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    Bugbear in the Playground
     
    EvilClericGuy

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    Dec 2009

    Default Variant Class Features

    So in the recent Unearthed Arcana, Wizards released what ammounts to ACFs for 5e, called "alternate class features." While a lot of these where pretty cool, it was fairly bare bones and a lot of "no brainer" options where missing outright. As a result, I decided to expand upon this concept further and create more variant class features that return some old favorite character concepts and features from 3.5e to 5e in new forms, and add some new ideas to the mix as well. Note that this is a major work in progress, and a lot of it is unfinished and likely not perfectly balanced. Likewise, since I am crunched for time as I post this, most classes might be missing initially; don't worry, I will get to all the classes, eventually. I plan to knock off all the caster classes first, since I have more experience with them, and then move to the martials. If your favorite class is not in the OP hold tight, as it will be added later as I think of ideas. So, without further hesitation, lets get some new variant class features rolling..

    Spoiler: Bard
    Show
    If your GM is allowing variant class features from the variant class features Unearthed Arcana article, Bards may add the following variant class features to those they can choose from (in addition to those from the article):

    Bard of the Hand

    While many bards are musicians, not all bards focus on the art of song. Some bards instead master a visual art or other form of craft, pouring the same passion into their art that more traditional bards put into their performances. You gain proficiency with one type of Artisans Tools of your choice at 1st level.

    This replaces the three instrument proficiency you would gain from the Bard class at 1st level.

    Bard of the Word

    While many bards are musicians, not all bards focus on the art of song. Some bards instead master the word, either spoken or written, and turn storytelling, public speaking, debate or even writing into a form of performance or art that can hold just as much magic as music. You gain proficiency with two languages of your choice at 1st level.

    This replaces the three instrument proficiencies you would gain from the Bard class at 1st level.

    Bardic Knowledge

    As a Bard, you are able to collect an extensive amount of knowledge from the stories, gossip, and lore you pick up in your travels. Starting at 2nd level, when an opportunity where a character could make an Arcana, History, Nature, or Religion check to recall knowledge about a topic arises, you can instead make a Bardic Knowledge check to do so, even if you don’t have proficiency in the proper skill to make that check. To make a Bardic Knowledge check, you roll a d20 and add the sum of your Proficiency Bonus and spellcasting ability modifier (If you have the Lorekeeper variant class feature this would be your Intelligence modifier, not your Charisma modifier) to the roll.

    This feature replaces the Jack of All Trades feature of the bard class.

    Legendary Inspiration

    Your ability to inspire your allies is the stuff of legends. Starting at 20th level, your Superior Inspiration feature lets you roll 3d6 instead of a d12 whenever you would roll a Bardic Inspiration die, in addition to its other effects.

    This feature alters the Superior Inspiration feature of the Bard class.

    Lorekeeper

    While you are still a performer or artist of some sort, your magic comes not from your performances or art but instead the vast amount of obscure and esoteric arcane lore you've collected in your travles. Starting at 1st level, you use Intelligence as your Bard spellcasting ability instead of Charisma (meaning you would use your Intelligence modifier, not Charisma modifier, to determine your Bard spell attack modifier and Bard spell save DC) and gain proficiency with Intelligence saving throws. Additionally, any Bard class feature that would use your Charisma modifier for its effects normally (including features of your Bardic College) instead uses your Intelligence modifier for those effects. Also, you can use an Arcane Focus instead of an instrument as a spellcasting focus for your bard spells. If you wish, you may gain an Arcane Focus in your starting equipment in place of the instrument you would gain normally.

    This alters the Spellcasting feature of the Bard class and replaces the Charisma saving throw proficiency of the Bard class..

    Spell List Expansion

    The following additional spells are added to the Bard spell list at the levels listed below (in addition in the variant class features Unearthed Arcana article, not instead of):

    2nd:

    Beast Sense
    Magic Weapon

    3rd:

    Aura of Vitality
    Beacon of Hope
    Conjure Animals
    Counterspell
    Haste
    Revivify
    Slow

    4th:

    Aura of Purity
    Aura of Life
    Conjure Woodland Beings
    Dominate Beast
    Grasping Vine

    5th:

    Dance Macabre

    6th:

    Conjure Fey
    Heal

    9th:

    Mass Heal
    Weird


    Spoiler: Cleric
    Show
    If your GM is allowing variant class features from the variant class features Unearthed Arcana article, Clerics may add the following variant class features to those they can choose from (in addition to those from the article):

    Cloistered Cleric

    While most clerics train in the use of weapons and armor to crusade for their god on the front lines of battle, some instead devote themselves more to contemplation, meditation, study, or even evangelism and political intrigue, foregoing martial training to gain greater skill in other areas of expertise. At 1st level, you gain Expertise with two Intelligence or Charisma based skills of your choice (same as the Rogue's Expertise feature).You also gain proficiency with daggers, darts, slings, quarterstaffs, and light crossbows.

