All Class Variant Rules
All ASIs should be a feat
Artificer Variant Rules
Enhancement Features
These features are simple additions to your class abilities, you simply add these on as additional features.
Cantrip Versatility
4th-level artificer feature
- At 4th level or whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the artificer spell list.
Proficiency Versatility
4th-level artificer feature
- At 4th level or whenever you reach a level in this class that grants the Ability Score Improvement feature, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Barbarian Variant Rules
Enhancement Features
These features are simple additions to your class abilities, you simply add these on as additional features.
Primal Knowledge
3rd-level barbarian feature
- When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
Instinctive Pounce
7th-level barbarian feature
- At 7th level, as a part of the bonus action you take to enter your rage, you can move up to half your speed.
Bard Variant Rules
Enhancement Features
These features are simple additions to your class abilities, you simply add these on as additional features.
Magical Inspiration
2nd-level bard feature
At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Bardic Versatility
4th-level bard feature
- At 4th level or whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:
● Replace one of the skills you chose for the Expertise feature with one of your other skill proiciencies that isn’t beneiting from Expertise.
or
● Replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the bard spell list.
Bard Spells
The following spells expand the bard spell list. (You can choose these as spells for your Bard.)
1st Level
Color spray
Command
2nd Level
Aid
Enlarge/reduce
Mirror image
3rd Level
Intellect fortress
Mass healing word
Slow
4th Level
- Phantasmal killer
5th Level
- Rary’s telepathic bond
6th Level
- Heroes’ feast
7th Level
Dream of the blue veil
Prismatic spray
8th Level
- Antipathy/sympathy
9th Level
- Prismatic wall
Cleric Variant Rules
Replacement Features
These features are optional replacements for features granted by your class.
Blessed Strikes
8th-level cleric feature, which replaces the Divine Strike or Potent Spellcasting feature
At 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature.
Once you deal this damage you can't use this feature again until the start of your next turn.
Enhancement Features
These features are simple additions to your class abilities, you simply add these on as additional features.
Channel Divinity: Harness Divine Power
2nd-level cleric feature (enhances Channel Divinity)
- At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Cantrip Versatility
4th-level cleric feature
- At 4th level or whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
Cleric Spells
The following spells expand the cleric spell list.
3rd Level
Aura of vitality
Spirit shroud
4th Level
Aura of life
Aura of purity
5th Level
- Summon celestial
6th Level
- Sunbeam
8th Level
- Sunburst
9th Level
- Power word heal
Druid Variant Rules
Enhancement Features
These features are simple additions to your class abilities, you simply add these on as additional features.
Wild Companion
2nd-level druid feature
At 2nd level, you gain the ability to summon a spirit that assumes an animal form; as an action, you can expend a use of your Wild Shape feature to cast the ind familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
Cantrip Versatility
4th-level druid feature
- At 4th level or whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
Druid Spells
The following spells expand the druid spell list.
1st Level
- Protection from evil and good
2nd Level
Augury
Continual flame
Enlarge/reduce
Summon beast
3rd Level
Aura of vitality
Elemental Weapon
Revivify
Summon Fey
4th Level
Divination
Fire shield
Summon elemental
5th Level
- Cone of cold
6th Level
- Flesh to stone
7th Level
- Symbol
8th Level
- Incendiary cloud
Fighter Variant Rules
Enhancement Features
These features are simple additions to your class abilities, you simply add these on as additional features.
Martial Versatility
4th-level fighter feature
- At 4th level or whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice.
● Replace a fighting style you know with another fighter style available to fighters.
or
● If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Monk Variant Rules
Enhancement Features
These features are simple additions to your class abilities, you simply add these on as additional features.
Ki Feature
2nd-level monk feature (enhances Ki)
- When you gain the Ki feature at 2nd level, you get access to the following feature.
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-Fueled Attack
3rd-level monk feature
When you gain the Monastic tradition feature at 3rd level, you also get access to the following feature.
If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
Quickened Healing
4th-level monk feature
- At 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proiciency bonus.
