Minor Class Tweaks

by Biggest of the Milks

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Minor Class Tweaks


Introduction

For every class that hasn't gotten a full remaster, I've put their (relatively) minor tweaks here.


  • Universal Changes - Page 1
  • Artificer - Pages 2-3
  • Bard - Page 4
  • Cleric- Pages 4-5
  • Druid - Pages 5-6
  • Wizard - Pages 6-7

Universal Class Changes

Starting Wealth

If you choose to take the gold instead of your class' equipment, you instead gain the amount of gold listed below, in addition to any equipment from your background.

Class Gold
Artificer 200 gp
Barbarian 80 gp
Bard 200 gp
Cleric 200 gp
Druid 80 gp
Fighter 200 gp
Monk 20 gp
Mystic 80 gp
Paladin 200 gp
Ranger 200 gp
Rogue 160 gp
Sorcerer 120 gp
Warlock 160 gp
Wizard 120 gp

Spellcasting and Armor

Every single class which gains spellcasting has new section describing how armor interacts with their spells.

Artificer, Paladin, Cleric, Ranger

Armor and Spellcasting

The components of your spells are simple and easy to perform. Armor does not restrict the casting of the spells you know from this class.

Bard, Druid, Warlock

Armor and Spellcasting

The components of your spells are moderately difficult to perform. You cannot cast any spells of 1st level or higher that you know from this class while you are wearing heavy armor. Other armor does not restrict spells you cast this way.

Wizard, Sorcerer

Armor and Spellcasting

The components of your spells are difficult to perform. You cannot cast any spells of 1st level or higher that you know from this class while you are wearing heavy armor or using a shield. Other armor does not restrict spells you cast this way.

Mystic

Armor and Powers

Armor hinders your ability to draw psionic power from your environment. You cannot manifest any powers of 1st level or higher that you know from this class while you are wearing heavy armor or using shields. Other armor does not restrict powers you manifest this way.

Arcane Trickster, Eldritch Knight, and Way of the Four Elements

Armor and Spellcasting. Though you cast spells similar to a wizard/sorcerer, you use simplified components that are easier to perform. Armor does not restrict the spellcasting of the spells you know from this class.

Soulknife and Psychic Warrior

Armor and Powers. Though you manifest powers similar to a mystic, you draw upon psychic energy more efficiently for these powers. Armor does not restrict the manifesting of powers you know from this class.

Ability Score Improvement

Every Ability Score Improvement feature now lets you improve one ability score by 1 and get a feat.

Artificer

Changes

Flash of Genius

Can also be used on attack rolls. Can be used after you see the roll, but before the effect is resolved.

Armorer


Guardian. Thunder Gauntlets instead deal 1d4 bludgeoning + 1d4 thunder damage. Additionally, the defensive field is at-will (as per the UA version).


Infiltrator. Dampening Field now reads: "If your armor has disadvantage on Stealth checks, you ignore this penalty. If it does not, then you gain advantage on Stealth checks."

Artillerist

Now gains chromatic orb instead of shield as a 1st-level artillerist spell.

Battle Smith

Now gains thunderous smite instead of shield as a 1st-level battle smith spell.

Infusions


Armor of Tools. Also requires a set of artisan's or thieves' tools to infuse in the armor. Now reads, "Whenever you use this infusion on a suit of armor, choose a set of tools within reach. These tools are integrated into the armor until the infusion ends. While wearing this armor, a creature is considered proficient in the tool and can add twice its proficiency bonus to checks made with the tool.

Additionally, the creature does not need a free hand in order to use the tool as machinery built into the armor manipulates it, and if the creature could normally use the tools as an action, they can instead use it as a bonus action."

Alchemist

Reworked as shown below.

Experimental Elixir

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to another creature.

Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 5th level, three at 11th level, and four at 17th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, choosing the elixir's effect from the Experimental Elixir table or rolling on it.

Any elixir created by randomly rolling has an additional effect.