    Your deeper contemplation of your faith also strengthens your spellcasting power. Starting at 1st level, you can use your magic to harness your zealous belief that you god will protect you as armor and shield; your AC equals 13 + your Dexterity modifier while you are wearing no armor and not carrying a shield. Additionally, you gain the following Channel Divinity option at 2nd level, in addition to Turn Undead (or Rebuke Undead, if applicable) and those you gain from your Divine Domain:

    Channel Divinity: Replenish Magic. You beseech your deity to replenish your reserves of magical power. You can use this Channel Divinity as a part of a short rest, uttering prayers to your deity during that short rest to do so. When you do this, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Cleric level (rounded up), and none of the slots can be 6th level or higher. You can’t use this Channel Divinity option again until you finish a long rest. For example, when you are a 4th-level Cleric, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots

    However, while your deep contemplation of your faith leaves you magically powerful, it comes at the cost of losing the time needed to strengthen your body with physical training. You gain 6 + your Constitution modifier Hit Points at 1st level instead of the 8 + your Constitution modifier Hit Points you would normally, and you use d6s as your Cleric Hit Dice instead of D8s. You also use a d6 instead of a d8 to determine the hit points you gain at Cleric levels after 1st.

    This feature replaces the weapon, armor and shield proficiencies you would gain from both the base cleric class and your divine domain (if applicable) and alters the Hit Dice and Hit Points of the Cleric class.

    Exemplar

    While most clerics draw their magic from their connection to their god, you instead draw yours from the strength of your own convictions, much like a Paladin. Starting at 1st level, you use Charisma as your Cleric spellcasting ability instead of Wisdom (meaning you would use your Charisma modifier, not Wisdom modifier, to determine your Cleric spell attack modifier and Cleric spell save DC). Additionally, any Cleric class feature that would use your Wisdom modifier for its effects normally (including features of your Divine Domain) instead uses your Charisma modifier for those effects. Also, you use your Charisma modifier in place of your Wisdom modifier when determining how many Cleric spells you can prepare. Due to the fact you gain your magic in the same way a Paladin does, your GM might require you to uphold an Oath or Vow similar to those Paladins swear. Work with your GM to determine the tenants of this Oath or Vow, though it typically should have four tenants (same as most Paladin Oaths.).

    This feature alters the Spellcasting feature of the Cleric class.

    Infused Spellcasting

    You learn to infuse your cleric cantrips with holy or unholy magic, making them stronger. Starting at 8th level, you Cleric cantrips that deal damage deal additional damage equal to your spellcasting ability (which would be Charisma, not Wisdom, if you have the Exemplar variant class feature) modifier. If you are good-aligned or a neutral-aligned worshiper of a good-aligned deity, this additional damage is radiant. If you are evil-aligned or a neutral worshiper of an evil-aligned deity, this additional damage is necrotic. If you are a neutral worshiper of a neutral-aligned (in respects to good/evil) deity, you choose whether this additional damage is radiant or necrotic when you gain this feature, and cannot change your decision afterwards.

    This feature replaces the 8th level Divine Domain feature of the Cleric class.

    Rebuke Undead

    Prerequisite: Must be an evil Cleric, or a neutral Cleric who worships an evil deity.

    While most clerics gain the ability turn away and destroy undead, those who serve evil deities sometimes gain the ability to cow and dominate them instead. When you gain your Channel Divinity feature at 2nd level, instead of Turn Undead you gain the following Channel Divinity option:

    Channel Divinity: Rebuke Undead. As an action, you present your holy symbol and speak a prayer that exerts your divine authority over the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is rebuked for 1 minute or until it takes any damage. A rebuked creature falls to their knees (effectively becoming prone) and cowers in awe of you.

