Barbarian: Path of the Ravager
Variant A
This is the rework for Death Cleric is aimed at improving their ability to deal damage with weapons.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Reaper
You have a pool of energy represented by a number of d8s equal to your cleric level.
When you roll damage for a weapon attack, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to your proficiency bonus. Roll the spent dice and add them to the damage as necrotic damage.
You regain the expended dice when you finish a long rest.
Channel Divinity: Touch of Death
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Reaper's Wrath
Starting at 17th level, you can delay death for an instant to perform a final heroic act.
When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach.
You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 necrotic damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.
Once you use this feature, you can’t use it again until you finish a long rest.
Variant B
This is the rework for Death Cleric is aimed at improving their ability to deal damage with cantrips and spells.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Reaper
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 10 feet of each other.
Channel Divinity: Obliterate
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force. When you deal necrotic damage to a creature using a cleric spell or cantrip, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.
Inescapable Destruction
Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Improved Reaper
Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
Cleric: Trickery Domain
Trickery Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Charm Person, Disguise Self |
| 3rd | Mirror Image, Pass without Trace |
| 5th | Blink, Dispel Magic |
| 7th | Dimension Door, Polymorph |
| 9th | Dominate Person, Modify Memory |
Blessing of the Trickster
Starting when you choose this domain at 1st level, you can touch a willing creature other than yourself as an action to give them advantage on either Sleight of Hand, Deception or Stealth for 1 hour. When you use this feature on a second creature, the first creature loses the benefit.
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Channel Divinity: Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to vanish.
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Gift of the Trickster
At 8th level your Blessing of the Trickster also empowers your target's weapon with your diety's power.
Once per turn when a creature under the influence of the Blessing of the Trickster hits a creature with a weapon attack, that creature can cause the attack to deal an extra 1d8 poison damage to the target.
If there is no creature under the influence of the Blessing of the Trickster, then once per turn when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target.
When you reach 14th level, the extra damage is increases to 2d8.
Improved Duplicity
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Potential Trickster Gods for Trickery Domain Clerics
Gods of trickery – such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
Cleric: War Domain
War Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Divine Favor, Shield of Faith |
| 3rd | Magic Weapon, Spiritual Weapon |
| 5th | Crusader's Mantle, Spirit Guardians |
| 7th | Freedom of Movement, Stoneskin |
| 9th | Flame Strike, Hold Monster |
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armor.
War Preist
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Channel Divinity: War God's Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
War God's Blessing
At 17th level, you gain resistance to two damage types of your choice, choosing from this list: bludgeoning, necrotic, piercing, radiant, poison and slashing. Whenever you finish a short or long rest, you can change the damage types to which you are resistant to.
Alternate Version of War God's Blessing
At 17th level, you gain resistance to two damage types of your choice. These can be changed whenever you finish a long rest.
Additionally as an action, you can transfer either these resistances to one creature you touch.
The creature keeps these benefits until the end of your next long rest or until you transfer them back to yourself as an action.
Potential War Gods for War Domain Clerics
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
Druid: Circle of the Shepherd
Spirit Totem
Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.
As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
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Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
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Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
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Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
The spirit persists for 1 minute. Once you use this feature, you can’t use it again until one of the following conditions has been meet:
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you finish a short or long rest.
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you expand one use of your Wild Shape feature to gain one use of ths feature
Speech of the Woods
At 2nd level, you gain the ability to converse with beasts and many fey.
You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Mighty Summoner
At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:
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The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
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The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Guardian Spirit
Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
Blessing of the Spirits
Starting at 14th level, you gain the following benefits:
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you gain additional uses of your Spirit Totem feature equal to your Wisdom modifier.
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you can cast spells as though you were in the spirit's space, but you must use your own senses.
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you can now use your bonus action to swap spirits, but doing so means losing 1 use of your Spirit Totem feature
Aututhor's Note
I believe that for a caster orientated subclass, being able to trade uses of Wild Shape for Spirit Totem is a massive buff for this subclass, because a caster druid you do not want to be in Wild Shape except as a last ditch effort to survive. Furthermore Faithful Summons has a notoriously bad reputation due to it's op and exploitable nature, where the druid can sacrifice itself to trigger these summoning spells.
Variant Features
Blessing of the Spirits
Starting at 14th level, your spirit guide guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Fighter: Arcane Archer
Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and learn the following cantrips Prestidigitation and Druidcraft.
Predator's Mark
When you hit a creature with an attack roll, you can use your knowledge of the arcane to mark the target as your prey for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the prey and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a prey a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
At level 18 you regain all uses of this feature when you finish a short rest.
Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Use Magic Device
By 10th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Ever-Ready
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Predator's Mark remaining, you regain one use of it.
Sorcerer: Draconic Bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later and to determine what bonus cantrip you gain as a sorcerer cantrip.
Draconic Ancestry
| Dragon Color | Damage Type | Bonus Cantrip |
|---|---|---|
| Black | Acid | Acid Spalsh |
| Blue | Lightning | Shocking Grasp |
| Brass | Fire | Produce Flame |
| Bronze | Lightning | Thunderclap |
| Copper | Acid | Primal Savagery |
| Gold | Fire | Guidance |
| Green | Poison | Poison Spray |
| Red | Fire | Firebolt |
| Silver | Cold | Frostbite |
| White | Cold | Ray of Frost |
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Elemental Affinity
Starting at 6th level, you can activate any of the following effects when you cast a spell which deals damage with the element associated with your draconic ancestor, you can activate any of the following effects.
