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HB AlternateClassFeatures

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0% found this document useful (0 votes)
11 views

HB AlternateClassFeatures

Uploaded by

Sahand Salim
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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## Alternate Class Features

Alternate class features allow you to lose some benefits while gaining others. You
can select as many as you like, assuming they don't conflict with what they are
replacing.

### Multiple
More than one class can take these variant features.

#### Skilled City-Dweller

The various wilderness-oriented skills are valuable indeed, but make less sense—and
may prove less useful—for an urban character.

**Level:** 1st.

**Class:** Any class with a skill on the Skill Replaced list that doesn't have the
skill in the Skill Gained entry.

**Replaces:** If you select this class feature, you do not gain the "skills
replaced" as listed below.

**Benefit:** The skilled city-dweller gains one or more skills as class skills, at
the expense of other skills. If you do not have the proper skill to lose, you
cannot gain the skill it grants.

Note that you need not swap out all these skills. A skilled city-dweller may pick
and choose, but you cannot later change your mind. You can replace Animal Handling
with either Acrobatics or Investigation but not both.

##### Skilled City-Dweller


| Skill Gained | Skill Replaced |
|:----|:-------------|
| Acrobatics | Animal Handling |
| Investigation | Animal Handling |
| History | Nature |
| Insight | Survival |

#### Spell Reflection

Many masters of stealth share the signature talent to avoid explosive blasts of
magical energy. It takes only a little training, however, to twist this defensive
flair into the ability to reflect magical attacks back upon their creator or
another.

**Level:** 7th.

**Class:** Monk or rogue.

**Replaces:** You do not gain evasion.

**Benefit:** You gain the magical ability to reflect magical attacks towards a new
target. If an enemy misses with a spell attack aimed at you, you can use a reaction
to redirect the effect back at its originator or towards another target within
range as if you were casting. The spell or ability attacks the new target (you make
a new attack roll using the same modifier as the original attack). If it hits, the
target is subject to the normal effect of the spell or ability.

This effect applies only to spells and abilities that require a spell attack roll.
Other spells and abilities that affect a target aren't subject to this reflection.

If a single spell or ability misses you more than once at the same time (such as
*scorching ray*), you can redirect each portion of the spell that missed towards
the same target or a different one as you choose. Using the example above, if you
were missed by two of the three rays from a *scorching ray* spell, you could
redirect only those two rays (but not the one that hit).

### Fighter
The alternative class features presented here provide alternatives to the
traditional "I move next to it and hit it with my sword" approach. The fighter who
takes one or more of these options seeks the flexibility to alter their tactics
based on the situation they face.

#### Dungeon Crasher


Survival in a dungeon requires more than skill at arms and a stout shield. Traps,
hazards, falling portcullises, and other threats can pose as much danger as an
enraged troll. But you cannot help your impetuous nature. When others might move
ahead cautiously and search for traps and other hidden dangers, you charge forward,
ignoring the traps you set off and splintering doors and obstacles.

**Level:** 1st.

**Replaces:** If you select this alternative class feature, you do not gain the
second wind feature.

**Benefit:** You excel at overwhelming traps and smashing through doors. At 1st
level, you gain advantage on saves caused by traps, and traps have disadvantage on
attack rolls against you. You also add your fighter level to Strength checks to
break unattended objects.

#### Elusive Attack


You know that the key to winning any fight is not getting hit, so you trade
offensive power for a steadier defense.

**Level:** 5th, 11th, or 20th level.

**Replaces:** If you select this class feature, you do not gain another use of
Extra Attack at the listed level. Instead, you gain it at the next time. So if you
took Elusive Attack at 5th level, you would gain Extra Attack at 11th level, and
you gain Extra Attack (2) at 20th level.

**Benefit:** At the level you take this option, you master a technique of combining
offense and defense. Whenever you take the Attack action, you gain the benefits of
the Dodge action as well and are considered to have taken it too.

#### Hit-and-Run Tactics


The drow specialize in guerrilla warfare, picking off their foes with poisoned
bolts and slipping away into the darkness. Each attack wears their opponents down,
until their numbers are so reduced that the drow can sweep in and capture them. If
you select the hit-and-run tactics class feature, you sacrifice some AC and health,
but make up for the loss with improved reflexes and accuracy when attacking
unsuspecting foes.
**Level:** 1st.

**Replaces:** By selecting the hit-and-run alternative class feature, you give up


proficiency with heavy armor, even if you already have those proficiencies from
another class. You can’t gain this proficiency by multiclassing later, but you can
gain it by selecting the appropriate feat. You also don't gain the second wind
class feature.

**Benefit:** You add twice your proficiency bonus to initiative checks, and on the
first successful attack you make on a turn against a creature that hasn't taken a
turn yet in this combat, you can roll one of the attack's damage dice one
additional time and add it to the damage.

Additionally, if you don't start your turn within the reach of a hostile creature,
your speed increases by 10 feet.

\page

#### Resolute
Your willpower allows you to stand firm against all foes.

**Level**: 9th, 13th, or 17th level.

**Replaces:** If you select this class feature, you do not gain another use of
Indomitable at the listed level. Instead, you gain it at the next time. So if you
took Indomitable at 9th level and Resolute at 13th level, you would gain two uses
of Indomitable at 17th level.

**Benefit:** As a reaction when you would have to make an Intelligence, Wisdom, or


Charisma save, you can give yourself disadvantage on attack rolls but gain
advantage on Intelligence, Wisdom, and Charisma saves. Both the advantage and
disadvantage last until the end of your next turn.

### Monk

#### Invisible Fist


Monks who follow the Path of the Invisible Fist learn to harness their ki to
conceal themselves from detection, or blink between the Material Plane and the
Ethereal Plane. To gain this versatility, they sacrifice their ability to resist
all effects.

**Level:** 14th.

**Replaces:** If you select this class feature, you do not gain the diamond soul
ability.

**Benefit:** As a reaction when targeted by a spell, attack, or ability, you can


become invisible until the start of your next turn. Additionally, you can cast
*blink* as an action by spending 1 ki point, requiring no components.

#### Prayerful Meditation

Your convictions protect you from the spells and magical abilities of spirits.

**Level:** 7th.

**Replaces:** If you select this alternative class feature, you do not gain the
still mind ability.
**Benefit:** You have advantage on saving throws against the spells and abilities
of aberrations, celestials, elementals, fey, fiends, and undead.

#### Soulwarp Strike


The traditional monk seeks balance in body, mind, and soul, and through this
equilibrium gains various combat talents. A monk who learns the secret of the
soulwarp strike masters an arcane talent of necromancy that infects their enemy's
ki, producing an effect akin to terrible sickness.

**Level:** 5th.

**Replaces:** If you select this alternative class feature, you do not gain the
stunning strike ability.

**Benefit:** When you hit another creature with a melee weapon attack, you can
spend 1 ki point to perform a soulwarp strike. The target has disadvantage on
saving throws using one ability of your choice until the start of your next turn.

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