Class updates

Materia D&D has updated many of the classes within Dungeons and Dragons 5th edition: shoring up some classes that were considered traditionally "weaker", introducing compelling alternatives, clarifying ambiguous wording, etc.

Listed below is an overview of the current Materia class customizations, but this document is not the authoritative reference of the changes.

## Barbarian

### Starting Equipment

The starting weapon options have been updated from *"(a) a greataxe or (b) any martial melee weapon"* to *"(a) a martial weapon and a shield or (b) two martial weapons"*. This allows for more diverse starting builds without sacrificing anything.

### Rage

Rage has been updated to remove the section that states "or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then" when describing how your Rage might end early. This was done to make raging less restrictive as it is such a core feature of the class and in fights which might be spread out where a Barbarian may have to spend their turn Dashing toward an opponent would cause them to lose their Rage in spite of being actively pursuing their enemy. It also discourages using "cheese" tactics to maintain a Rage that would otherwise subside, such as punching yourself.

### Reckless Attack

The advantage granted by Reckless Attack has been changed to apply to all weapons, not just melee weapons. This was seen as a needless limitation, especially when it came to excluding thrown weapons.

### Brutal Critical

This ability now has an expanded critical range where 19 on attack rolls is also a critical hit, and it also adds the following: "if you are raging you increase the damage of a critical hit with a melee weapon further by an amount equal to your Rage Damage, as shown on the Rage Damage column of the Barbarian table, per additional dice rolled." This was to take a somewhat underwhelming feature and add some more punch to it.

### Relentless Rage

The base DC of this ability has been reduced to 5, but the increment remains unchanged. This just makes the first attempt essentially an auto-success (any CON modifier of +1 or higher cannot fail) before reverting to the previous behavior.

### Primal Paths

#### Path of the Totem Warrior

##### Totem Spirit

###### Eagle

Instead of imposing disadvantage on opportunity attacks against you while you are raging, your movement no longer provokes attacks of opportunity.

###### Elk

Instead of a flat 15ft walking speed impovement during Rage, you now get a bonus equal to 5 x your proficiency bonus.

###### Tiger

Instead of just flat bonuses to your jump distances, you also gain your proficiency bonus in feet to your long jump and high jump distance while raging.

##### Aspect of the Beast

These were mostly updated to have additional stat bumps along with proficiency in the saving throw for that stat as well.

###### Bear

You gain a +2 to your Constitution score as well as your maximum Constitution modifier being set to 22.

###### Eagle

You gain a +2 to your Wisdom score as well as your maximum Wisdom modifier being set to 22. You gain proficiency in Wisdom saving throws.

###### Elk

You gain a +2 to your Intelligence score as well as your maximum Intelligence modifier being set to 22. You gain proficiency in Intelligence saving throws.

###### Tiger

You gain a +2 to your Strength score as well as your maximum Strength modifier being set to 22.

###### Wolf

You gain a +2 to your Dexterity score as well as your maximum Dexterity modifier being set to 22. You gain proficiency in Dexterity saving throws.

## Bard

### Song of Rest

This was changed to have the die scaling match *Bardic Inspiration* die scaling as it is otherwise hard to remember and also somewhat underwhelming at higher levels.

### Countercharm

Rather than requiring a pre-emptive setup and an entire action, it now uses the Bard's reaction but only applies to one creature and the advantage against charmed or frightened only applies to the saving throw being reacted to. This change makes it a much more versatile feature and far less situational.

### College of Valor

#### Bonus Proficiencies

You get proficiency with **all** armors now including heavy armor. Additionally, you can use a weapon or a shield you are wielding as a spellcasting focus for your bard spells.

#### Additional Spells

The following spells are now available to College of Valor bards when learning or replacing spells through their Spellcasting feature: hunter's mark, shield, blur, magic weapon, conjure barrage, haste, death ward, fire shield, destructive wave, swift quiver.

#### Extra Attack

In addition to being able to attack twice when using the Attack action on your turn, you can instead cast a cantrip in place of one of those attacks.

## Cleric

### Divine Intervention

Instead of simply DM-chosen deity intervention on a successful percentile roll, the cleric can instead ask their deity to choose the effect of any Cleric spell or available domain spell of any level.

### Arcana Domain

#### Domain Spells

The update specifies the following spell replacements:

* *magic weapon* is replaced by *silence*
* *Leomund's secret chest* is replaced by *Otiluke's resilient sphere*
* *planar binding* is replaced by *telekinesis*

#### Arcane Initiate

Not only do you gain proficiency in the Arcana skill, but you can add your Wisdom modifier to all Arcana checks as well. Additionally, you can prepare a number of spells from the Wizard spell list of a level you are able to cast equal to twice your proficiency bonus. Seplls prepared in this way count as cleric spells for you. The level of these spells cannot exceed your Wisdom modifier.

#### Channel Divinity: Abjure the Extraplanar

*(renamed from "Arcane Abjuration")*

The target creature types for the abjuration has been expanded to include aberrations.

#### Divine Empowerment

*(renamed from "Potent Spellcasting")*

In addition to the additional cantrip damage, you get additional damage on your weapon attacks. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage. When you reach 14th level, the extra damage on weapon attacks increases to 2d8.

### Knowledge Domain

#### Channel Divinity: Knowledge of the Ages

The duration of this is changed from 10 minutes to "until you complete a short or long rest".

#### Divine Empowerment

*(renamed from "Potent Spellcasting")*

In addition to the additional cantrip damage, you get additional damage on your weapon attacks. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage on weapon attacks increases to 2d8.