Alchemical Savant

At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. You gain the following benefits:

  • Whenever you cast an artificer spell while holding your alchemist's supplies, or when a creature drinks your experimental elixir, you can grant a bonus to one roll that deals damage, restores hit points, or grants temporary hit points. That bonus equals 1 + half your Artificer level (round up).
  • You and allied creatures can drink an experimental elixir as a bonus action instead of an action.
  • Whenever you roll to determine which experimental elixir you get, you can roll twice and take either result.

Experimental Elixir

d8 Effect Bonus Effect
1 Healing. The drinker immediately regains 3d4 + 3 hit points. And for the next minute, regains 1 hit point at the start of each of their turns.
2 Swiftness. The creature can take the dash action when they drink the potion and as a bonus action on subsequent turns for the next hour And during that time, the creature has their land speed increased by 10 ft. and their movement ignores difficult terrain.
3 Resilience. The drinker gains a +1 bonus to AC and saving throws for 1 hour. The duration instead is 8 hours
4 Boldness. The drinker can roll a d6 and add the number rolled to every attack roll and saving throw they make for the next minute. The target is also immune to the frightened condition.
5 Flight. The drinker gains a flying speed equal to half their walking speed for 10 minutes The flying speed is instead equal to their walking speed and lasts for 1 hour.
6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. The effects instead last for 1 hour and the drinker can change the effects as an action while it persists.
7 Cateye. The drinker gains darkvision out to a range of 120 feet for 1 hour, or the range of its darkvision increases by 60 feet for that duration. The creature can see through magical darkness within its darkvision.
8 Invisibility. The drinker becomes invisible, as per the invisibility spell, for 1 minute. The invisibility instead lasts for 1 hour.

Restorative Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to your artificer level + your Intelligence modifier (minimum of 1 temporary hit point).
  • You always have the lesser restoration spell prepared and it doesn't count against the number of spells you can prepare every day. You can cast this spell without expending a spell slot, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and immunity to poison damage and the poisoned condition. This benefit extends to a creature that drinks one of your elixirs for as long as they benefit from that elixir.
  • You always have the greater restoration spell prepared and it doesn't count against the number of spells you can prepare every day.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

New Options

Artificer Spells

The following spells expand the artificer spell list.

1st Level: Fog Cloud, Battle stomp, Caustic adhesive, Grappling hook, Unstable concoction

2nd Level: Shield, Puff, Tentacle lash, Necro bolt, Hydrargyrum, Magic Aura

3rd Level: Magic Circle, Sending, Locate object, Caustic gale, Ferrouswheel

4th Level: Ballium's bouncing ball

5th Level: Scrying, Electrical wall

Bard

New Options

Bard Spells

The following spells expand the bard spell list.

Cantrip (0th level): Resistance

1st Level: Cause fear, Color spray, Command, Alarm, Deafening shriek

2nd Level: Aid, Enlarge/reduce, Mind spike, Mirror image, Alter self, Mind whip, Puff, Lohse's maddening song, Crippling fear

3rd Level: Mass healing word, Slow, Tiny servant

4th Level: Phantasmal killer, Dominate beast, Gambler's dodge

5th Level: Contact other plane (ritual), Rary’s telepathic bond (ritual), Dance macabre

6th Level: Heroes’ feast, Mental prison, Scatter

7th Level: Power word pain, Prismatic spray, Power word pain

8th Level: Antipathy/sympathy, Maze, Illusory dragon, Maddening darkness

9th Level: Prismatic wall, Weird

Cleric

Changes

Twilight

Eyes of Night now reads: You can see through the deepest gloom. You gain darkvision out to a range of 120 feet. If you already have darkvision from your race, its range increases by 60 feet.

As an action, you can magically share this darkvision with one creature within your reach, reaching out to them as you grant them this blessing. This shared darkvision lasts for 8 hours. Once you share it, you can't do so again until you finish a long rest.


Channel Divinity: Twilight Sanctuary now reads: As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 2 + half your cleric level.
  • You end one effect on it causing it to be charmed or frightened.

Peace

Emboldening Bond now reads: You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an an ability check or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Trickery

At 7th level, Trickery gains the charm monster spell instead of polymorph (as polymorph is now a 5th level spell)

Invoke Duplicity no longer requires concentration.