    Instead of learning to destroy undead, you discover how to control them. Starting at 5th level, when a Undead of CR 1/2 or lower fails its saving throw against your Rebuke Undead feature, the creature is commanded for 1 minute instead of rebuked. While commanded by you an undead cannot harm you, or creatures you designate.

    As an action, you may issue a simple command, such as “stay here”, “go there”, “attack him”, or “guard this area” to any mindless undead you have commanded. Once given a command, mindless undead will continue that course of action as long as they remain commanded. You cannot directly give orders to Intelligent undead you have commanded; instead you have advantage on all Charisma-based skill checks you make when interacting with them. Any intelligent undead which takes damage may repeat their save; if they succeed, the command effect ends for that creature. At 8th level, the CR of undead that are commanded by your Rebuke Undead instead of Rebuked increases to CR 1, and then increases by 1 again at 11th, 14th, and 17th level, to a maximum of CR 4 at 17th level. For this feature's effects, any undead with an Intelligence score below 8 is considered "mindless."

    This feature replaces the Turn Undead channel divinity option and Destroy Undead feature of the Cleric class.

    Spell List Expansion

    The following additional spells are added to the Cleric spell list at the levels listed below (in addition in the variant class features Unearthed Arcana article, not instead of):

    Cantrips:

    Chill Touch
    Produce Flame

    1st

    Animate Corpse *

    2nd:

    Command Undead *
    Desecrate *
    Flame Blade
    Flaming Sphere
    Heat Metal

    3rd:

    Summon Lesser Demons

    4th:

    Blight
    Summon Greater Demon
    Wall of Fire

    5th:

    Dance Macabre
    Infernal Calling
    Negative Energy Flood

    6th:

    Circle of Death
    Investiture of Flame

    7th:

    Control Undead *
    Fire Storm
    Finger of Death

    8th:

    Sunburst

    * (These spells are new spells, detailed under the "New Spells" spoiler tag below)

    Spoiler: New Spells
    Show
    Animate Corpse
    1st-level Necromancy
    Casting Time: 1 action
    Range: 30ft
    Components: V, S, M (A pinch of grave dirt and a small token from a corpse, such as a severed finger or the knucklebone of a skeleton)
    Duration: Concentration, up to 1 hour

    When you cast this spell, you raise an undead creature from a single corpse you can see within 30ft. The undead creature you create can be any type of undead (including incorporeal undead), as long as it’s CR doesn’t exceed this spell's level divided by 4. The undead remains reanimated for 1 hour, or until you dismiss it with a bonus action (whichever comes first). When an undead you create with this feature dies or is dismissed, it crumbles to dust or discorporates, leaving it unable to be reanimated again if it was corporeal. The undead you create with this feature cannot create spawn or other undead.

    You can command these undead to move freely (no action required), but to have them take an action of any kind you must command them to do so with a bonus action. You can command any other undead under your control with this same bonus action. These undead always act immediately after your initiative in combat. If you lose concentration on this spell, the raised undead is not destroyed or dismissed; it instead immediately becomes uncontrolled and hostile to all living creatures (including yourself), and will immediately start attacking the closest living creature.

    At higher levels. When you cast this spell in a slot of 2nd level or higher, you increase the CR of undead you can create to the level of that slot divided by 4.

    Command Undead
    2nd-level Necromancy
    Casting Time: 1 action
    Range: 30ft
    Target: 1 Undead creature within range
    Components: V, S
    Duration: 4 Hours

    You harness your dark power to press undead into your service. You target 1 undead creature within range and force it to make a Charisma saving throw. On a failed save, you have influence over the creature. Intelligent undead (those with 8 or more intelligence) who fail their save treat you as their close friend and ally for the spell's duration. They become friendly towards you, and you have advantage on all Charisma checks you make when dealing with them. They will obey your requests and do favors for you as long as those requests or favors do not involve directly fighting for you or otherwise endangering their (un)life. After the duration of this spell ends, any intelligent undead you influenced with this spell remembers that you used magic to command it, and will react accordingly.

    If the targeted undead is mindless (has an intelligence under 8), it is instead under your total control for the spell's duration. As an action, you may issue a simple command, such as “stay here”, “go there”, “attack him”, or “guard this area” to any mindless undead you have controlled with this spell. Once given a command, mindless undead will continue that course of action as long as they remain under this spell's effects, or until you spend your action to issue them a new command.

