Various Addons and Changes (5e Class Feature)

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This is for various addons and changes to official material that don't warrant their own page due to being too minuscule alone. Feel free to add some more to classes you believe need the slight addition to make them better.

Barbarian[edit]

Frenzy

At the end of your frenzy, you must make a DC10 Constitution saving throw or take a level of exhaustion. The DC increases by 5 every time you succeed and the DC is reset upon finishing a long rest.

Fighter[edit]

Arcane Shots

You gain an additional shot at 7th level and again at 15th level.

Maneuver: Cover Move

When a creature you can see attacks a target other than you, if you are wielding a shield, you can use your reaction and expend one superiority die to move up to your speed toward the target. If you end your movement adjacent to the target, you force the attacker to attack you instead of the intended target.

Monk[edit]

Elemental Disciplines

You gain 2 additional elemental disciplines, instead of one, at 6th, 11th, and 17th level. Furthermore, you can swap out one discipline for another upon finishing a long rest.

Ki

The number of Ki Points you have is equal to your Monk Level + Your Wisdom Modifier.

Wings Unfurled

Starting at 11th level, these wings last for 1 minute. Starting at 17th level, these wings last for 10 minutes.

Tongue of Sun and Moon

You can add your Wisdom modifier to all Charisma (Persuasion) checks.

Perfect Self

Increase your Dexterity and Wisdom scores by 2 each. Your maximum for those scores is now 22.

Paladin[edit]

Divine Smite

You must declare the smite before you make the attack roll, instead of it being immediately upon a hit. You expend the spell slot for the smite, whether you hit or miss.

Ranger[edit]

Primeval Awareness

You know the location and number of your favored enemies, but not their identities.

Foe Slayer

Choose either Strength or Dexterity. Increase your chosen ability score and your Wisdom score by 2. Your maximum for those scores is now 22.

Warlock[edit]

Spellcasting

You can choose to use Intelligence, Wisdom, or Charisma as your spellcasting ability. If Intelligence is chosen, you instead gain proficiency with Intelligence saving throws, rather than Charisma saving throws. Any invocations, class features, or subclass features referring to your Charisma modifier outside of ability checks can be replaced with your chosen spellcasting ability modifier.

Awakened Mind

Your telepathy range is instead equal to 20 + 10 times your warlock level.

Spell Points[edit]

Upon reaching 19th level as a fullcaster, you may cast two spells of 6th level, instead of one. At 20th level, you may cast two spells of 7th level, instead of one. You must finish a long rest before you can cast spells of either level again as usual.

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