Cross-Class Subclasses, Remake Edition (5e Variant Rule)
Cross-Class Subclasses, Remake Edition[edit]
There is so many good subclasses that are tied to a single class. Imagine the idea of a thief fighter, a life druid, or a berserker monk. It makes sense that subclasses should not be tied down to a single subclass. This is a guide to achieve those dreams.
Step 1: Align the Subclass Levels[edit]
The first step is to figure out what features gained at each of the base class's subclass levels. Choose one subclass from any classes, this subclass is now called cross-class's subclass. The original class that is gaining the subclass is called the base class. If the base class's subclass levels matches the number of cross-class's subclass levels, then it is a simple replacement. For the first time the base class gains subclass feature, it is replaced with all features of the first time the cross-class gains its subclass. The same process for the second time, third time and beyond.
Example: The cross-class's subclass is vengeance from paladin class which has 4 subclass levels. The base class is warlock with 4 subclass levels. Warlock gains subclass features at 1, 6, 10, and 14. Paladin gains subclass features at 3, 7, 15, and 20. When warlock gains their first subclass feature at 1st level, they gain all 3rd level vengeance subclass. At 6th level warlock, they gain 7th level vengeance subclass features. At 10th level warlock, they gain 15th level vengeance subclass features. At 10th level warlock, they gain 15th level vengeance subclass features. At 14th level warlock, they gain 20th level vengeance subclass features.
If the base class's subclass levels is greater than the number of cross-class's subclass levels, then try to match each subclass levels as best as possible. Any levels where no subclass features are gained, gain 1 feat instead.
Example: The cross-class's subclass is lore from bard class which has 3 subclass levels. The base class is fighter with 5 subclass levels. Fighter gains subclass features at 3, 7, 10, 15, and 18. Bard gains subclass features at 3, 6, and 14. With tried to best fit each level, when fighter gains their first subclass feature at 3rd level, they gain all features of a 3rd level lore subclass. At 7th level fighter, they gain 6th level lore subclass features. At 15th level fighter, they gain 14th level lore subclass features. This leaves 10th and 18th fighter levels being empty. At 10th and 18th fighter levels, they gain 1 feat each time.
If the base class's subclass levels is greater than the number of cross-class's subclass levels, follow the steps as matching subclass levels. The remaining subclass features are lost and never gained normally.
Example: The cross-class's subclass is eldritch knight from fighter class which has 5 subclass levels. The base class is bard with 3 subclass levels. Bard gains subclass features at 3, 6, and 14. Fighter gains subclass features at 3, 7, 10, 15, and 18. When bard gains their first subclass feature at 3rd level, they gain all 3rd level eldritch knight subclass. At 6th level bard, they gain 7th level eldritch knight subclass features. At 14th level bard, they gain 10th level eldritch knight subclass features. The extra 15th and 18th level Eldritch Knight features are lost.
Regained Lost Knowledge (Optional Rule)[edit]
Requirement: Base class's subclass levels is greater than the number of cross-class's subclass levels.
Requirement: optional rule feats
Whenever the base class gains feats, the feat may be chosen to be replaced with all features of cross-class's subclass at a certain level. The cross-class's subclass feature's level must be no greater than base class level + 1.
Example: The cross-class's subclass is eldritch knight from fighter class which has 5 subclass levels. The base class is bard with 3 subclass levels. At 12th level bard, they can replace their feat with 10th level eldritch knight subclass features.
Step 2: Functional Feature[edit]
The second and final step is to gain a minor feature. In some subclasses, there are features that depends on features of the base class, like barbarian subclasses depends on rage from barbarian. It is time to gain weaker versions of those dependent features in order for the subclass to work properly. Choose one of the following features.
Starter Infusions[edit]
Requirement: artificer subclass or similar subclass
You gain Infuse Item feature from artificer. You learn only 2 Infusions Known and create 1 Infused Items. Treat as 2nd level artificer for the purpose of learning and relearning new infusions.
