Martial Class Rework Rules

These changes are all in addition to the features these classes already possess and aim to make the latter levels of DnD 5e more balanced.

## **Barbarian**

### **Rage**

Starting at level 1, In battle, you fight with primal ferocity. On your turn, you can enter a Rage as a Bonus Action. While Raging, you gain the following effects if you aren’t wearing Heavy Armor:

* You have Advantage on Strength Checks and Strength Saving Throws.

* When you make a Melee Weapon Attack using Strength, you gain a +2 Flat Positive Modifier to the Damage Roll. This Flat Positive Modifier increases to the following amounts as you gain more Barbarian Levels:
	+ Barbarian Level 1: +2 Rage Bonus
	+ Barbarian Level 5: +3 Rage Bonus
	+ Barbarian Level 11: +4 Rage Bonus
	+ Barbarian Level 17: +5 Rage Bonus

* You have Resistance to all instances of Bludgeoning, Piercing, and Slashing damage, including Magical.

* If you are able to cast Spells, you can’t cast them or concentrate on them while Raging.

Your Rage lasts for 1 Minute. It ends early if you are knocked Unconscious or it your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your Rage on your turn as a Bonus Action.

Once you have Raged the Maximum Number of time for your Barbarian Level, you must finish a long rest before you can Rage again. You may Rage 2 Times at 1st Level, 3 at 3rd Level, 4 at 6th Level, 5 at 12th Level, and 6 at 17th Level.

### **11th Level - Bloody Temper**

Starting at level 11, while in a Rage, should you be struck by a Critical Hit or are dealt damage equal to more than Half of your Current Hit Points (Minimum of 2), you may make a Single Melee Attack at the attacker without expending your Reaction.

Alternatively, you may choose to make a Thrown Weapon Attack at the attacker, even if you don’t actively have the Thrown Weapon equipped. If you are dealt damage that would otherwise leave you Unconscious, but not Dead, you may still utilize this ability.

### **15th Level - Extra Attack (2)**

Starting at level 15, you can attack Three Times whenever you take the Attack Action.

## **Fighter**

### **10th Level - Warrior Soul**

Starting at level 10, Every Attack Roll you make is rolled with a +2 Flat Positive Modifier to their Attack and Damage Rolls.

### **15th Level - Mordhau**

Starting at level 15, Whenever you make a successful Attack Roll, you can choose to automatically trigger a Critical Hit through that Attack Action. You may utilize this ability twice per short or long rest.

Additionally, whenever you naturally roll a Critical Hit, you roll an Additional Damage Dice for that Critical Hit.

### **18th Level - Warrior Soul (2)**

Starting at level 18, Every Attack Roll you make is rolled with a +4 Flat Positive Modifier to their Attack and Damage Rolls; additionally, whenever you make a successful Attack Roll for the first time on your turn, you roll an Additional Damage Dice for that particular attack.

## **Monk**

### **6th Level - Ki-Empowered Strikes**

Starting at level 6, your Unarmed Strikes count as Magical for the purpose of overcoming Resistance and Immunity to Non-Magical Attacks and Damage; additionally, you may add your Wisdom modifier to the total of all Damage Rolls made with Unarmed Strikes and Monk Weapons.

### **10th Level - Focused Willpower**

Starting at level 10, Whenever you make a successful Attack Roll, excluding rolls made through Flurry of Blows, and you naturally roll between 19-20, you regain a Point of Ki.

### **15th Level - Extra Attack (2)**

Starting at level 15, you can attack Three Times whenever you take the Attack Action.

### **15th Level - Focused Willpower (2)**

Starting at level 15, Whenever you make a successful Attack Roll, excluding rolls made through Flurry of Blows, and you naturally roll between 18-20, you regain a Point of Ki.

## **Paladin**

### **11th Level - Improved Divine Smite**

Starting at level 11, you are so suffused with righteous might that all your Melee Weapon Strikes carry divine power with them. You gain the following bonuses:

Whenever you hit a creature with a Melee Weapon, the creature takes an Extra 1d8 Radiant damage.

Whenever you perform a Divine Smite through the Divine Smite Feature, the Damage Dice you roll for every Spell Slot Level you expend in its usage becomes a 1d12, instead of a 1d8. This effect also applies to the Extra Damage you roll against Undead and Fiends.

### **13th Level - Radiant Authority**

Starting at level 13, whenever you utilize your Divine Smite Feature against a creature, that creature may be forced to make a Wisdom Saving Throw against your Spell Save DC or be forced by your divine authority to strike at you.

Upon failing the Wisdom Saving Throw, the Smitten Creature has Disadvantage on all Attack Rolls made against you and should it attempt to target any other creature that isn’t you, they take 2d8 Radiant damage, otherwise, this ability does nothing.

This ability lasts until the start of your next turn. You may utilize this ability a number of times equal to your Charisma modifier, with uses of it restored during a long rest.

### **15th Level - Extra Attack (2)**

Starting at level 15, you can attack Three Times whenever you take the Attack Action.

## **Ranger**

### **6th Level - Ranger’s Swift Arsenal**

Starting at level 6, Once per turn, you can swap one of your currently equipped Weapons with another within your possession without using an Action Type.

Additionally, when making Melee Weapon Attacks, you may choose to replace one of the Melee Weapon Attacks with an attack from an unequipped Loaded Ranged Weapon or Thrown Weapon; doing so does not remove the currently equipped Melee Weapon or Weapons from your hands.

### **11th Level - Opportune Combo**

Starting at level 11, Once per turn, whenever a friendly creature makes an Attack Roll against a creature, you can make a Weapon Attack against that same creature alongside your ally without expending your Reaction.

### **15th Level - Extra Attack (2)**

Starting at level 15, you can attack Three Times whenever you take the Attack Action.

### **17th Level - Favored Combo**

Starting at level 17, Once per turn, whenever you make a Weapon Attack against a creature marked or otherwise considered your Favored Enemy through Ranger Class Features, you may make an Additional Attack as a part of the same Attack Action.

## **Rogue**

### **10th Level - Knavish Feint**

Starting at level 10, whenever you take the Attack Action on your turn, you can expend your Reaction to make a Second Attack that, regardless of if it hits, forces the creature to make an Insight Skill Check versus the Total of your Attack Roll.

Should the opposing Insight Skill Check be lower than the Total of your Attack Roll, that creature loses their Reaction until the start of your next turn.

### **15th Level - Prepensive Shank**

Starting at level 15, whenever Sneak Attack triggers for the first time against a creature during combat, you add an additional 2d6 Sneak Attack Damage Dice to the Total of that Sneak Attack Damage Roll.