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Additional Class Spells and Rules

While the Player's Handbook is all you need most of the time; occasionally additional options or class/race enhancements are released in either supplementary books, or through "Unearthed Arcana" (UA), which are optional rulesets released for the purposes of testing or flavor. The below rules/options/variants are available to you, and please talk to your DM if you're aware of one you'd like to see included. Some UA is absolutely game breaking, so do not assume everything you find is going to get approved.   To keep this page from getting too crazy, I'll only be mentioning the classes that the players are currently playing, alphabetically.   Where the rule can be found is indicated by its source, XGE (Xanathar's Guide to Everything), or TCE (Tasha's Cauldron of Everything).  

Bard

Expanded Spell List
The following spells are added to your class spell list:
1st Level
Cause fear (XGE), Color spray (TCE), Command (TCE)
2nd Level
Aid (TCE), Enlarge/reduce (TCE), Mind spike (XGE), Mirror image (TCE)
3rd Level
Intellect Fortress (TCE), Mass healing word (TCE), Slow (TCE), Tiny servant (XGE)
4th Level
Phantasmal killer (TCE)
5th Level
Contact other plane (ritual) (TCE), Rary’s telepathic bond (ritual) (TCE)
6th Level
Heroes’ feast (TCE), Mental prison (XGE), Scatter (XGE), Tenser’s transformation (XGE)
7th Level
Dream of the Blue Veil (TCE), Power word pain (XGE), Prismatic spray (TCE)
8th Level
Antipathy/sympathy (TCE), Maze (TCE)
9th Level
Prismatic wall (TCE)

Magical Inspiration (TCE)
1st-level bard feature (enhances Bardic Inspiration)
If a creature has a Bardic Inspiration die from you and casts a spell, the creature can roll that die and add the number rolled to one damage or healing roll of the spell. The Bardic Inspiration die is then lost.
Bardic Versatility (TCE)
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 proficiencies that isn’t benefiting from Expertise.
  • Replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the bard spell list.
 

Druid


Expanded Spell List
The following spells are added to your class spell list:
1st Level
Ceremony (ritual, XGE), Protection from evil and good (TCE)
2nd Level
Augury (ritual) (TCE), Continual flame (TCE), Enlarge/reduce (TCE), Summon Beast (TCE)
3rd Level
Aura of Vitality (TCE), Elemental Weapon (TCE), Revivify (TCE), Summon Fey (TCE), Thunder Step (XGE), Wall of Sand (XGE)
4th Level
Divination (ritual) (TCE), Fire shield (TCE), Summon Elemental (TCE)
5th Level
Cone of cold (TCE), Dawn (XGE), Immolation (XGE)
6th Level
Flesh to stone (TCE)
7th Level
Symbol (TCE)
8th Level
Incendiary cloud (TCE)
9th Level
Mass polymorph (XGE)

Cantrip Versatility (TCE)   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 druid spell list.       Wild Companion (TCE)
2nd-level druid feature (enhances Wild Shape)
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 find 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.

Fighter

  Fighting Style Options 1st-level fighter feature (enhances Fighting Style) When you gain the Fighting Style feature, you additionally gain access to the fighting styles below.   Superior Technique (TCE) You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.     Blind Fighting (TCE) You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.     Interception (TCE) When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.     Thrown Weapon Fighting (TCE) You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.     Unarmed Fighting (TCE) Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.   Martial Versatility (TCE) 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 fighting style available to fighters.
  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
  Maneuver Options 1st-level feature (enhances Maneuvers) If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters and to characters who have the Superior Technique fighting style or the Martial Adept feat.   Ambush (TCE) When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.     Bait and Switch (TCE) When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.     Brace (TCE) When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.     Grappling Strike (TCE) Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.     Quick Toss (TCE) As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.     Tactical Assessment (TCE) When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.  

Rogue


Steady Aim (TCE)
3rd-level rogue feature 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


Expanded Spell List
The following spells are added to your class spell list:
Cantrips (0 Level)
Booming Blade (TCE), Green-flame Blade (TCE), Lightning Lure (TCE), Mind Sliver (TCE), Sword Burst (TCE)
1st Level
Grease (TCE), Tasha's Caustic Brew (TCE)
2nd Level
Flame blade (TCE), Flaming sphere (TCE), Magic Weapon (TCE), Tasha's Mind Whip (TCE)
3rd Level
Intellect Fortress (TCE), Vampiric touch (TCE)
4th Level
Fire shield (TCE)
5th Level
Bigby's Hand (TCE)
  6th Level
Flesh to stone (TCE), Otiluke's Freezing Sphere (TCE), Tasha's Otherwordly Guise (TCE)
7th Level
Dream of the Blue Veil (TCE)
8th Level
Demiplane (TCE)
9th Level
Blade of Disaster (TCE)
  Metamagic Options 3rd-level sorcerer feature (enhances Metamagic) When you choose Metamagic options, you have access to the following additional option.   Seeking Spell (TCE) 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.   Transmuted Spell (TCE) 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.   Sorcerous Versatility 4th-level sorcerer feature   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 flowing 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.

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