Lynxes Reworked Classes

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Lynx's Reworked Classes

Multiclassing

Multiclassing is banned

Changing Subclass

Requires GM approval

Pet Classes

Subclasses specializing in pets are asked to limit themselves to one Pet Class per group of 4-5, two Pet Classes in groups of 3 or less, and no Pet Classes in groups of 6 or more. This is to keep combats from being too bogged down.

A Pet Class is any class that adds more than one additional controllable character(s) or creature(s) to your repertoire of abilities and powers, generally basic familiars don’t bloat action economy too much. Examples include: Wizard Necromancer, Druid Circle of Shephard, Valda’s Necromancer.

Tasha's features

All features included in Tasha's Cauldron of Everything are included options and as written unless otherwise stated.

Simple Official Class Changes

Barbarian

Fierce and rage-driven warriors, barbarians thrive in the dangerous wilds of the world where almost any problem can be solved with a simple swing of an axe.

Tasha’s Optional Class Features

  • Barbarian retain Danger Sense and also gain Primal Knowledge

Berserker Frenzy

When your frenzied rage ends, you lose one unspent hit die. If you don't have any hit die remaining, you instead suffer one level of exhaustion.

Bard

Tasha’s Optional Class Features

  • Add revivify to the bard spell list

Druid

Shapeshifting agents of nature, druids channel ancient and primal powers in their quest to preserve balance—by force and with blood, if necessary.

Banned

Circle of the Moon

Monsterous Wild Shape

1st-level druid optional feature, which replaces the Elemental Wild Shape feature

At 10th level, when you gain this feature pick four choices from the following list, these become your Monstrous Wild Shapes. You can expend two uses of Wild Shape at the same time to transform into one of your Monstrous Wild Shapes.

  • Bulette
  • Catoblepas (VGM/MPMM)
  • Gem Stalker (FTD)
  • Gorgon
  • Harpy Matriarch (GoS)
  • Kruthik Hive Lord (MTF/MPMM)
  • Sea Lion (TftYP)
  • Tlincalli (VGM/MPMM)
  • Umber Hulk
  • Young Remorhaz
  • Wrath (WBtW)

Additionally you can also wildshape into an Owlbear using your wildshape feature as normal.

Rogue

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Thief: gains 1 feat of their choice upon unlocking this ability.

Aim changes -Nerf

Aim does not become a cunning action option until Level 5

Tasha’s

  • Extra: Psi Warrior and Soulknife combine levels and dice pools

Alternate Arcane Tricksters

Name Spell-list Casting Ability Specialization Magic School
(pick one)
Silvertongue Bard Charisma Enchantment Divination / Illusion
Inquisitor Cleric Wisdom Abjuration Divination / Necromancy
Prowler Druid Wisdom Transmutation Conjuration / Evocation
Spellthief Sorcerer Charisma Evocation Conjuration / Transmutation
Arcane Trickster Wizard Intelligence Abjuration Evocation / Necromancy
Pactstealer Warlock Charisma Conjuration Enchantment / Illusion

Fighter

With a sixth-sense for combat, fighters are inextricably drawn to the heat of battle. Some fight for what they believe in—but for others, the fight is all that matters.

Tasha’s Optional Class Features

  • Extra: Psi Warrior and Soulknife combine levels and dice pools.

Second Wind

As you master your fighting skills, your ability to recover from battle is improved—Second Wind now restores more hit points as your fighter class level increases.

Second Wind Improvements
Level Hit Points
1st 1d10 + fighter level
3rd 2d10 + fighter level
7th 3d10 + fighter level
10th 4d10 + fighter level
15th 5d10 + fighter level
18th 6d10 + fighter level

Martial Archetype

At 3rd level, you choose two archetypes from the list available that you strive to emulate in your combat styles and techniques. These archetypes you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

  • Your first choice must be either Champion or Battle Master, your second choice may be any other archetype including the choice you did not pick for your first choice

Alternate Eldritch Knights

Name Spell-list Casting Ability Specialization Magic School
(pick one)
Skald Bard Charisma Enchantment Divination / Illusion
Peacekeeper Cleric Wisdom Abjuration Divination / Necromancy
Warden Druid Wisdom Transmutation Conjuration / Evocation
Swordsoul Sorcerer Charisma Evocation Conjuration / Transmutation
Battlemage Wizard Intelligence Abjuration Evocation / Necromancy
Eldritch Knight Warlock Charisma Conjuration Enchantment / Illusion

Indomitable

At 9th level, you can draw upon your indomitable will to overcome pain, resist overwhelming forces, or retaliate when most warriors would be shirking back. You can use this feature to perform any of the following reactions:

  • Reroll a failed saving throw with a bonus equal to your total pure martial levels. If you do so, you must use the new roll.
  • Reduce the damage you would take from a single source or attack by 2d10 + total pure martial levels.
  • Make a single attack against a creature that has just completed an attack against you.

You gain an additional use of this feature at 13th level and a third use starting at 17th leveI. You regain all spent uses of this feature whenever you finish a long rest.

Adaptable

Start at level 12, after completing a long rest, you may swap out a feat you know for a different feat you qualify for.

Battle Master Maneuvers Changes

Many fighters develop signature abilities—these battle masters use their maneuvers to control the battlefield.

Disarming Attack

If you are adjacent to the target and have a free hand, you may catch the disarmed item as a free action.