    At Higher Levels. For each spell level above first at which you cast this spell, it targets 1 additional undead creature and increases its duration by 3 hours (to a maximum of 24 hours with a 9th level slot.).

    Desecrate
    2nd-level Necromancy
    Casting Time: 1 minute
    Range: 20 ft radius spread, centered on you.
    Components: V, S, M (A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.)
    Duration: 1 hour

    You perform a vile ritual that taints a 20 ft radius area, causing reanimation spells cast there to be bolstered in power. When you cast a necromancy spell that creates undead (Such as Animate Dead or Create Undead.) within this spread during this spell’s duration, that spell gains the following additional effects:

    • If this spell creates Skeletons or Zombies, it can target 1 additional corpse or bone pile and create (or reassert control over) 1 additional skeleton or zombie.
    • The Undead this spell creates add your spellcasting class level to the hit point maximums, if they would not already. If you have two spellcasting classes, you use the class that gave you access to this spell to calculate this (“spellcasting classes” are any class that gains the “spellcasting” feature.)
    • The Undead this spell creates add your proficiency bonus to their weapon damage rolls, if they would not already.

    Control Undead
    7th-level Necromancy
    Casting Time: 1 action
    Range: 30ft
    Target: All Undead within range you can see.
    Components: V, S
    Duration: Concentration, up to 1 minute.

    You invoke your dark power to control the undead. turning them into your obedient slaves temporarily. All undead with CRs lower than your level make a Charisma saving throw. On a failed save, they are friendly towards you and your allies and are under your total control. You may command these undead to move freely (no action required), but in order for them to take an action you must command them to do so with a bonus action. You can use this same bonus action to command any other undead under your control.

    At Higher Levels. When you cast this spell in a slot of 8th level, its duration increases to 1 hour. When you cast this spell in a 9th level slot, its duration increases to 8 hours.


    Spoiler: Paladin
    Show
    If your GM is allowing variant class features from the variant class features Unearthed Arcana article, Paladins may add the following variant class features to those they can choose from (in addition to those from the article):

    Blackguard

    Prerequisites: Must have an Evil alignment

    While most Paladin’s souls shine with radiant goodness; yours instead is awash in darkness. Your Paladin spells, Divine Smite and Improved Divine Smite features deal Necrotic damage instead of Radiant damage, if they would deal Radiant damage normally. Instead of dealing extra damage against Fiends and Undead, your Divine Smite and Improved Divine Smite features deal that extra damage against Celestials and Fey. However, when you select your sacred oath, you can choose from only the Oath of Conquest, Oath of the Crown, Oath of Vengeance, and Oathbreaker Sacred Oath options, and do not need to have broken your oath to select Oathbreaker. You can stack this feature witch other variant class features that alter your Divine Smite (such as Divine Hunter), ignoring any rules or restrictions that would prevent you from doing so.

    Additionally, as a Blackguard you add the following spells to the Paladin spell list at the indicated levels:

    1st:

    Animate Corpse *
    Armor of Agathys
    Bane
    Cause Fear
    Inflict Wounds

    2nd:

    Blindness/Deafness
    Command Undead *
    Desecrate *
    Hellish Rebuke
    Suggestion

    3rd:

    Animate Dead
    Bestow Curse
    Fear
    Magic Circle
    Summon Lesser Demons
    Vampiric Touch

    4th:

    Blight
    Evard’s Black Tentacles
    Phantasmal Killer
    Summon Greater Demon

    5th:

    Dance Macabre
    Dominate Person
    Enervation
    Infernal Calling
    Negative Energy Flood
    Planar Binding

    * (Indicates a new spell, detailed under the new spells spoiler in the Cleric spoiler tag.)

    This feature alters the Divine Smite, Improved Divine Smite, and Sacred Oath features of the Paladin class.

    Chaplin

    While most Paladins draw their magic from their own convictions, some instead have a direct connection to their deity. Starting at 2nd level, you use Wisdom as your Paladin spellcasting ability instead of Charisma (meaning you would use your Wisdom modifier, not Charisma modifier, to determine your Paladin spell attack modifier and Paladin spell save DC). Additionally, any Paladin class feature that would use your Charisma modifier for its effects normally (including features of your Sacred Oath) instead uses your Wisdom modifier for those effects. You also use your Wisdom modifier instead of your Charisma modifier when determining how many Paladin spells you can prepare.

    This feature alters the Spellcasting feature of the Paladin class.