You can use your channel divinity (if any) to temporary infuse an item. As a bonus action, an item you are touching gains an infusion or create a magic item caused by your infusion. Your maximum number of infused items is increased by 1 for 1 minute. Restrictions of the infusion apply as normally.
Pseudo-rage[edit]
Requirement: barbarian subclass or similar subclass
You gain the ability rage somewhat similar to a barbarian. On your turn, you can enter a pseudo-rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to half of your proficiency bonus.
If you are able to cast spells, you can't cast them or concentrate on them while raging. If you gain resistance to bludgeoning, piercing, or slashing damage from this subclass, you do not gain resistance to these damage types. This has no impact on damage immunities.
Your pseudo-rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your pseudo-rage on your turn as a bonus action.
You can use pseudo-rage once and you must finish a long rest before you can pseudo-rage again. You can regain the use of pseudo-rage by expending an use of channel divinity or a class feature that has a single use and only recharges after a long rest.
New Inspirer[edit]
Requirement: bard subclass or similar subclass
You can use a bit of magic to inspire others. You gain Bardic Inspiration from bard. Your inspiration dice is 1d4, instead of 1d6.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. You can regain the use of pseudo-rage by expending an use of channel divinity or any class feature that only recharges after a long rest.
Outlander's Wild Shape[edit]
Requirement: druid subclass or similar subclass
You can transform into a cute beast. You gain Wild Shape from druid. For the purpose of this feature, count base class levels as druid levels.
You can use Outlander's Wild Shape once and you must finish a long rest to replenish all your uses. You can regain a single use of Outlander's Wild Shape by expending an use of channel divinity or any class feature that has a single use and only recharges after a long rest.
Third Wind[edit]
Requirement: fighter subclass or similar subclass
You can use your reserves to keep fighting. On your turn, you can use a bonus action to regain hit points equal to base class's hit dice + your proficiency bonus.
Once you use this feature, you must finish a short or long rest before you can use it again. You can regain the use of third wind by expending an use of channel divinity or a class feature that has a single use and only recharges after a long or short rest.
Well of Ki[edit]
Requirement: monk subclass or similar subclass
Your side training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a pool of ki points equal to your proficiency bonus.
When you spend a ki point, it is unavailable until you finish a long rest, at the end of which you draw all of your expended ki back into yourself. You can can regain one point of Ki by spending any use of a class resource that rechanges after a long rest.
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 Intelligence or Wisdom modifier.
Additionally, when you make an unarmed attack, it's damage uses the martial arts dice which is 1d4.
Channel Power[edit]
Requirement: cleric or paladin subclass or similar subclass
You gain a small burst of power similar to clerics and paladins. You gain Channel Divinity to fuel your cleric or paladin subclass features.
Some Channel Divinity effects require saving throws. The saving throw DC is calculated as follows:
Channel Divinity save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier.
Killer's Prey[edit]
Requirement: ranger subclass or similar subclass
You gain Favored Foe from optional features of ranger class. It's damage does not increases as you gain levels.
Weak Point[edit]
Requirement: rogue subclass or similar subclass
You are good at taking advantage of the weak points. You add 1d6 to your damage roll when your attack roll has advantage. You gain one more 1d6 to the damage each 5 levels in the base class. This feature counts a sneak attack for your subclass features.
Sorcery Sparks[edit]
Requirement: sorcerer subclass or similar subclass
You can tap into your inner magic. You gain 2 sorcerer points to spend on subclass features.
Wizard's Tome[edit]
Requirement: wizard subclass or similar subclass
You write down simple spells into a book just like a wizard. You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you gain this feature, you acquire a ritual book holding two 1st-level spells of your choice. You must choose your spells from wizard’s spell list, and the spells you choose must have the ritual tag. Intelligence is your spellcasting ability for these spells.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your wizard's tome. The spell must be on the wizard's spell list, the spell’s level can be no higher than half your base class level (rounded up), and it must have the ritual tag. The process of copying the spell into your wizard's tome takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Focus Spells[edit]
Requirement: subclass that has a list of spells that you learn or prepare or subclass that grants a spell without spell slots to use it.