Evasive Footwork

This maneuver also allows you to dodge an attack with some evasive, reactive footwork. When another creature attacks you with a melee attack, you can use your reaction to expend one superiority die and roll it—add the number to your AC for that attack, potentially causing the attack to miss.

Lunging Attack

When you take the Attack action on your turn, you can expend one superiority die to increase your reach with melee weapon attacks by 5ft until the end of your turn. Once during your turn, if you hit a creature with a lunging attack, you may add the superiority die to the attack's damage roll.

Rally

You grant more temporary hit points as you gain fighter class levels and become a more inspiring battle master.

Level Temp. Hit Points
3rd 2d8 + fighter level
7th 3d8 + fighter level
10th 4d10 + fighter level
15th 5d10 + fighter level
18th 6d12 + fighter level

Parry

When another creature attacks you with a melee attack, you can use your reaction to attempt a parry. Expend one superiority die to add your Dexterity modifier to your AC for that attack, potentially causing the attack to miss you. Alternatively, if you are holding a shield, you may add your Strength modifier instead.

If the attack misses, you gain temporary hit points equal to the superiority die roll.

Paladin

Change to Core Stat

Paladins now use WIS or CHA as their core casting stat, chosen at character creation.

Oaths

Paladins who stray from the tenets of their oaths will lose abilities until they attone.

Improved Smites - Opt In only.

Smite

Starting at 2nd-level, when you hit a creature with a melee weapon attack, you can spend a bonus action to expend one spell slot and smite your target. This deals extra damage and, in some cases, an additional effect. During a long rest, you may select a number of smite powers equal to your Charisma modifier (minimum 1). These smite powers must be appropriate for your level and don't count towards your number of prepared spells.

Paladin Smites
Level Smite Min. Slot
2nd Divine, Searing, Thunderous, Wrathful 1st
5th Branding 2nd
9th Blinding 3rd
13th Staggering 4th
17th Banishing 5th

Smites are now a paladin class feature—remove them from the paladin class spell lists. The only way to learn a smite is to become a paladin, or be granted them by a specific class feature.

Using a smite is not classed as casting a spell—smites can't be counterspelled nor altered by metamagic.

Truth is a 5th-level drow paladin of devotion with a +4 Charisma modifier. As he prepares to undertake an oath quest—a journey through the haunted Sundered Fields—Truth can choose up to 4 smite powers. He chooses divine, thunderous, wrathful, and branding.

Paladin Smites

As a paladin, you have access to powerful smites with debilitating effects. Some of these now-versatile smites are subject to the following damage adjustments:

  • Blinding Smite: Now deals 3d8 radiant damage, increasing by 1d8 for each spell slot above 3rd-level to a maximum of 5d8.
  • Branding Smite: Now deals 2d8 radiant damage, increasing by 1d8 for each spell slot above 2nd-level to a maximum of 5d8.
  • Searing Smite: Now deals 1d8 fire damage, increasing by 1d8 for each spell slot above 1st-level to a maximum of 5d8. The ongoing flames deal 1d8 fire damage. If the spell is cast using a 3rd/4th-level slot, the flames deal 2d8 fire damage. If the spell is cast using a 5th-level slot, the flames deal 3d8 fire damage.
  • Staggering Smite: Now deals 4d8 psychic damage, increasing by 1d8 for each spell slot above 4th-level to a maximum of 5d8.
  • Thunderous Smite: Now deals 1d8 thunder damage, increasing by 1d8 for each spell slot above 1st-level to a maximum of 5d8.
  • Wrathful Smite: Now deals 1d8 thunder damage, increasing by 1d8 for each spell slot above 1st-level to a maximum of 5d8. Some smites require concentration to persist an effect (blinding, banishing, etc)—this is unchanged.

Wizard

Arcane Recovery

As written, but this ability refreshes after a long rest.

Mystical Monk














Alternate Class Features

The following class feature replaces the Unarmored Defense, Martial Arts, and Ki class features of the monk as presented in the Player's Handbook.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. At 11th level you make a second unarmed strike as part of this bonus action.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level plus your Wisdom modifier determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. At 11th level you make a third unarmed strike as part of this bonus action.

Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn, when you do you may also make an unarmed strike as part of this bonus action.

Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn, when you do you may also make an unarmed strike as part of this bonus action.

Mystical Monk
Level Proficiency
Bonus
Features Martial
Arts
Ki
Points
Unarmored
Movement
Ki
Shield
1st +2 Unarmored Defense, Martial Arts 1d4
2nd +2 Dedicated Weapon, Ki, Ki-Shield, Unarmored Movement 1d4 2 + Wis +10 ft. 1
3rd +2 Deflect Missiles, Monastic Tradition 1d4 3 + Wis +10 ft. 2
4th +2 Ability Score Improvement, Quickened Healing, Slow Fall 1d4 4 + Wis +10 ft. 2
5th +3 Extra Attack, Focused Aim 1d6 5 + Wis +10 ft. 3
6th +3 Ki-Empowered Strikes, Monastic Tradition feature 1d6 6 + Wis +15 ft. 3
7th +3 Evasion, Stillness of Mind 1d6 7 + Wis +15 ft. 4
8th +3 Ability Score Improvement 1d6 8 + Wis +15 ft. 4
9th +4 Unarmored Movement improvement 1d8 9 + Wis +15 ft. 5
10th +4 Ability Score Improvement, Purity of Body 1d8 10 + Wis +20 ft. 5
11th +4 Monastic Tradition feature 1d8 11 + Wis +20 ft. 6
12th +4 Ability Score Improvement 1d8 12 + Wis +20 ft. 6
13th +5 Tongue of the Sun and Moon 1d10 13 + Wis +20 ft. 7
14th +5 Diamond Soul 1d10 14 + Wis +25 ft. 7
15th +5 Timeless Body 1d10 15 + Wis +25 ft. 8
16th +5 Ability Score Improvement 1d10 16 + Wis +25 ft. 8
17th +6 Monastic Tradition feature 1d12 17 + Wis +25 ft. 9
18th +6 Empty Body 1d12 18 + Wis +30 ft. 9
19th +6 Ability Score Improvement 1d12 19 + Wis +30 ft. 10
20th +6 Perfect Self 1d12 20 + Wis +30 ft. 10

