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====March==== '''The Mystic Class:''' The complete version of the [[Mystic]], so far, a full 20th level class with all the mechanics that 5e plans to use to handle psionics, or so it seems. a fan-made modified, expanded, and illustrated version can be found [https://drive.google.com/file/d/0B2bXgsHg7PtJNXdRdjdaUDhRM2M/view?fbclid=IwAR0af_O9Ru-j4xmV6VtGYmQNxbf-DNXgbVYHnqP56ZQvMlcpf-g5r-oJT3A| here] '''Wizard Revisited:''' A second edition revamp of the Theurgy Tradition and a new Tradition in the form of [[Warmage|War Magic]]. ''[[Warmage]]s'' were released in a March 2017 Unearthed Arcana, and if you think about it, they make more sense in this edition, as Wizards and Sorcerers no longer use different casting styles, and they were always highly trained, which is the wizard's "thing". Surprisingly, they're not redundant nor do they step on the toes of Evokers; they're all about blasting smarter, not harder. The first of their second level features, ''Arcane Deflection'', lets them boost up their defenses with magical energy - when they take a hit against AC or fail a Con saving throw, they can burn their reaction to immediately boost their AC by +2 or their Con saving throw score by +4, as needed, in order to negate that particular attack. The downside is that they can't cast anything more powerful than a cantrip until the end of their next turn after using this trait. Their other level 2 feature, ''Tactical Wit'', lets them add their Int modifier to their initiative rolls. ''Power Surge'', unlocked at level 6, allows them to boost up their crowd-smiting attack spells once per short rest, in the form of adding +2 damage dice to the spell - this means they can launch a 10d6 fireball once per encounter, and at hitting level 20, they could unleash a ''16d6'' fireball. Their 10th level feature, ''Durable Magic'', continues the "mystical protection" theme, giving them +2 to AC and to all saving throws whilst they have a spell maintained. Finally, the level 14 ''Deflecting Shroud'' provides a nice mixture of defense and offense, as it lets the Warmage deal half their level in Force damage to all enemies within 10 feet whenever they use Arcane Deflection. This Tradition was made official in Xanathar's Guide to Everything, with Power Surge getting a complete rewrite, Arcane Deflection boosting all saves, and Deflecting Shroud gained greater range at the cost of hitting fewer targets. Mk2 ''Theurges'' are... literally unchanged from the mk1 version posted so long ago. '''A Trio of Subclasses:''' One new subclass for each of the Monk, Paladin and Ranger. The Monk gets the new Way of the Drunken Master, the Paladin gets the new Oath of Redemption, and the Ranger gets the Monster Slayer, a tweaked version of the Monster Hunter subclass released for Fighters in ''Gothic Heroes''. ''The Way of the Drunken Master'' is, as you would expect, the stereotypical drunken master, despite not actually using alcohol in any way, instead opting for acting drunk. Roleplaying may vary. Drunken technique gives you proficiency in the Performance skill, as well as giving you disengage whenever you use Flurry of Blows and increasing your speed by 10 feet for that turn. Tipsy sway emulates the drunken swaying, making it so that, when you are missed by a melee attack, you can use your reaction to redirect it at another creature within 5 feet except the attacker. However it is only once per short or long rest. Drunkard's luck allows you to spend 1 ki to give yourself advantage on any saving throw, but must be used before the saving throw. Intoxicated frenzy allows you to make up to five attacks with Flurry of blows at the cost that every attack must target a different creature.
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