A Tweak for Each Class

by JohanHolm

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A Tweak for Each Class

Image from 2024 PHB (C) Wizards of the Coast
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Artificer 5 -- Spell-Storing Item

Starts as level 1 spells. When you reach Artificer level 9, 13 and 17 the level of the spell goes up by one.

Barbarian 1 -- Unarmored Defense

If you use a different AC calculation than this feature, you can use Constitution in place of Dexterity.

Bard 1 -- Bardic Magic

You use artistic movement and sound (usually in the form of poetry, dancing and playing music) to fuel your spells, making them easier to pass off as non-magical. You have advantage on checks to disguise components for your Bard spells.

Additionally, when you cast a Bard spell with either Verbal or Somatic components, you can swap one for the other (for example, change Faerie Fire from V to S, or Catnap from SM to VM).

Cleric 7 -- Divine Alignment

Choose one alignment that best represents your approach to priesthood. Your domain describes your god, while your alignment describes you.

  • Positive. Once per long rest when you finish a short rest, you can recover expended spell slots with a combined level equal to no more than half your Cleric level (round up), and none of the slots can be level 6 or higher.
  • Order. You can prepare Cleric spells on a short rest.
  • Chaos. Choose another Domain and gain its domain spells as well as your own.
  • Negative. If you reduce a creature to 0 HP, you can regain an expended use of Channel Divinity.

Druid 2 -- Hybrid Wild Shape

Your retain all species traits while wild shaped, but appear obviously magical to anyone that sees you. For example, an aasimar Druid might become an owl with glowing eyes and healing wings.

Fighter 1 -- Fighting Style

A buff and some new styles.

  • Great Weapon Fighting: When attacking with a Heavy weapon, roll an extra damage die and drop the lowest. You can use Strength to attack with Heavy ranged weapons.
  • Classical Swordplay: While wielding a weapon in one hand and no shield or other weapons, you gain +1 to melee attack rolls with that weapon and +1 AC.
  • Mystical Warrior: Learn two cantrips from any class. Intelligence, Wisdom or Charisma is your spellcasting ability for them. You have +1 to one attack roll you make as part of casting a cantrip.
  • Versatile Wrestling: While wielding a Versatile weapon, its damage dice increase in size by one (d6>d8>d10>d12), and you can use a bonus action to attempt to Grapple.

Monk 1 -- Martial Arts

This feature isn't disabled by wearing light or medium armor.

Paladin 13 -- Aura Expansion

Your aura's size increases to 20 feet.

Ranger 1 -- Natural Explorer

Choose one common terrain: Forest, hill, plain, water.

And one rare: Arctic, desert, swamp, underground.

You have advantage on ability checks and saving throws you make relating to the chosen terrain types.

At level 6, 10 and 14 in this class, you select one additional common and rare type.

Rogue 2 -- Cunning Surge

You can take a Bonus Action to take two different Cunning Actions. Once you use this feature, you must finish a short or long rest to do so again.

Sorcerer 1 -- Elementally Attuned

When you learn a Sorcerer spell that deals acid, cold, fire, or lightning damage, you can substitute that damage type for another type from that list.

Warlock 1 -- Eldritch Invocations

A little buff plus one new for each pact boon.

  • Armor of Shadows: While not wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. If you use a different AC calculation, you can use Charisma instead of Dexterity.
  • Murmuring Presence (Lv5, Pact of the Blade): Your pact weapon is sentient and helps you with certain tasks. While you have a bonded weapon, you cannot be surprised and add your Charisma modifier to Acrobatics, Arcana and Insight checks.
  • Share the Load (Lv9, Pact of the Chain): While within 30 feet of your familiar, you both have advantage on Intelligence, Wisdom and Charisma saving throws.
  • Aspect of the Moon (Lv14, Pact of the Tome): While the book is on your person, you do not need to breathe or eat to survive. While Unconscious, you have advantage on death saves, are able to speak, don't drop your items, and hits against you aren't automatically crits.

Wizard 2 -- Focus Focus

Choose one arcane focus to specialize in, gaining benefits when using that focus.

  • Wand Wafter. When you cast a Wizard spell, spell attacks have disadvantage against you until the start of your next turn.
  • Rod Rapper. Your Wizard spell attacks score a critical hit on a 19 or 20.
  • Staff Septimus. When you roll a 7 on a Concentration save for a Wizard spell, you can reroll it.
  • Crystal Compositor. Choose a spell school. When you cast a Wizard spell from that school, you can ignore a Verbal or Somatic component.
  • Orb Operator. Ritual casting Wizard spells only takes 1 extra minute.