Class Features

As a Monk, you gain the following class features

Hit Points


  • Hit Dice: 1d8
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Monk level after 1st

Proficiencies


  • Armor: none
  • Weapons: simple weapons, shortsword
  • Tools: any one type of artisan's tools or any one musical instrument of your choice

  • Saving Throws: Strength, Dexterity
  • Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

Multiclassing

Ability Score Minimum: Dexterity 13 and Wisdom 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

Weapons: simple weapons, shortswords

Added & Changed Class Features

The following are new or existing but modified features.

Might or Speed

1st-level monk optional feature

At 1st level, words. you gain the following benefits:

  • You replace your Strength modifier with your Dexterity modifier for any class features.

Dedicated Weapon

At 2nd level, You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.

Ki Shield

Starting at 2nd level, your connection with Ki allows you to bring it around you and harden it into a defensive field to deflect and reduce damage that would injure other mortals.

You gain the following benefits while you are not wearing armor or wielding a shield:

  • You gain a damage reduction of 1 which reduces any damage you would suffer. This damage reduction cannot be bypassed by any means.
  • The amount of damage you can reduce is increases as you gain levels, as shown in the Ki Shield column of the Monk table.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Stillness of Mind

Starting at 7th level, you can use your bonus action to end one effect on yourself that is causing you to be charmed or frightened.

Relentless Monk

Optional variant monk, they trade in their Ki-Shield for more incidental healing

  • When you choose this variant at 1st level, your hit die become 2d4 + Con hit die per level up. When a feature refers to spending hit die, 2d4 is a hit die but you may spend only 1d4 if you wish.

Meditation

2nd-Level Monk Feature, which replaces the Ki Shield feature

At 2nd-level you can perform a short ritual and spend 10 minutes to spend a number of hit die up to your proficiency bonus, you may choose to regain Ki instead of hit point when you spend hit die this way. When you use this feature to regain hit points you do so as if you had received the benefits of a short rest.

  • Additionally, starting at 6th-level you gain the Tireless feature from the ranger class.
  • At 10th-level once per long rest you regain half of your hit die on a short rest.


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Ruthless Ranger














Alternate Class Features

The following class feature replaces the Spellcasting, Favored Foe, and Primal Awareness class features of the ranger as presented in the Player's Handbook and Tasha's Cauldron of Everything.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a ranger does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these ranger spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent focusing and preparing: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a druidic focus, a shield, or a bow as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Ritual Casting

Your knowledge of the natural world allows you to draw out its innate magic. You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Primal Awareness

3rd-level ranger feature, which replaces the Primeval Awareness feature

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table.

At each indicated ranger level, add the listed spells to your spells prepared. They do not count towards your limit.

Primal Awareness Spells
Ranger
Level
Spells
1st find familiar
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Reworked Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Hunter's Mark, Natural Explorer, Tracker
2nd +2 Endurance, Fighting Style, Spellcasting, Spellcasting Focus 2
3rd +2 Ranger Archetype, Primal Awareness, Rapid Shot 3
4th +2 Ability Score Improvement, Martial Versatility 3
5th +3 Extra Attack 4 2
6th +3 Favored Foe and Natural Explorer Improvements, Roving 4 2
7th +3 Ranger Archetype feature 4 3
8th +3 Ability Score Improvement, Land's Stride, Swift Tracker 4 3
9th +4 4 3 2
10th +4 Hide in Plain Sight, Nature's Veil, Natural Explorer Improvement 4 3 2
11th +4 Ranger Archetype feature, Hunter's Mark Improvement 4 3 3
12th +4 Ability Score Improvement, Adaptable 4 3 3
13th +5 4 3 3 1
14th +5 Vanish, Favored Foe Improvement 4 3 3 1
15th +5 Ranger Archetype feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Feral Senses 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Foe Slayer 4 3 3 3 2

Class Features

As a Ranger, you gain the following class features

Hit Points


  • Hit Dice: 1d10
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st

Proficiencies


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: Cartographer's Tools or Herbalism kit

  • Saving Throws: Strength, Dexterity
  • Skills: Nature, Survival. Also choose 2 from Animal Handling, Athletics, Insight, Investigation, Perception, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Multiclassing

Ability Score Minimum: Dexterity 13 and Wisdom 13 or Intelligence 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

Armor: light armor, medium armor, shields

Weapons: simple weapons, martial weapons

Skills: Choose Nature or Survival. Also choose 1 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Added & Changed Class Features

The following are new or existing but modified features.

