These rule changes are for the d20 System™ as represented in the Basic Rules presented in full as The ©Players Handbook.
Universal for all classes: Starting Equipment and Money = By campaign setting – DO NOT USE THE ©PLAYERS HANDBOOK.
Primary Aptitude(s): Kinetic (Battle Master and Champion).
Great Weapon: [Must be used 2 handed; including Versatile weapons used 2 handed]; +1 Initiative, +1 Damage, those with Heavy gain an automatic 5′ knockback, those with Reach gain Advantage on any attacks of opportunity.
Hard Blows: The Champion, each time they gain an Expanded Critical increase, can either take 1 point of critical range, or gain +1 on their Attack (which effectively adds to the ability to score a Major Hit more often).
Damaging Blows: At third level, the Champion deals an additional d4(2) damage on every hit. At 10th level, the Champion deals an extra d6(3) damage on every hit. [Inspired by the Brute UA Archetype option.]
Physical Regimen: This enhances the Remarkable Athlete powers at 7th level. The character also gains the Physical Regimen feature for no Character Point cost.
The battle master is the true king of the battlefield. They specialize in discipline and combat against multiple opponents. When fighting against multiple opponents, the dynamics of the battlefield become crystal clear to them and inform their actions.
Physical Regimen: At 4th level, the Battle Master also gains the Physical Regimen feature for no Character Point cost.
They may take the benefits of the Exceptional Military Training instead of Artisans Tool Proficiency for their “Student of War” feature. This information will be augmented by setting. Additionally, if they have the Superior Technique fighting style, they use their Battle Master superiority dice type (all become the same).
Battle Masters gain all the facets “Additional Training” under the Martial Adept Feat at 4th level.
Magic/Spell Changes: By default, all spell casting follows the Empowered Magic rules that remove the “each round” aspect of most spell saves. Eldritch Knight: This must have a source in one of the Mystic Traditions – the character must pick one other than Inspiration. This class uses Spell type castings for determining Casting Constraints, but suffers almost none of the penalties.
Scope of Spells It is recommended that the scope of spells be limited to martial spells – this is the core of the Eldritch Knight is to combine martial ability and arcane.
Time and Study: Characters taking this pathway of development must account for learning their magical abilities.
Means of shortening this: