Optional Class Features

These features can be used when creating a character. They are intended to fix design holes in the originals, anchor the classes in the setting, shore up weaker options, grant new interesting choices, or ensure compatibility with homebrew systems.

Artificer

Expanded Crafting

The following items are added to the Magic Item Plans tables:

ItemAttunement
Level 2+
Machinist's HammerNo
Arcane Octo-sphereNo
Level 6+
Crank-operated Arcane ScattershotNo
MoodbandYes
Level 10+
Rocket MaulYes
Duelist's WandYes
Stonesilk RobeNo
Level 14+
Greater Wand of Magic MissilesYes
Wand of the MaestroYes
Ashresin ArmorYes

Bard

Subtle Words

7th-level Bard feature, which replaces Countercharm

When you cast a spell through an instrument, you can expend a Bardic Inspiration die to attempt to conceal the somatic and verbal components of the spell as part of the performance. When you do so, you make a Performance check against onlookers' passive Perception (creatures who can cast spells have advantage, giving them a +5 bonus). Creatures whose passive Perception is lower than the result of your check do not notice a spell has been cast (although the effects might still be noticeable, depending on the spell).

Cleric

Poorfellow

1st-level Cleric feature

The following option is added to your Divine Order feature:

  • Poorfellow: You have renounced earthly possessions. When you are not wearing armor or a shield, your AC becomes 10 + your Dexterity modifier + your Wisdom modifier, and your movement speed increases by 5 feet.

Druid

Wild Shape

See Wild Shape for a feature that replaces Wild Shape with a trait-based system, as well as an overhaul to the Circle of the Moon subclass.

Ranger

Cross-country Roving

6th-level Ranger feature, which enhances Roving

When Force Marching, you have advantage on saving throws against Exhaustion.

Relentless Focus

9th-level Ranger feature

You can concentrate on Hunter's Mark at the same time as you concentrate on another spell, and damage cannot break your concentration on Hunter's Mark. Additionally, the damage of Hunter's Mark increases by your Wisdom modifier.

Resilient Hunter

13th-level Ranger feature, which replaces Relentless Focus

When a creature marked by your Hunter's Mark forces you to make a saving throw, you can use your Reaction to gain advantage on the save.

Huntsman

20th-level Ranger feature, which replaces Foe Slayer

When you reduce a creature to 0 hit points on your turn, you can take another action. This can only happen once per turn.

Rogue

The Rogue subclass levels are adjusted for a better and more even class progression. The 9th level subclass feature is gained at level 6, the 13th level feature at level 9, and the 17th level feature at level 13. A new 17th-level feature is introduced.

Backstab

1st-level Rogue feature, which improves Sneak Attack

Your Sneak Attack now deals damage for each rogue level you have, instead of its normal scaling.

Double Dealing

17th-level Rogue feature

You gain a second bonus action. You cannot take the same bonus action twice on the same turn.

Monk

Stance of the Mountain

2nd-level Monk feature, which replaces Unarmored Movement

Your martial arts uses brute force instead of speed. You gain the following benefits:

  • Whenever a Monk class or subclass feature uses your Dexterity score or modifier, you can use your Strength score or modifier instead.
  • You gain proficiency with all Martial melee weapons, and all melee weapons count as monk weapons for you.
  • Your Monk hit dice becomes d10s.

Tenacity of the Mountain

9th-level Monk feature, which requires Stance of the Mountain and replaces Acrobatic Movement

You have advantage on all saving throws against effects that move you against your will, and you count as one size larger for the purposes of grappling and shoving creatures. Additionally, when you Shove a creature, it is pushed a number of feet equal to five times your proficiency bonus.

Sorcerer

Mana Conduit

1st-level Sorcerer feature, which alters Spellcasting and replaces Font of Magic

Instead of spell slots and Sorcery Points, you use an alternative Spell Point system to fuel your magic.

You gain a pool of Spell Points, which scales with your Sorcerer level. You regain all expended Spell Points when you finish a long rest.

LevelSpell PointsLevelSpell PointsSpell LevelCost
141173Cantrip-
2612731st2
31413832nd3
41714833rd5
52715944th6
63216945th7
738171076th9
844181147th10
957191238th11
1064201339th13

You can spend Spell Points to cast spells, as per the table above. You can spend more points to upcast spells, but not above the highest level of spell you can prepare. You can only cast one spell with Spell Points per turn. All other rules of spellcasting, such as components, still apply.

Casting the highest level spells is especially draining. If you cast a spell at 6th level or higher, you must finish a long rest before you cast a spell of that level again.

Your Spell Points are also used for your abilities that cost Sorcery Points, at the same cost. If a feature restores a spell slot or Sorcery Points, you instead gain that many Spell Points.

You cannot multiclass if you take this feature.