Hunter's Mark

1st-level divination


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Ranger Benefits

You gain the following benefits for casting Hunter's Mark as a ranger:

  • Hunter's Mark no longer requires concentration.
  • Hunter's Mark deals an additional 1d6 damage at 11th level (2d6) if cast using a 2nd level spell slot, and 17th level (3d6) if cast using a 3rd level spell slot.
  • Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20.
  • You may cast Hunter's Mark as a 1st-level spell for free (no spell slot required) a number of times equal to your PB (proficiency bonus). You regain all expended uses of this feature when you finish a long rest.
  • You may also cast this spell as normal per your spellcasting ability by spending a spell slot.

Nature's Understanding

1st-level ranger optional feature

At 1st level, You have gained a breadth of knowledge of nature and her inner workings. you gain the following benefits:

  • You may use your Intelligence modifier instead of your Wisdom modifier, for any ability Animal Handling, Medicine, and Survival checks.
  • You replace your Wisdom modifier with Intelligence modifier for any class features, such as the Tireless Feature.

Natural Explorer

At 1st level, you are a master of navigating the natural world, and you react with swift and decisive action when attacked. After one hour of travelling through nature, you gain the following benefits:

  • You have advantage on initiative rolls.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you have advantage on skill checks to find food.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

Your group gain the following benefits:

  • Non-magical difficult terrain doesn't slow your group’s travel.
  • Your group can’t become lost except by magical means.

Tracker

You become well-tuned at tracking creatures.

You can find or follow tracks for up to 1 mile/1 hour (outdoors) or up to 500 feet/10 minutes (indoors) with a Wisdom (Survival) check.

On a success you can follow them until they become difficult to follow (at your DMs discretion) you also learn their exact number, their sizes, and how long ago they passed through the area, Upon failing you can retry after 1 hour (outdoor) of 10 minutes (indoors) of searching.

While tracking you move at half your normal speed (or at your normal speed but have disadvantage on the check, or at up to twice your normal speed with an additional -10 to your check)

Additional Fighting Styles:

Marine Fighting

When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.

Melee Marksman

When you make a ranged attack targeting a creature within 5 feet of you, you do not have disadvantage on the attack roll.

If you make a ranged attack against a creature within 5 feet, you can strike the creature with your ranged weapon as a bonus action, dealing 1d4 bludgeoning damage on hit.

Strongbow

You can use your Strength score, in place of Dexterity, for your attack and damage rolls with longbows and shortbows.

Versatile Fighting

When wielding a versatile weapon with two hands you gain a +2 bonus to damage rolls. When wielding a versatile weapon with one hand, and nothing in your other hand, you gain a +1 bonus to both your attack rolls and your Armor Class.

You can also make a shove or unarmed strike attack as a bonus action so long as you have a free hand to do so.

Endurance

at 2nd level, your attunement with nature and ability to maintain composure on extended hunts offers you better endurance

  • You can sleep in light or medium armor without penalty.
  • You add your proficiency modifier to the length you can hold your breath or to survive while suffocating.
  • You have advantage on checks to avoid exhaustion due to starvation, thirst, or forced march.

Rapid Shot

At 3rd level, when making a attack action with a melee or non-loading ranged weapon, you can make an additional attack this round as a bonus action. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Roving

At 7th level, your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed.

Swift Tracker

At 8th level, you can move faster while tracking and maintain your focus on your quarry. While using your Tracker feature you no longer have disadvantage if moving at a normal or faster pace. (You still suffer a -10 to the check when moving at up to twice your normal speed while tracking)

Tireless

At 10th Level, As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Adaptable

Start 12th level, when you gain a level in this class you may replace a feat you know for a different feat you qualify for.

Foe Slayer

At 20th level, once on each of your turns when you hit a creature effected by Hunter's Mark with a weapon attack, it is treated as if it has vulnerability to the weapon's damage. Vulnerability from this feature doubles your weapon damage dice and your ability modifier and additional sources of damage triggered by this attack, such as spells and other class features.

Additional Ranger Spells

1st Level
  • Expeditious Retreat (PHB)
  • Purify Food and Drink (PHB)
2nd Level
  • Alter Self (PHB)
  • Continual Flame (PHB)
  • Earthbind (XGE)
3rd Level
  • Blinding Smite (PHB)
  • Dispel Magic (PHB)
  • Tiny Hut (PHB)
4th Level
  • Death Ward (PHB)
  • Divination (PHB)
  • Staggering Smite (PHB)
5th Level
  • Awaken (PHB)
  • Contagion (PHB)




https://www.gmbinder.com/share/-M7iu19Af89SH2G_5RGa

https://homebrewery.naturalcrit.com/share/3AlSlfxntZan

Versatile Sorcerer














Alternate Class Features

The following class feature replaces the Spellcasting and Metamagic class features of the ranger as presented in the Player's Handbook.

Sorcery

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See the Player's Handbook chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Versatile Sorcerer table.

Sorcery Points

You have a pool of sorcery points as shown in the Sorcery Points column of the Versatile Sorcerer table. To cast a sorcerer spell you must spend a number of sorcery points as shown in the Sorcery Point Cost table below. You can never have more sorcery points than shown on the table for your level, and you recover all expended sorcery points when you finish a long rest.

Sorcery Point Cost
Spell Level Point Cost Spell Level Point Cost
1st 2 4th 6
2nd 3 5th 7
3rd 5

High Level Spellcasting

Casting spells at 6th level and higher are particularly taxing and difficult to cast requiring the more traditional way to cast them, you cannot use sorcery points to cast a spell of 6th level or higher instead you cast them using spell slots as shown in the Versatile Sorcerer table.