You gain small amount of magical power. You gain a focus spell slot. This focus spell slot can be only used to cast spells gained or prepared in the subclass. The focus spell slot's level is equal the highest spell that you currently can learn or prepare in the subclass. Treat base class as class levels to determine what spells that you can learn or prepare.
Your spellcasting modifier for your subclass is the same as the original class' spellcasting modifier.
If you focus spell slot is 6th level or higher, after casting the spell, you gain one level of exhaustion.
Focus spell slot can be only recharge after a long rest. No other features, feats, or magic items can recharge this spell slot.
Properly Geared Up[edit]
You learn on how to properly use armor. You gain proficiency in light armor. If you already have proficiency in light armor, you gain proficiency in medium armor and shields. If you are ready have proficiency in medium armor, you gain proficiency in heavy armor.
Ready to Fight[edit]
You practice with wielding weapons. You gain proficiency in one martial weapon.
Productive Hobby[edit]
You pick up a skill during your hobby. You gain proficiency in one artisan skill of your choice.
Homebrew[edit]
Requirement: helpful GM
The GM create a feature that is needed for your subclass to function. This feature has to be as weak as possible without restricting too much on the subclass features that depend on them.
Filling Out Feats[edit]
As seen above, the additional features from only give enough flexibility and power to use the subclass without any problems or requiring to multi-class. Some players may desire more from this features, like Pseudo-rage being the same as barbarian's rage. This could lead to problem with balance of power. As a good compromise, to get the most of subclass features that depends on class features, a feat must be used to gain full use of them. There is many homebrew feats out their that provide popular class features as feats. This section below are only feats that fill out and complete the free subclass feature from above to grant that desire.
Advance Infusions[edit]
Requirement: Starter Infusions feature, base class at 10th level
Your infusions known and Infusions are increased by 1.
Additionally, you can treat 1/2 of base class as artificer level for the purpose of learning and relearning infusion.
Proper Rage[edit]
Requirement: Pseudo-rage
Pseudo-rage becomes rage from the barbarian class. Treat 1/3 of base class as barbarian level for this feat.
Inspire for Days[edit]
Requirement: new Inspire, base class at 8th level
New Inspire charges after long or short rest.
Additionally, inspiration dice is increased to 1d6. It becomes 1d8 at 15th base class level.
Native Wild Shape[edit]
Requirement: Outlander's Wild Shape
You can use Outlander's Wild Shape two time before require a short or long rest.
2.5 Wind[edit]
Requirement: Third Wind
Your constitution is increased by 1. This cannot bring constitution above 20.
Third Wind restores hit points equal to base class' hit dice + base class' levels.
Ki Skills[edit]
Requirement: Well of Ki, proficiency in medium armor
You can spend Ki to make one of these three Flurry of Blows, Patient Defense, or Step of the Wind. This must be chosen when gaining this feat.
Additionally, you gain unarmored defense and martial arts from monk class. Your martial dice is unaffected at 1d4.
= Most Favored Foe[edit]
Requirement: Killer's Prey
Your dexterity or wisdom score is increased by 1. As normal, this does not increase your score above 20.
The damage dice from Killer's Prey increases as normal. Treat base class levels as ranger levels for this feat
True Sneak Attack[edit]
Requirement: Weak Point
Replace Weak Point with sneak attack from rogue class. Treat 1/3 of base class as rogue levels for this feat.
If this is your first attack, you can treat it as 1/2 (round up) instead of 1/3 (round down) of rogue class levels. If you do this, you cannot make anymore attacks with your attack action.
Font of Meta-magic[edit]
Requirement: spellcaster, sorcerery points
You can use your bonus action to expend a 1st spell slot to gain 1 sorcerery points or expend 2 sorcerery points to gain a 1st spell slot. These effects ends at the start of a long rest.
Additionally, you learn two metamagic of your choice.
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