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you can spend 2 sorcery point to have your spell ignore the resistances of your enemies.
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you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
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if that spell is a cantrip dealing the same damage type as your dragon ancestor, you add your Charisma modifier to the damage roll.
Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet.
For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends.
A creature that succeeds on this saving throw is immune to your aura for 24 hours.
You can use this feature a number of times equal to your proficiency modifier and regain all uses of this feature when you finish a long rest or spend 5 sorcery points to gain a additional usage.
Sorcerer: Storm Sorcery
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Author's Note:
This rework is aimed at improving the class from a mechanical stand point without taking away the role play potential of the class. Tempestuous Magic now gives you spells which are mostly centered around wind magic. You get Catapult where you use the power of the wind to send items flying towards your enemies as improvised mortar shells.
This class also provides Lighting spells, but no Thunder spells as those spells feel like they would become obsolete at higher levels of play, so I thought free control spells based off of wind might be better.
Mage Armor also fits the class fantasy as you are basically dressing yourself in an armor of either lighting, wind or mix of both. (this is just from a roleplay persective, not a mechanical perspective).
Wind Speaker
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Tempestuous Magic
You gain additional spells at the sorcerer levels listed.
| Sorcerer Level | Spells |
|---|---|
| 1st | Catapult, Mage Armor |
| 3rd | Gust of Wind, Shatter |
| 5th | Call Lightning, Wind Wall |
| 7th | Summon Elemental, Freedom of Movement |
| 9th | Control Winds, Conjure Elemental |
Additionally, at 6th level, when you finish a long rest you roll a 1d8. Your pool of Sorcery points increases by that amount until you make another long rest. This effect allows you to have more sorcery points than shown on the table for your level. You keep this extra sorcery points until you begin a short or long rest.
Grace of Air
Starting at 1st level you can use your bonus action to cause whirling gusts of elemental air to briefly surround you. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
You can activate this feature a number of times equal to your proficiency modifier. You regain all uses after finishing a short or long rest and can gain additional uses of this ability by spending 2 sorcery points as a bonus action.
Heart of the Storm
At 6th level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
In addition, you gain resistance to both lightning and thunder damage.
Storm's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Herald of the Storms
At 18th level, you gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Author's Note about Storm Sorcery:
I decided to be cheeky and add this bit here: you probably didn't catch these changes as you were reading this rework, but at level 6, the Storm Sorcerer gains 1d8 + charisma mod worth of EXTRA sorcery points whenever they finish a long rest AND resistance to both lightning and thunder damage (see Heart of the Storm).
Sorcerer: Pyromancy
Your innate magic comes from the power of elemental fire. You may be a descendant of a fire creature like an Efreeti djinn or some other sort of fire elemental. Or perhaps you were born during a great fire or volcano eruption so powerful that folk still tell stories of it. Regardless of your origin you are fire and fire is you
Author's note: This is a rework of the Pyromancy subclass released in Plane Shift - Kaladesh
Heart of Fire
You gain additional spells at the sorcerer levels listed.
| Sorcerer Level | Spells |
|---|---|
| 1st | Hellish Rebuke, Burning Hands, Produce Flame, Control Flames |
| 3rd | Flaming Sphere, Scorching Ray |
| 5th | Melf's Minute Meteors, Fireball |
| 7th | Fire Shield, Wall of Fire |
| 9th | Immolation, Conjure Elemental |
Additionally, you can chose to gain proficiency in 2 of the following: Arcana, Insight, Intimidation, Performance or Survival.
Fire Blast
At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you.
You can use your bonus action to force a creature within 10 feet of you to make a Dexterity Saving Throw or take 1d6 + your charisma modifier worth of damage. On a successful save that target takes no damage.
Upon reaching the 14th level, this damage increases to 2d6 + charisma modifier.
Additionally this effect counts as a spell and can be affected by your subclass abilities and metamagic abilities.
Fire in the Veins
At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.
Burning Malice
Starting at 14th level, you can use your bonus action to spend 2 sorcery points and place a mark on the target. Until the start of it's next turn, that creature counts as being vulnerable to fire damage.
If that creatures has resistance to fire damage,then that resistance is canceled out. Creatures immune to fire damage are also immune to this effect.
Fiery Soul
At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Additionally your Burning Malice feature can now be used to make creatures resistant to fire damage become vulnerable to fire damage and creatures who are immune to fire damage will count as simply having resistance to fire damage while under the effect of your Burning Malice ability.
Selfish Self Promotion Section / Other Stuff I wrote:
Romanian Ranger
Is a variant of the Ranger that does not force on to DM's unwanted exploration related ghimicks and instead provides minor improvements to the combat and social aspects of the game, without damaging the class identity of Rangers.
Dargon Black's Kung Fu Legends
This compendium features 4 unique subclasses based on the 4 types of bending in the Avatar universe (we are talking about the awesome cartoon here,not the movies) a reworked version of UA's Path of Tranquility Monk and an updated version of the Long Death Monk.