Converting a Spell Slot to Sorcery Points

At 11th level, As a bonus action on your turn, you can expend one spell slot of 6th or higher and gain a number of sorcery points equal to the slot's level.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer Spells table shows when you learn more sorcerer spells of your choice. Each of these spells must be less than or equal to the maximum-level spell you can cast.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have the ability to cast.

Spellcasting Ability

Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier.

Spell attack modifier = your proficiency bonus + your Constitution modifier.

Spellcasting Focus

You are your own spellcasting focus for sorcerer spells, you don't need an arcane focus to cast sorcerer spells.

When you cast spells that require a material component, you ignore that component unless it has a value, such as the diamond dust worth 100 gp for the greater restoration spell, in which case the components are required.

Sorcerous Versatility

When you finish a long rest, you may replace one of your known sorcerer spells (including cantrips) with another spell from the sorcerer spell list. The new spell must be of the same spell level as the spell you replace.

Alternatively you may replace one metamagic you know with a different Metamagic option available to you.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options of your choice. You learn additional Metamagics of your choice at higher levels, as shown in the Metamagic Known column of the Versatile Sorcerer table.

Origin Metamagic

You also gain a specialty metamagic at this level based on your origin, this metamagic does not count towards the number you know.

Versatile Sorcerer
Level Proficiency
Bonus
Features Cantrips
Known
Metamagic
Known
Spells
Known
Sorcery
Points
Max Sorcery
Level
6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 2 4 1st
2nd +2 Sorcererous Blood 4 3 8 1st
3rd +2 Metamagic 4 3 4 17 2nd
4th +2 Ability Score Improvement 5 3 5 21 2nd
5th +3 Magical Guidance 5 3 6 32 3rd
6th +3 Sorcerous Origin feature 5 4 7 38 3rd
7th +3 5 4 8 45 4th
8th +3 Ability Score Improvement 5 5 9 52 4th
9th +4 5 5 10 66 5th
10th +4 6 6 11 74 5th
11th +4 6 6 12 75 5th 1
12th +4 Ability Score Improvement 6 7 12 76 5th 1
13th +5 6 7 13 77 5th 1 1
14th +5 Sorcerous Origin feature 6 8 13 78 5th 1 1
15th +5 6 8 14 79 5th 1 1 1
16th +5 Ability Score Improvement 6 9 14 80 5th 1 1 1
17th +6 6 9 15 81 5th 1 1 1 1
18th +6 Sorcerous Origin feature 6 10 15 89 5th 1 1 1 1
19th +6 Ability Score Improvement 6 10 16 90 5th 2 1 1 1
20th +6 Sorcerous Mastery 6 10 16 91 5th 2 2 1 1

Class Features

As a Sorcerer, you gain the following class features

Hit Points


  • Hit Dice: 1d6
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st

Proficiencies


  • Armor: None
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

Multiclassing

Since this class has been changed to a Constitution primary class over Charisma this class is longer available for multiclassing.

See the sidebar farther down for more information on multiclassing.

Added & Changed Class Features

The following are new or existing but modified features.

Sorcererous Blood

At 2nd level, By drawing on the magic that is you and your connection to your magical bloodline, you can exert yourself beyond what learned spellcasters can muster

When you cast a sorcerer spell, you can use hit points instead of sorcery points. When you do, you lose a number of hit points equal to 2x the sorcery point cost of the spell cast. Additionally you lose a number of maximum hit point equal to the number of hit points lost when casting a spell this way.

This maximum hit point reduction is reduced by your proficiency bonus when you take a long rest.


Blood Magic

You can split the cost of casting spells using this feature between Sorcery Points and the hit point cost.

An example is you can cast a 3rd level spell with 2 sorcery point and 6 hit points (This causes 6 points of max HP reduction).

Feature Flavor

Some may not enjoy the ick that comes with blood, so an alternate style of flavor may be using a part of their soul to fuel or just the mental strain of channel so much power through their bodies.

Feel free to work with your GM to find what fits your sorcerer the best.


Sorcerous Mastery

When you reach 20th level, you gain mastery over your use of metamagic and can utilize them with little effort.

All metamagics point costs are reduced by 1 to a minimum of 0.


Casting Ability: Constitution

The ability that sorcerers use for spellcasting and their various features has been changed to Constitution, Any reference a class or subclass feature has to using a charisma modifier is to be replaced with constitution modifier instead. Such as in the Telepathic Speech feature in the Aberrant mind subclass.

Additional Sorcerer Spells

Cantrip
  • Magic Stone (XGE)
  • Resistance (PHB)
  • Sapping Sting (EGW)
1st Level
  • Frost Fingers (IDRotF)
  • Grease (PHB)
  • Illusory Script (PHB)
  • Magnify Gravity (EGW)
  • Tenser's Floating Disk (PHB)
2nd Level
  • Melf's Acid Arrow (PHB)
  • Flame Blade (PHB)
  • Flaming Sphere (PHB)
  • Magic Mouth (PHB)
  • Protection From Poison (PHB)
  • Skywrite (XGE)
3rd Level
  • Bestow Curse (PHB)
  • Leomund's Tiny Hut (PHB)
  • Life Transference (XGE)
  • Nondetection (PHB)
  • Phantom Steed (PHB)
  • Vampiric Touch (PHB)
4th Level
  • Elemental Bane (XGE)
  • Fire Shield (PHB)
  • Summon Aberration (TCE)
5th Level
  • Mislead (PHB)
  • Scrying (PHB)
6th Level
  • Bones of the Earth (XGE)
  • Contingency (PHB)
  • Drawmij's Instant Summons (PHB)
  • Flesh to Stone (PHB)
  • Gravity Fissure (EGW)
8th Level
  • Demiplane
9th Level
  • Blade of Disaster (TCE)
  • Foresight (PHB)
  • Prismatic Wall (PHB)

Metamagic

Altered Spell

When you cast a sorcerer spell that involves a saving throw spend 3 sorcery points and you can alter the spell and change its saving throw based on its paring, following the table below for parings.