Cloak of Shadows is no longer a channel divinity option and is instead a standard feature. Reads: "Whenever you use your Invoke Duplicity channel divinity, you turn invisible until the end of your next turn. This ends early if you cast a spell or if you make an attack."

New Options

Divine Strike and Potent Cantrip

At 8th level, cleric either gets the Divine Strike or the Potent Spellcasting feature based on their divine domain. If your domain gives you the Divine Strike class feature, you can choose to instead replace it with the Potent Spellcasting feature.

Potent Spellcasting

You add your Wisdom modifier to the damage you deal with any cleric cantrip.


If your domain gives you the Potent Spellcasting feature, you can replace it with the Blessed Strikes feature. The damage type of the bonus damage is dependent on your domain.

Blessed Strikes

You are blessed with divine might in battle. 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 additional damage to the target, of a damage type determined by your domain. When you reach 14th level, the extra damage increases to 2d8.

Arcana: Force.

Grave: Radiant.

Knowledge: Psychic.

Light: Radiant.

Peace: Radiant.

New Options

Cleric Spells

The following spells expand the cleric spell list.

1st Level: Battle stomp, Tranquil walk of peace, Karmic justice

3rd Level: Wrath of the gods

4th Level: Purification

5th Level: Blood storm

Druid

Changes

Equipment

Armor. Druids may wear armor and shields made of metal, though they greatly prefer those made of other materials.

Wild Shape

The second bullet point of the Wild Shape reads as follows: “When you transform, you retain your own hit points and Hit Dice. If you drop to 0 hit points, you revert to your normal form.”

Circle of the Moon

The Circle of the Moon's Combat Wild Shape grants you temporary hit points equal to twice your druid level + 10 times the CR of the creature you wild shape into.

Whenever you use your bonus action to expend a spell slot to heal, you can add your Wisdom modifier to the number of hit points gained.

Circle of the Land

Each land option gets circle spells at 2nd level.

Arctic

Druid Level Circle Spells
2nd frost fingers, ice knife

Coast

Druid Level Circle Spells
2nd fog cloud, create or destroy water

Desert

Druid Level Circle Spells
2nd earth tremor, create or destroy water

Forest

Druid Level Circle Spells
2nd animal friendship, entangle

Grassland

Druid Level Circle Spells
2nd entangle, longstrider

Mountain

Druid Level Circle Spells
2nd earth tremor, armor of agathys

Swamp

Druid Level Circle Spells
2nd fog cloud, false life

Underdark

Druid Level Circle Spells
2nd faerie fire, cause fear

Land's Stride. Now reads: "Starting at 6th level, you ignore difficult terrain. You can also pass through plants, magical or not, without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against the effects created by plants or natural phenomena, and attacks from such phenomena are done at disadvantage. This feature works even if those natural phenomena are created by magic (such as the entangle or web spell).

Additionally, plant and beast creatures have disadvantage on attacks against you. This effect ends early on a creature if they hit you with an attack."


Nature's Sanctuary. Now reads: "Starting at 14th level, your connection to nature protects you from the elements. You gain resistance to fire, thunder, lightning, and cold damage."

Circle of Spores

Halo of Spores. Now reads: "Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. As a bonus action on your turn, you can command these spores to attack a single creature within 10 ft. of you. That creature takes 1d4 necrotic damage. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level."


Symbiotic Entity. The second bullet point now reads: "The first time you hit with a melee weapon attack or a melee spell attack on your turn, you deal 1d4 bonus necrotic damage and if you are below half your hit point maximum, you regain a number of hit points equal to the bonus damage dealt. The damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level."


Fungal Infestation. Now reads: "At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour or until you use this feature again, after which it collapses and dies.

Whenever you animate it, the zombie gains temporary hit points equal to your druid level and a bonus to Constitution saving throws, attack rolls, and damage rolls equal to your proficiency bonus.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."


Spreading Spores. Now reads: "Whenever you use your Halo of Spores while your Symbiotic Entity feature is active, you can target each creature of your choice within 10 ft. of you instead of just one creature."