    Divine Hunter

    While most Paladins rush to the front lines of battle to protect their allies, you instead focus on supporting them from afar, combining divine magic with skill at archery. Starting at 2nd level, your Divine Smite and Improved Divine Smite features apply to ranged attacks instead of melee attacks. Additionally, you add Archery to the list of Fighting Styles you can select when choosing your Paladin Fighting Style. Also, any Paladin spell your cast that specifically adds to or requires you to make a melee weapon attack (Such as Wrathful Smite) can instead be added to a ranged weapon attack or have you make a ranged weapon attack (such spells increases their range to the range of your ranged weapon when you do this).

    This feature alters the Divine Smite and Improved Divine Smite features of the Paladin class.

    Spell List Expansion

    The following additional spells are added to the Paladin spell list at the levels listed below (in addition in the variant class features Unearthed Arcana article, not instead of):

    1st:

    Guiding Bolt
    Healing Word

    2nd:

    Aid
    Magic Weapon
    Spiritual Weapon

    3rd:

    Beacon of Hope
    Mass Healing Word
    Spirit Guardians

    5th:

    Greater Restoration
    Mass Cure Wounds

    (WIP/More to come soon)


    Spoiler: Sorcerer
    Show
    If your GM is allowing variant class features from the variant class features Unearthed Arcana article, Sorcerers may add the following variant class features to those they can choose from (in addition to those from the article):

    Origin Spells

    While many Sorcerers only scratch the surface of the power their origin holds, you tap its full potential, gaining access to special magics unique to your origin as a result. At 1st level, your Sorcererous Origin. At 1st level, you gain the feature listed below for your Sorcerous Origin (In addition to those you gain from it normally):


    Spoiler: Draconic Bloodline
    Show
    Draconic Spells

    You gain access to bonus spells tied to your Dragon Ancestor (as-per your Dragon Ancestor feature). At 1st, 3rd, 5th, 7th, and 9th levels, you gain the spells for your dragon ancestor of those levels as bonus spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table). The spells for each Draconic ancestor are listed below:

    Red Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Suggestion
    5th: Fireball, Fly
    7th: Elemental Bane, Wall of Fire
    9th: Dominate Person, Immolation

    Blue Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Suggestion
    5th: Fly, Lightning Bolt
    7th: Elemental Bane, Storm Sphere
    9th: Control Winds, Dominate Person

    Green Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Suggestion
    5th: Stinking Cloud, Fly
    7th: Blight, Elemental Bane
    9th: Cloudkill, Dominate Person

    Black Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Suggestion
    5th: Fly, Vampiric Touch
    7th: Elemental Bane, Vitriolic Sphere
    9th: Dominate Person, Enervation

    White Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Suggestion
    5th: Fly, Sleet Storm
    7th: Elemental Bane, Ice Storm
    9th: Cone of Cold, Dominate Person

    Gold Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Ray of Enfeeblement
    5th: Fireball, Fly
    7th: Elemental Bane, Wall of Fire
    9th: Geas, Immolation

    Silver Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Hold Person
    5th: Fly, Sleet Storm
    7th: Elemental Bane, Ice Storm
    9th: Cone of Cold, Geas

    Copper Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Melf's Acid Arrow
    5th: Fly, Slow
    7th: Elemental Bane, Vitriolic Sphere
    9th: Geas, Legend Lore

    Bronze Dragon

    1st: Chromatic Orb, Thunderwave
    3rd: Dragon Breath, Warding Wind
    5th: Fly, Lightning Bolt
    7th: Elemental Bane, Storm Sphere
    9th: Control Winds, Geas

    Brass Dragon

    1st: Chromatic Orb, Sleep
    3rd: Dragon Breath, Enhance Ability
    5th: Fireball, Fly
    7th: Elemental Bane, Wall of Fire
    9th: Geas, Skill Empowerment


    Spoiler: Wild Magic
    Show
    Chaotic Spells

    You gain access to bonus spells that allow you to harness and exploit the primal chaos of the multiverse. At 1st, 3rd, 5th, 7th, and 9th levels, you gain the chaotic spells for those levels as bonus spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table) The chaotic spells you gain are listed below:

    1st: Chaos Bolt, Color Spray
    3rd: Enlarge/Reduce, Mirror Image
    5th: Blink, Haste
    7th: Polymorph, Dimension Door
    9th: Animate Objects, Mislead