Force and
Will
Speed and
Reflex
Fortitude and
Presence
Strength / Wisdom Dexterity / Intelligence Constitution / Charisma

Arcane Rebuke.

If a creature saves against your spell, you can spend a sorcery point to deal 1d8 force damage to that creature.

At higher levels you can spend more sorcery points to add additional damage at 1 point per 1d8 dice, this damage maximum increases to 1d8 when you reach 9th level (2d8), and 17th level (3d8).

You can use Arcane Rebuke even if you have already used a different Metamagic option during the casting of the spell.

Condensed Spell

When you cast a spell with an instantaneous duration that affects an area in the shape of a cone, cube, cylinder, line, or sphere and does not have a range of self, you can reduce the area of the spell to a single point intensifying its effects. You spend a number of sorcery points equal to half the spell level rounded up (minimum 1).

You can cast a condensed spell against a single creature that would have been effected by the spells normal range

When you compress a spell it affects only a single creature however the number of dice you would normally roll is increased by 50% rounded down, for example if you compress a 2nd-level burning hands it does 4d6 plus 2d6 damage to the single target within 15ft of the caster.

Displacement

After the spell has been cast and any damage or effects applied, you swap places with the target of this spell via teleport. If the target is unwilling, they must make a charisma saving throw against your DC to resist this effect. If the distance between you and the target is 30 feet the cost is 1 sorcery point. Each additional 10 feet increases the sorcery point cost by 1 to a maximum of 120 feet.

Patient Casting

Taking your time focusing lesser power into spells greater than the energy you expended.

When you cast a spell with the ritual tag, you can spend 1 sorcery point to cast a ritual spell without using a spell slot. When you cast a spell this way its casting time is increased by 10 minutes.

Recycled Spell

When you cast a spell but before you determine whether it hits or affects are applied, you can spend 1 Sorcery Point to possibly conserve your arcane energy. If the spell misses or fails to take effect, you regain a number of sorcery points equal to the spells level.

You can use Recycled Spell even if you have already used a different Metamagic option during the casting of the spell.

Shape Spell

When you cast a spell with a range that affects an area, you can expend 1 sorcery point to change the area's shape in one of the following ways:

  • If the spell's range is a line, you can change it to a cone of half range.
  • If the spell's range is a cone, you can change it to a 5-foot-wide line with double range.

You can use Shape Spell even if you have already used a different Metamagic option during the casting of the spell.

Shared Spell

You cast a spell and expend some power to transfer it onto another.

When you cast a spell with the target of self that does not have an additional range, you can spend sorcery points equal to the spell level (1 sorcery point if the spell is a cantrip) to have the target of the spell instead be a willing creature you touch within 5 feet of you.

If the spell requires concentration you must still maintain concentration as if it was cast on yourself.

Transmuted Spell

the Transmuted spell metamagic is replaced with the following metamagic.

Inversion

When you roll damage for a spell with an elemental effect, you can spend 1 sorcery point to invert the type of that damage. There are five known elemental pairings:

Elemental Pairings

Fire Poison Lightning Radiant Psychic
Cold Acid Thunder Necrotic Force

Origin Exclusive Metamagics

At 3rd level, you also gain a specialty metamagic at this level based on your origin, this metamagic does not count towards the number you know.

Aberrant Mind (TCE)

Terrorizing Spell

If a creature fails a save against your spell, you can spend a even number of sorcery points up to your proficiency.

The target may make a wisdom saving throw against your spell save DC to resist becoming frightened of you for a number of round equal to half the points spent. They may make also save an the end of each of their turns.

Non-Damaging: A spell can only terrorize as long as it does not deal damage to the target in anyway.

Blighted (SCPC)

Meta Name

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Clockwork Soul (TCE)

Looped Spell

If you cast a spell that deals damage and the target of the spell succeeds on its saving throw or does not get hit by the spell attack, you can use your reaction and spend a number of sorcery points equal to the spell's level to cast the spell again at the same target on your next turn without taking any actions. If the spell uses a saving throw, the target takes half damage from the looped spell on a failed save, and no damage from a successful save. You cannot loop a looped spell.

Single-target Only: A spell can loop only if it is incapable of targeting more than one creature at the spell's casting level.

Deathtouched (DAPC)

Meta Name

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Divine Soul (XGE)

Bolstering Spell

When you cast a spell of 1st level or higher, you can spend 1 sorcery point to grant a friendly creature that you can see within 60 feet a number of temporary hit points equal to twice the spell's level. Alternatively they may regain a number of hit points equal to the spells level as long as they are above 0 hit points.

Non-Healing: A spell can only bolster as long as it does not recover hit points or grant temporary hit points in anyway.

Draconic (PHB)

Chromatic Spell

When you roll damage for a spell, you can spend 1 sorcery point to change the damage type of that spell to that of your draconic ancestry. If you do the spell deals additional damage of that type equal to your charisma modifier to one target effected by the spell.