Focused Aim
5th-level monk feature
- At 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
Paladin Variant Rules
Enhancement Features
These features are simple additions to your class abilities, you simply add these on as additional features.
Channel Divinity: Harness Divine Power
3rd-level paladin feature (enhances Channel Divinity)
- At 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
Martial Versatility
4th-level paladin feature
- At 4th level or whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.
Paladin Spells
2nd Level
Gentle repose
Prayer of healing
Warding bond
3rd Level
- Spirit shroud
5th Level
- Summon Celestial
Ranger Variant Rules
Enhancement Features
These features are simple additions to your class abilities, you simply add these on as additional features.
Expanded Ranger Spell List
1st Level
Entangle
Searing smite
2nd Level
Aid
Enhance ability
Gust of wind
Magic weapon
Summon beast
3rd Level
Elemental weapon
Meld into stone
Revivify
Summon fey
4th Level
Dominate beast
Summon elemental
5th level
- Greater restoration
Rogue Variant Rules
Enhancement Features
These features are simple additions to your class abilities, you simply add these on as additional features.
Steady Aim
3rd-level rogue feature
- At 3rd level as a bonus action, you give yourself advantage on your next attack roll on the current turn. 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.
Sorcerer Variant Rules
Enhancement Features
These features are simple additions to your class abilities, you simply add these on as additional features.
Metamagic Options
3rd-level sorcerer feature (enhances Metamagic)
- When you choose Metamagic options, you have access to the following additional options.
Transmuted Spell
- When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Sorcerous Versatility
4th-level sorcerer feature
- At 4th level or whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you lowing in new ways:
● Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
● Replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the sorcerer spell list.
Magical Guidance
5th-level sorcerer feature
- At 5th level, you can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Expanded Spells
The following spells expand the sorcerer spell list. (You can choose these as spells for your sorcerer.)
2nd Level
Flame blade
Flaming sphere
Magic weapon
Tasha’s mind whip
3rd Level
Intellect fortress
Vampiric touch
4th Level
- Fire shield
5th Level
- Bigby’s hand
6th Level
Flesh to stone
Otiluke’s freezing sphere
Tasha’s otherworldly guise
7th Level
- Dream of the blue veil
8th Level
- Demiplane
9th Level
- Blade of disaster
Warlock Variant Rules
Enhancement Features
These features are replacements or additional options for your class abilities.
Pact Boon Option
3rd-level warlock feature
- When you choose your Pact Boon feature, the following option is available to you.
Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This beneit can be used a number of times equal to your proiciency bonus, and all expended uses are restored when you inish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Eldritch Versatility
4th-level warlock feature
- At 4th level or whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following representing a change of focus in your occult studies:
● Replace one cantrip you learned from this class’s Pact Magic feature with another cantrip from the warlock spell list.
● Replace the option you chose for the Pact Boon feature with one of that feature’s other options.
● If you’re 12 level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
Expanded Warlock Spells
Cantrip
Booming blade
Green-flame blade
Lightning lure
Mind sliver
Sword burst
3rd Level
Intellect fortress
Spirit shroud
Summon fey
Summon shadowspawn
Summon undead
4th Level
- Summon aberration
5th Level
Mislead
Planar binding
Teleportation circle
6th Level
Summon fiend
Tasha’s otherworldly guise
7th Level
- Dream of the blue veil
9th Level
Blade of disaster
Gate
Weird
Wizard Variant Rules
Enhancement Features
These features are simple additions to your class abilities, you simply add these on as additional features.
Cantrip Formulas
3rd-level wizard feature
At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult these formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
Expanded Wizard Spells
1st Level
- Tasha’s caustic brew
2nd Level
Augury
Enhance ability
Tasha’s mind whip
3rd Level
Intellect fortress
Speak with dead
Spirit shroud
Summon fey
Summon shadowspawn
Summon undead
4th Level
Divination
Summon aberration
Summon construct
Summon elemental
6th Level
Summon fiend
Tasha’s otherworldly guise
7th Level
- Dream of the blue veil
9th Level
- Blade of disaster