Books
Here is a list of all the official books used here:
- Player’s Handbook 2024 (PHB’24)
- Dungeon Master’s Guide 2024 (DMG’24)
- Monster Manual 2025 (MM’24)
- Tasha’s Cauldron of Everything (TCE)
- Mordekainen Presents Monsters of the Multivers (MPMM)
- Xanathar’s Guide to Everything (XGE)
- Ravenloft: The Horrors Within (RHW)
- Curse of Strahd (CoS)
- Forgotten Realms: Heroes of Faerûn (FRH)
- Forgotten Realms: Adventures in Faerûn (FRA)
- Astarion’s Book of Hungers (ABH)
- Lorwyn: First Light (LFL)
- Netheril’s Fall (NF)
- Sword Coast Adventurer’s Guide (SCAG)
- Eberron: Forge of the Artificer (EFA)
- Exploring Eberron (EE’24)
- Dragonlance, Shadow of the Dragon Queen (DSDQ)
- Explorer’s Guide to Wildemount (EGW)
- Steinhardt’s Guide to the Eldritch Hunt (SGEH)
- The Field Guide to Floral Dragons (FGFD)
- D&D Beyond Drops (DDB)
Martial Update
Made by Mace and Faust
With the arrival of 5.5e, the gap between martials and full casters is bigger than ever. To add insult to injury Rangers and Rogues felt completely lack-luster compared to other martials, which is saying a lot…
Fixing this problem is not really an easy task, but a few things can help close the gap.
First thing is to give all martials (except Rogues) a 3rd extra attack at 11th level and a 4th at 17th level, as well as giving all martials access to Figthing Styles (execept Barbarians) and Weapon Masteries. As well as a few adaptations and fixes to make the whole feel coherent and fluid to play.
Rangers class get a complete redesign whereas Roguse only get a simple rework, to help them close the gap with other martials and have a clearer identity and role.
A new martial class is also added to the game, the Protector. It is centered around defending other players and playing reactively.
New japanes weapons as well as a new two-handed shield.
Protector Class
The objective of this extension is to complete Dungeon and Dragons by enhancing the niche mecanics that shields provide. To fulfill this objective, a new class is added to increase the number of options availabe to the player, while maintaining the spirit and balancing of the original game. The protector is a complex class that revolves around shields, teammate protection, and a unique reactive gameplay experience. These are the system changes brought by this extension:
Ranger Redesign
The ranger class in D&D 5e has a reputation of being underpowered. The reason for this, is a dependance on too many Abilities and systems and an undertuned main class feature. That is why you will find a rework of this class in this extension, with the objective of turning it into a ranged damage dealing class while removing unfun restrictions. For that purpose, the ranger sees he’s defensive capabilities lowered, but his offensive and supporting features enhanced. These are the system changes brought by this extension:
- Ranger Feature Table no longer has a Favored Enemy column, as this feature has been reworked and no longer uses hunter’s mark anymore
- Ranger class features have been reworked and moved around (level wise)
- Ranger subclass features have been reworked
Rogue Rework
Rogues are a very interesting class in terms of roleplay and exploration but are lagging behind in the damage departement… This is mostly because they lack access to extra attacks and the fact that sneak attack can be clunky sometimes. This rework aims to make the Rogue feel like a sneaky, mobile and damage oriented class while keeping the spirit of the original class.
- Sneak attack now increases by 1d6 every level
- Cunning action now lets you choose between mobility and stealth
- NEw mechanical ways to get Advantage on attacks
Other Additions
Here are a few other additions made to extend the available options to martials.
Wound Mastery
A new mastery adding stacking bleed damage at the start of the affected creature’s turn.
Saya Property
A new mastery helping you defend against melee attacks using your free hand and the weapon’s scabbard.
Japanes Weapons
New weapons taking advantage of the Wound mastry and Saya property to give more options to martial characters.
Pavise Shield
A two handed shield offering even more protection than a regular shield.
Firearm Rework
A slight rework of fireamrs that doesn’t really impact gameplay, but just streamlines the wording as it could be hard to read and inconsistent.
New Subclasses
A few new subclasses adding powerfull and fun new character options.
Pyro Barbarian
Inspired by BobLennon’s legacy, the pyro Barbarian combines eternal flames and plundering.
Shadow Slave Rogue
Get the ability to manipulate shadows and use them to your advantage.
Bookmaker Rogue
Get the ability to copy spells cast by other spellcasters.
House Rules
A few basic rule changes and additions to enhance the gameplay experience, and to add more options for players:
- Perkin’s criticals. When rolling a 20 on a d20 test, the outcome is an automatic success and exceptionnally favorable to the creature. In the case of an attack roll, the bonus damage is equal to the maximum damage of the attack.
- Critical fails. When rolling a 1 on a d20 test, the outcome is an automatic fail and exceptionnaly unfavorable to the creature.
- Critical initiative. If a creature rolls a 20 on a Dexterity ability check for initaive, the creature is first in the initiative order.
- Crushing. When a creature is pushed or knocked back into an imovable surface (floor, wall, etc…), the creature takes 1d6 bludgeoning damage per 10 feet that is could not be moved (1d4 if less than 10 feet), to a maximum of 10d6. If the surface is fragile (window, weak furniture, etc…), the creature passes through and destroys it taking 1d6 bludgeoning damge (1d4 if less than 10 feet) and continues to be pushed or knocked back on a distance reduced by 10 feet (or stops if less than 10 feet).
- Grappling at a distance. If a creature grapples another creature at a distance higher than 5 feet, it cannot force the other creature to move unless it reduces the distance to 5 feet or less.
- Starting feat. Player characters start with a feat of their choice. However, they do not get any associated ability score improvement.
- Wish nerf. Creatures that cast the wish spell can only use its normal usage, not the alternative one.
- Secret death saves. Death saving throws are made by the DM, and no player is aware of the result.
Made by Mace
TODO
All the things left to impelment or rework.
Homebrew Content
- Reverse shield changes
- fix alt version of reanimator artificer
- retravailler les backgrounds de AU (déjà un de fait dans les tests du compendium)
- Review Orc and Warforged buffs
- Rework Homebrew Feats
- Review Japanes weapons
Protector
- add level 7 and 13 features
- change starting equipment to 2024 version
- give weapon masteries to shield weapons
- rework level 9-18
Zweischilder
- rework level 10 feature not to conflict with bonus action
Frontline Cheerleader
- level 14 feature, too weak add temporary hp
Ranger
- Reviex the class
Field Researcher (FGFD)
Horizon Walker (XGE)
- level 3 feature, use mark damage die (as a bonus action?)
- level 7 feature, too many bonus actions
- level 11 feature, -
- level 15 feature, another defense reaction
Hunter (PHB’24)
- level 3 feature, you choose when you roll initiative instead of during a rest, use mark damage die
- level 7 feature, you choose when you roll initiative instead of during a rest
- level 11 feature, not a fan
- level 15 feature, not a fan (don’t want it to use reaction)
Monster Slayer (XGE)
- level 3 feature, Hunter’s Sense: Hunter’s Lore but worse | Slayer’s Prey: replace with a favored enemy-like feature
- level 7 feature, use mark damage die
- level 11 feature, -
- level 15 feature, another reaction defense, great one tho
Swarmkeeper (TCE)
- level 3 feature, Gathered swarm: use mark damage die
- level 7 feature, too weak ?
- level 11 feature, too little, combine with level 7?
- level 15 feature, another reaction to avoid damage
Torturer Conclave (SGEH)
Winter Walker (FRH)
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