1st
2nd
3rd
4th
5th
1
--
--
--
--
--
2
2
--
--
--
--
3
3
--
--
--
--
4
3
--
--
--
--
5
4
2
--
--
--
6
4
2
--
--
--
7
4
3
--
--
--
8
4
3
--
--
--
9
4
3
2
--
--
10
4
3
2
--
--
11
4
3
3
--
--
12
4
3
3
--
--
13
4
3
3
1
--
14
4
3
3
1
--
15
4
3
3
2
--
16
4
3
3
2
--
17
4
3
3
3
1
18
4
3
3
3
1
19
4
3
3
3
2
20
4
3
3
3
2
Spellcasting
When you reach 2nd level, you augment your martial prowess with the ability to cast spells.
Spell Slots. The Spell Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level or 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.
Spells Known of 1st-Level and Higher. You know a number of wizard spells equal to your Intelligence modifier + half your fighter level, rounded down (minimum of 1).
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorisation. You use Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8+ your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Eldritch Strike
Beginning at 7th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
War Magic
At 11th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Arcane Charger
At 14th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Improved War Magic
Starting at 17th level, when you use your action to take the Attack action, you may cast a cantrip as a bonus action.
Warlord
Tactical Insight
Beginning when you choose this archetype at 2nd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
Inspiring Surge
Starting at 7th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 17th level, you can choose two allies within 60 feet of you, rather than one.
Coordinated Attack
At 11th level, one ally within 30 feet of you that can see or hear you may make a single weapon attack whenever you take the Attack action. When you reach 17th level, that ally may instead take the Attack or Cast a Spell action.
Bulwark
Starting at 14th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.[/sblock]