Fungal Body. Also gives you immunity to necrotic and poison damage.

Circle of the Shepherd

The first benefit of Mighty Summoner now reads: "The creature appears with more hit points than normal: 2 extra hit points per level of the spell you cast."

New Options

Druid Spells

The following spells expand the druid spell list.

Cantrips (0 Level): Acid splash, Dancing Lights, Life leech strike, Static electricity

1st Level: Ceremony (ritual), Protection from evil and good, Frost fingers, Blinding squall, Mosquito swarm, Frayed circuit

2nd Level: Augury (ritual), Continual flame, Enlarge/reduce, Web, Spider climb, Pyrotechnics, Misty step, Earthen grasp, Puff, Tentacle lash, Track, Power within, Ball lightning, Torrent

3rd Level: Aura of vitality, Elemental weapon, Revivify, Thunder step, Wall of sand, Lightning bolt, Bull horns, Fissure

4th Level: Divination (ritual), Fire shield, Storm sphere, Ralthulm's divine wind, Thunder bolt

5th Level: Cone of cold, Dawn, Immolation, Acid surge, Blood storm, Electromagnetic pulse, Closed circuit, Downburst

6th Level: Flesh to stone, Wall of ice, Freezing sphere, Chain lightning, Corrosive spores

7th Level: Symbol, Crown of stars

8th Level: Incendiary cloud

9th Level: Mass polymorph, Power word heal, True polymorph

Wizard

Changes

Evocation

Potent Cantrip now reads: "Whenever you use your action to cast a cantrip, you can use your bonus action to cast the same cantrip again, but against different targets."

Transmutation

Minor Alchemy now reads: "Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. As an action, you perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. The object must fit in a 5-foot cube and reverts back to its original material after 1 minute.

You can also do a more complicated version of this procedure, causing the same effect but instead transmuting 1 cubic feet of material for every 10 minutes you spend on it. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Any transmuted object reverts back to its original substance if you use this feature on another object."


Shapechanger now reads: "At 10th level, you add the polymorph spell to your spellbook. If you already have that spell in your spellbook, you instead learn one wizard spell of 5th level of lower of your choice. You can cast polymorph on yourself without expending a spell slot once, regaining the ability to do so again at the end of a short or long rest.

Whenever you cast polymorph on yourself, you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. Additionally, your attacks while polymorphed are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."

Necromancy

You can add your Intelligence modifier to the healing of Grim Harvest.


If you already know the animate dead spell when you gain the Undead Thralls feature, you instead gain any 3rd level or lower wizard spell of your choice.


Inured to Undeath now reads: "Beginning at 10th level, you have resistance to necrotic damage, immunity to poison damage and the poisoned condition, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects."

Chronomancy

Arcane Abeyance now reads: "A creature holding the bead can cast the spell within normally, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes."

Equipment

Whenever you choose gold for your starting wealth, you still start with a spellbook.

New Options

Wizard Spells

The following spells expand the wizard spell list.

Cantrip (0th level): Sapping sting (necromancy), Static electricity (evocation)

1st Level: Gift of alacrity (divination), Magnify gravity (transmutation), Static electricity (evocation), Devour (necromancy), Frayed circuit (evocation), Caustic adhesive (conjuration)

2nd Level: Augury (divination, ritual), Enhance ability (transmutation), Fortune's favor (divination), Immovable object (transmutation), Wristpocket (conjuration, ritual), Displace (conjuration), Puff (evocation), Necro bolt (necromancy), Undead rapport (necromancy)

3rd Level: Speak with dead (necromancy), Pulse wave (evocation), Tether essence (necromancy), Caustic gale (conjuration)

4th Level: Divination (divination, ritual), Gravity sinkhole (evocation), Ballium's bouncing ball (conjuration)

5th Level: Temporal shunt (transmutation)

6th Level: Gravity fissure (evocation), Corrosive spores (conjuration)

8th Level: Dark star (evocation), Reality break (conjuration)

9th Level: Ravenous void (evocation), Time ravage (necromancy)

 

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