Azebane Variant Class Features
Variant features for classes in the Azebane campaign.
Barbarian
Brutal Strike
9th level, Replaces the Brutal Critical feature
When you use your Reckless Attack feature, you can choose to forgo advantage on one Strength based attack roll on your turn, provided you dont have disadvantage. If the attack hits, it deals an extra 1d10 damage and you can choose to apply one of the following effects
Forceful Blow: The target is pushed 15ft. in a straight line away from you. You can then move upto half your your speed directly towards the target without provoking opportunity attacks
Hamstring Blow: The target's movement speed is reduced by 15ft. till the start of your next turn.
Improved Brutal Strike
Level 13, Replaces the Improved Brutal Critical Feature
You gain the following effects as options for your Brutal Strike:
Staggering Blow: The target has disadvantage on their next saving throw it makes and it can't make Opportunity Attacks until the start of your next turn.
Sundering Blow: The next attack roll against the target before the start of your next turn gains a +5 bonus. An attack roll can only benefit from one Sundering Blow.
Improved Brutal Strike
Level 17, Replaces the Improved Brutal Critical feature
The extra damage from Brutal Strike increases to 2d10 and you can cause 2 different effects of your choice.
Bard
Words of Creation
Level 20, Replaces the Superior Inspiration feature
You have learnt the spells Power Word: Kill and Power Word: Heal and they count as bard spells for you. When you cast these spells, they have a 60ft. range and can target one addition creature within 10ft of the first target.
Monk
Martial Arts
Updated Martial Arts Die scaling
Level 1-4: d6
Level 5-10: d8
Level 11-16: d10
Level 17-20: d12
Ki
Level 2, replaces the Ki feature
Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + Wisdom modifier + Proficiency Bonus
Flurry of Blows: You can expend 1 Ki Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense: You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Ki Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind: You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Ki Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Uncanny Metabolism
Level 2
Whenever you roll initiative, you can choose to regain all expended Ki Points. You also regain a number of hitpoints equal to one roll of your martial arts die plus your monk level.
Heightened Focus
Level 6
Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
Flurry of Blows: You can expend 2 Ki Points to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
Patient Defense: When you expend a Ki Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
Step of the Wind: When you expend a Ki Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.
Deflect Energy
Level 13
You can use Deflect Missiles against any ranged attack, not just weapon attacks.
Mind and Body
Level 20, replaces the Perfect Self feature
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 24.
Rogue
Cunning Strike
Level 5
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt.
If any of the Cunning Strike effects require a saving throw, the saving throw DC is calculated as follows:
Cunning Strike save DC = 8 + Dexterity modifier + Proficiency Bonus
Poison (Cost: 1d6): You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit on your person.
Trip (Cost: 1d6): If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Withdraw (Cost: 1d6): Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Improved Cunning Strike
Level 11
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Devious Strikes
Level 14
The following effects are now among your Cunning Strike options.
Daze (Cost: 2d6): The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
Knock Out (Cost: 6d6): The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Obscure (Cost: 3d6): The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.