Compound: You can combine Chromatic Spell with other metamagics during the casting of a spell.

Emotion Lord (VSS)

Meta Name

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Flametouched (BDPC)

Meta Name

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Frost (TGS)

Meta Name

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Heroic Ancestry (DBPC)

Sturdy Spell

When you cast a spell that requires your concentration, you can spend Sorcery Points, up to your Charisma modifier (minimum of 1), to empower your focus. For each Sorcery Point you spend, you gain a +1 bonus to the first saving throw you make to maintain your concentration on that spell.

Mirrorkin (VSS)

Cascade Spell

When you cast a spell that has least one damage die roll, if any die rolls its maximum amount you may spend 1 sorcery point per die and roll another of the same die and add the new roll. You may repeat this with any further roll if another die rolls its maximum.

You can use Cascade Spell even if you have already used a different Metamagic option during the casting of the spell.

Oozemaster (VSS)

Meta Name

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Reincarnated Hero VSS)

Spell Bulwark

When you cast a spell of 1st level or higher, you can spend a number of spell points up to half your proficient bonus (rounded down) and create bulwark of energy around yourself. The bulwark lasts for 1 minute or until you use this feature again.

The bulwark has a number of d6s equal to the number of sorcery points spent, when you would take damage you may expend any of these d6s roll them and reduce the amount of damage you would take by their result.

Shadow (XGE)

Shade Spell

When you cast a spell while you are in dim light or darkness, you can spend 2 sorcery points to become invisible until the start of your next turn.

Silent: This metamagics effects ands for you if you make an attack, casts a spell, or move into bright light.

Spiritborn (VSS)

Souled Strike

When you cast a spell of 1st level or higher that effects a creature within 5 feet of your spirit animal you may spend 1 sorcery per spell level, if you do the target takes force damage equal to your spellcasting modifer per sorcery point spent.

Limited: you may spend a maximum number of sorcery points on this metamagic equal to your proficiency bonus.

Storm (XGE)

Weathering Spell

When you cast a spell with a duration of instantaneous that targets a shape or location, you can spend half the spell's cost (rounded up) sorcery points to have the spell linger in the target location for 2 rounds after the initial cast. Any damage dealt by these subsequent casts is halved, and non-damage dealing spells have their duration halved on subsequent casts. While this effect is active, you must maintain concentration on the spell to keep it running.

Toon Magic (VSS)

Meta Name

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Vampiric (DAPC)

Meta Name

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Wild (PHB)

Bend Luck.

When casting a spell you can spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to one of the attack rolls or saving throws. You can do so after the creature rolls but before any effects of the roll occur.

Compound: You can combine Bend Luck with other metamagics during the casting of a spell.

Sorcerous Origin Changes

When using the alternate class features presented here, the following changes are made to these subclasses.

Aberrant Mind

The Powerful Intellect feature is added to the subclass, and the following change is made to the Psionic Spells feature (found on page 66 of Tasha's Cauldron of Everything):

Powerful Intellect

1st-level Aberrant Mind feature You may choose to change your spellcasting stat from constitution to intelligence. This will apply to any instance of sorcerer features referencing constitution. Once chosen you cannot switch back to constitution.

Psionic Spells

When you cast any spell of 1st level or higher from your Psionic Spells feature using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Shadow Magic

The following change is made to the Eyes of the Dark feature (found on page 51 of Xanathar's Guide to Everything):

Eyes of the Dark

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. When you cast this spell using sorcery points, you can see through the darkness created by the spell.

Wild Magic

Two entries in on the Wild Magic Surge table (found on page 104 of the Player's Handbook) are changed in the following ways:

d100 effect
59-60 You regain a number of expended sorcery points equal to your proficiency bonus.
99-00 You regain a number of expended sorcery points equal to your level.

Origin Spells

Your sorcerous origin defines your power. At 1st, 3rd, 5th, 7th, and 9th-levels as shown on your sorcerous origin spell table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

If you have an origin spell that doesn't normally appear on the sorcerer spell list, that spell is nonetheless a sorcerer spell for you.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from a spell school in the table below these spells can only be from the sorcerer, warlock, or wizard spell lists.

Divine Soul
Level Spell
1st Bless, Guiding Bolt
3rd Lesser Restoration, Spiritual Weapon
5th Beacon of Hope, Mass Healing Word
7th Death Ward, Guardian of Faith
9th Greater Restoration, Mass Cure Wounds
Draconic Bloodline

Evocation or Enchantment

Level Spell
1st Command, Chromatic Orb
3rd Dragon's Breath, Hold Person
5th Fear, Fly
7th Dominate Beast, Elemental Bane
9th Dominate Person, Hold Monster
Shadow Magic

Illusion or Necromancy

Level Spell
1st Arms of Hadar, Ray of Sickness
3rd Shadow Blade, Darkness
5th Hunger of Hadar, Vampiric Touch
7th Blight, Evard's Black Tentacles
9th Enervation, Negative Energy Flood
Storm Sorcery

Conjuration or Evocation

Level Spell
1st Thunderwave, Witch Bolt
3rd Gust of Wind, Shatter
5th Call Lightning, Lightning Bolt
7th Storm Sphere, Watery Sphere
9th Cone of Cold, Control Winds
Wild Magic

Evocation or Transmutation

Level Spell
1st Chaos Bolt, Sleep
3rd Blur, Mirror Image
5th Blink, Counterspell
7th Confusion, Polymorph
9th Modify Memory, Synaptic Static

Feat Changes

Metamagic Adept

Prerequisites: The ability to cast at least one spell

You've learned how to exert your will on your spells to alter how they function:

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
  • You gain a number of sorcery points equal to your proficiency bonus to spend on Metamagic (these points are added to any sorcery points you have from another source but can be only used on spells if you have the Sorcery feature). You regain all spent sorcery points when you finish a long rest.