    Spoiler: Divine Soul
    Show
    Affinity Spells

    You gain access to bonus spells that draw on the power of your divine magic affinity (as-per your Divine Magic feature). At 1st, 3rd, 5th, 7th, and 9th levels, you gain the spells for your affinity of those levels as bonus spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table). The spells for each affinity are listed below:

    Good Affinity

    1st: Guiding Bolt, Healing Word
    3rd: Aid, Prayer of Healing
    5th: Mass Healing Word, Revivify
    7th: Aura of Purity, Death Ward
    9th: Flame Strike, Raise Dead

    Evil Affinity

    1st: Animate Corpse*, Armor of Agathys
    3rd: Blindness/Deafness, Hellish Rebuke
    5th: Animate Dead, Fireball
    7th: Evard's Black Tentacles, Shadow of Moil
    9th: Infernal Calling, Negative Energy Flood

    * (This indicates a new spell, found under the New Spells spoiler tag in the Cleric spoiler tag)

    Law Affinity

    1st: Command, Shield of Faith
    3rd: Hold Person, Warding Bond
    5th: Counterspell, Dispel Magic
    7th: Guardian of Faith, Otiluke’s Resilient Sphere
    9th: Geas, Hold Monster

    Chaos Affinity

    1st: Chaos Bolt, Disguise Self
    3rd: Alter Self, Crown of Madness
    5th: Blink, Haste
    7th: Confusion, Polymorph
    9th: Animate Objects, Mislead


    Spoiler: Shadow Magic
    Show
    Fell Arcana Spells

    You gain access to bonus spells that allow you to harness the fell energies swelling within you. At 1st, 3rd, 5th, 7th, and 9th levels, you gain the fell arcana spells for those levels as spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table) The fell arcana spells you gain are listed below:

    1st: Animate Corpse*, False Life
    3rd: Blindness/Deafness, Shadow Blade
    5th: Animate Dead, Vampiric Touch*
    7th: Evard’s Black Tentacles, Shadow of Moil
    9th: Dance Macabre, Negative Energy Flood

    * (Indicates a new spell, detailed under the new spells spoiler in the Cleric spoiler tag.)


    Spoiler: Storm Sorcery
    Show
    Tempestuous Spells

    You gain access to bonus spells that allow you to harness the primal power of wind, rain, thunder, and lightning. At 1st, 3rd, 5th, 7th, and 9th levels, you gain the tempestuous spells for those levels as spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table). The tempestuous spells you gain are listed below:

    1st: Fog Cloud, Thunderwave
    3rd: Gust of Wind, Warding Wind
    5th: Call Lightning, Thunder Step
    7th: Elemental Bane, Storm Sphere
    9th: Control Winds, Wrath of Nature


    This feature alters the Sorcerous Origin feature of the Sorcerer class.

    Overflowing Power

    You are a wellspring of innate magical power. Starting at 20th level, when your Sorcerous Restoration feature would let you regain 4 spent Sorcery Points, it instead lets you regain all spent Sorcery Points. Additionally, Your Sorcerous Restoration feature also lets you regain 1 spent Sorcery Point each time you roll Initiative and have 0 unspent Sorcery Points.

    This feature alters the Sorcerous Restoration feature of the Sorcerer class.

    Unfettered Sorcery

    While most Sorcerers learn to carefully manipulate their innate magics through the use of arcane foci and measured use of their power, some sorcerers throw caution to the wind, recklessly tapping their innate power through sheer force of will rather than the calculated approach of more traditional sorcerers. This allows them to cast their spells without foci or material components, and even draw more spells from within them than other sorcerers, but often at the cost of their own well-being. Starting at 1st level, you lose the ability to use an arcane focus as a spellcasting focus for your Sorcerer spells, however, if you would cast a spell with a M (or material) component, you do not need to provide that material component.

    However, casting a spell with a costly material component requires more intent focus; to cast such a spell you must prepare to cast it by using your bonus action, or your standard action if it has a casting time of 1 bonus action. If you do this, you take 1d6 Necrotic damage immediately after the spell your preparing to cast takes effect, and this damage cannot be prevented or reduced in any way. If the spell has a M component with a cost over 50gp, you also gain one level of Exhaustion when you cast that spell in this way. You must still provide the M components of any spell that cost more than 100gp, and cannot use this feature to ignore those M components.

    Your unfettered yet reckless brand of sorcery also lets you dig into yourself to squeeze more spells out of your innate magic than other Sorcerers. Starting at 1st level, you can prepare to cast a Sorcerer spell of 5th level or lower as a bonus action (this can be the same bonus action used to cover the M components of a spell) to cast that spell without expending a spell slot. If you do this, you take 1d6 Necrotic damage per-level of the spell you are preparing to cast, which cannot be reduced or prevented in any way. When you do this, you can choose to cast a spell as-if it was cast in a slot of a level higher than its own as long as you have spell slots of that level; however, you suffer the necrotic damage as if it was a spell of that level instead of one of its original level.

    Once you cast a Sorcerer spell without spending a spell slot in this way, you cannot cast that same spell without spending a spell slot again until you finish a long rest. However, your reckless approach to Sorcery makes you a near endless font of magic, it also leaves you with less control over your sorcerous powers. Starting at 2nd level, you can only use your Font of Magic to convert Spell Slots into Sorcery Points, and cannot convert Sorcery Points into spell slots.

    This feature alters the Spellcasting and Font of Magic features of the Sorcerer class.

    New Metamagic Options

    The following additional metamagic options are added to the list of metamagic options you can choose from whenever you gain a metamagic power (in addition in those added by the variant class features Unearthed Arcana article, not instead of):

    Empower Minions. When you cast a Sorcerer spell that summons one or more creatures (such as Conjure Minor Elemental or Infernal Calling), or a spell that would create one or more undead creatures (such as Animate Dead or Create Undead), you can spend 1 Sorcery Point to have the creatures that spell summons or creates add your Sorcerer level to their hit point maximums, and add your proficiency bonus to their weapon damage rolls.

    Energy Substitution. When you cast a Sorcerer spell that deals Acid, Cold, Fire, or Lightning damage, you can spend 1 Sorcery Point to change the damage it deals to another one of those types.

    Escalate Spell. When you cast a Sorcerer spell, you can spend any number of sorcery points, to a maximum of 1 point, to treat it as being cast in a slot one level higher for each point spent. When you do this, you cannot have that spell be treated as being cast in a spell slot of a level you do not have spell slots for normally. At levels 5, 7, 9, 11, 13, and 17, you increase the maximum number of sorcery points you can spend with this feature by 1, to a maximum of 7 points at 17th level. So, for Example, if a 9th level Sorcerer spent 2 Points to apply this metamagic to a Fireball spell cast in a 3rd level spell slot, they would treat that Fireball spell as-if it was cast in 5th level spell slot for its effects.

    Spell List Expansion

    The following additional spells are added to the Sorcerer spell list at the levels listed below (in addition in the variant class features Unearthed Arcana article, not instead of):

    1st:

    Animate Corpse *
    Arcane Weapon
    Cause Fear

    2nd:

    Command Undead *
    Heat Metal
    Magic Weapon

    3rd:

    Animate Dead
    Call Lightning
    Flame Arrows
    Life Transference
    Meld Into Stone
    Summon Lesser Demons
    Tidal Wave
    Wind Wall

    4th:

    Conjure Minor Elementals
    Control Water
    Elemental Bane
    Stone Shape
    Summon Greater Demon

    5th:

    Conjure Elemental
    Control Winds
    Dance Macabre
    Enervation
    Infernal Calling
    Maelstrom
    Negative Energy Flood
    Transmute Rock

    6th:

    Create Undead
    Magic Jar
    Wall of Ice

    7th:

    Control Undead *
    Whirlwind

    8th:

    Clone
    Control Weather
    Feeblenind
    Tsunami

    9th:

    Storm of Vengeance

    * (Spells marked with a * are new spells that can be found under the new spells spoiler tag in the Cleric spoiler tag,)


    (WIP/More Classes to be added with time)
    Last edited by Giegue; 2019-12-04 at 05:04 PM.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Mine started at a dinner party in the BBEG's estate.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Imp

    Join Date
    Jan 2015
    Location
    Canada
    Gender
    Male

    Default Re: Variant Class Features

    This is quite good. You have a fairly elegant blackguard, although I feel like perhaps they should lose something more? Like certain spells and whatnot.

  3. - Top - End - #3
    Halfling in the Playground
     
    BlueKnightGuy

    Join Date
    Jul 2019

    Default Re: Variant Class Features

    I like the idea of the Divine Hunter, but I still can't figure out an archer in heavy armor...

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