Metamagic Master

Prerequisite: The ability to use at least one Metamagic option, and a spellcasting modifier of +3 or higher.

You have mastered the use of metamagics and their effects on your spells:

  • You learn two additional Metamagic options of your choice from the sorcerer class. the normal restrictions apply as in the Metamagic Adept feat
  • Your sorcery point maximum increases by your proficiency bonus (This stacks with Metamagic Adept, but has the same limitations).
  • When you cast spells that require a material component, you ignore that component unless it has a value, such as the diamond dust worth 100 gp for the greater restoration spell, in which case the components are required.

Multiclassing

I normally disallow multiclassing as an option due to the large number of class options i allow in my games however if you would like to still like to multi class as this sorcerer class opt to have only your casting ability be constitution and anything else that would normally require charisma modifier, instead pick one of the 3 mental stats and make that the second/teriary ability score needed.

This would still require players to be restricted to roughly 3 stats but having it variable adds to a more varied gameplay and roleplaying options for the player.

If you do choose to allow multiclassing follow the following for other spellcasters.

Sorcery and Spellcasting

If you have both the Spellcasting class feature and the Sorcery class feature from the sorcerer class, you can use the sorcery points you gain from the Sorcerer class feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast sorcerer spells you know.

Sorcery and Pact Magic

If you have both the Sorcery class feature from the sorcerer class and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast sorcerer spells you know, and you can use the sorcery points or spell slots you gain from the Sorcery feature to cast warlock spells you know.


Contributions:

Metamagics from:

CrashGem:
  • Arcane Rebuke
  • Displacement
  • Bend Luck
Gerald Mountaindew
  • Looped Spell
  • Weathering Spell

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Warlock














Alternate Class Features

The following class feature replaces the Pact Magic class feature of the warlock as presented in the Player's Handbook.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invovcations Known
1st +2 Pact Magic, Otherworldly Patron 2 2 2 1st
2nd +2 Eldritch Invocations 2 3 3 1st 2
3rd +2 Pact Boon 2 4 4 2nd 2
4th +2 Ability Score Improvement, Eldritch Versatility 3 5 4 2nd 2
5th +3 3 6 4 3rd 3
6th +3 Otherworldly Patron feature 3 7 5 3rd 3
7th +3 3 8 5 4th 4
8th +3 Ability Score Improvement 3 9 5 4th 4
9th +4 3 10 6 5th 5
10th +4 Otherworldly Patron feature 4 10 6 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 6 5th 5
12th +4 Ability Score Improvement 4 11 7 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 7 5th 6
14th +5 Otherworldly Patron feature 4 12 8 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 8 5th 7
16th +5 Ability Score Improvement 4 13 8 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 9 5th 7
18th +6 4 14 9 5th 8
19th +6 Ability Score Improvement 4 15 9 5th 8
20th +6 Eldritch Master 4 15 10 5th 8

Class Features

As a Warlock, you gain the following class features

Hit Points


  • Hit Dice: 1d8
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons
  • Tools: none

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor, any simple weapon, and two daggers

Multiclassing

Ability Score Minimum: Charisma 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

Armor: light armor

Weapons: simple weapons

Added & Changed Class Features

The following are new or existing but modified features.

Knowledge is Power

1st-level warlock optional feature

At 1st level, A warlock rarely stumbles into power by accident they seek it out, against all wisdom and at great personal cost. With intellect, warlocks decipher eldritch runes, pierce the mortal veil, and bargain with otherworldly powers. you gain the following benefits:

  • You replace your Charisma modifier with your Intelligence modifier for any class features, including saving throws.

Sacrificial Bargain

At 1st-level, you gain the Sacrificial Bargain feature. With a sacrifice of health, your patron grants you power.

Once per short rest, when you cast a warlock spell of 1st-level or higher, you may spend a number of hit die equal to your warlock spell level to cast the spell without expending a spell slot.

If the spell can't be cast at a higher level, you may instead spend a number of hit die equal to the spell level.

Pact Boon Changes

Pact of the Blade

At 3rd-level, you receive a gift from your otherworldly patron. If you choose Pact of the Blade, your patron's power and knowledge shapes you into a formidable and vicious warrior. You gain the Blade Warrior feature.

Blade Warrior

You acquire power from your patron necessary to arm yourself for battle. Your patron gifts you with proficiency with medium armor, shields, and martial weapons. You also gain the Pact Weapon feature, allowing you to create and summon an eldritch weapon.

Pact Weapon

Feature, Warlock As an action on your turn, you create a pact weapon in your empty hand. You can choose the form this melee weapon takes each time you create it, though it must be a form you are proficient with.

  • Eldritch Strike: When you attack with this weapon, you can use your warlock spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon counts as magical when overcoming resistances and immunity to nonmagical attacks and damage.
  • Ephemeral: This weapon disappears if it is more than 5 feet away from you for 1 minute or more, if you create another pact weapon, if you dismiss the weapon (no action required), or if you die.
  • Magic Weapons: You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way.
  • The weapon ceases to be your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. Thirsting Blade: At 5th warlock class level, you can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.