Custom D&D 5e Class Options

Hello, here are some custom D&D 5e class options that I have been working on. They have not been tested so suggestions for improvement or clarification are welcome.


Barbarian

Primal Path: Path of the Hunter

Focused Rage: When you choose this path at 3rd level, when you enter a rage, you may choose a creature that you can see. Until your rage ends, you get +1 to attack and damage rolls against that creature. This bonus increases as you gain levels in this class; from 9th level the bonus is +2 and from 15th level the bonus is +3. You cannot willingly move more than 30 feet away from the focus of your rage. If you are more than 30 feet from the focus of your rage, you must try to move within 30 feet but you do not have to move into obvious dangers when doing so. When the focus of your rage drops to 0 hit points or is outside of your vision for at least one round, you may change the focus of your rage to any other creature that you can see.

Hunters Quarry: From 6th level, while you have a focus for your rage, you may take the Dash action as a bonus action. While you have a focus of your rage and are within 5 feet of a hostile creature that is not the focus of your rage, you may take the Disengage action as a bonus action.

Ferocious Attacker: Beginning at 10th level, when you take that Attack action while you are within 5 feet of the focus of your rage, you may use a bonus action to have the focus of your rage make a Wisdom saving throw (DC equal to 8+ your proficiency bonus + your Charisma modifier). On a failure, they are Frightened of you until the end of your next turn. From 14th level, you may immediately make an attack against the focus of your rage as part of the same bonus action.

No Escape: Starting at 14th level, you may make attacks of opportunity against the focus of your rage even if they have taken the Disengage action. When you make an opportunity attack against the focus of your rage, if the attack hits, the target must make a Strength saving throw (DC equal to 8+ your proficiency bonus + your Strength modifier) or be knocked prone.


Primal Path: Path of the Reckless Warrior

Reckless Abandon: When you choose this path at 3rd level, and for each Barbarian level after this, your hit dice for the level become 2d6. Additionally, when you hit with a melee attack using Strength while you are raging, you may spend a hit die and add the die to the damage of the attack. Whenever an effect depends on the number of hit dice you have, only count half of your Barbarian d6 hit dice.

Athletic Superiority: Beginning at 6th level, whenever you make a Strength or Constitution check or saving throw, you may spend a hit die, roll it and add it to the result of the check or saving throw. You can choose to use this feature after you make the roll for the check, but before the DM determines wether the check succeeds or fails.

Unstoppable Fury: From 10th level, as a reaction when take damage, you can spend any number of hit dice. Roll those dice, half the total (rounding down) and add your Constitution modifier. Until the start of your next turn, reduce any damage that you take by that amount after applying resistance and immunity, including the triggering damage.

Unending Stamina: Starting at 14th level, you regain all of your hit dice at the end of a long rest, rather than half. You also regain any d12 hit dice at the end of a short rest that you did not spend during that short rest.


Bard

Bard College: College of Craft

Bonus Proficiencies: When you join the College of Craft at 3rd level, you gain proficiency with four items from the Tools table in the players handbook of your choice. Whenever you could choose a skill to benefit from the Expertise feature, you may instead choose one item from the Tools table with which you are proficient to receive that benefit.

Craftsmanship: Also at 3rd level, whenever you make a check that uses an item from the Tools table, you can expend one of your uses of Bardic Inspiration to role a Bardic Inspiration die and add the result to the check. You can choose to use this feature after you make the roll for the check, but before the DM determines wether the check succeeds or fails.

Weapon-Smith: From 6th level, whenever you use artisans tools make a weapon, piece of armour or shield, you may have that item be considered a +1 item. This benefit increases as you gain levels; at 11th level it is +2 and at 17th level it is +3. This feature does not increase the time or cost of making the item. This does not make the item magical. Weapons and armour created by the Fabricate spell also benefits from this effect.

Arcane Crafting: Starting at 14th level, whenever you make a magical object using artisans tools, the time and cost of making that object is the same as making an object which has one less rarity value. The benefits of Weapon-Smith do not count towards the rarity of an object made in this way. You cannot use this effect on an object created by the Fabricate spell.


Cleric

Divine Domain: Lost

Lost Domain Spells
Cleric Level Spells
1st Dissonant Whispers, Hex
3rd Darkness, Ray of Enfeeblement
5th Fear, Hunger of Hadar
7th Confusion, Leomund’s Secret Chest
9th Banishing Smite, Creation

Sap Strength: When you choose this domain at 1st level, whenever you are dealt damage by a melee attack, you may use your reaction to impose disadvantage on the attacking creatures next melee attack made in the next minute. If you do, you have advantage on your next melee attack made within the next minute. You may use this feature a number of times equal to you Wisdom modifier (a minimum of once). You regain all expended uses at the end of a long rest.

Chanel Divinity: Visions of the Void
Starting at 2nd level, as an action, you can present your holy symbol and have target creature that you can see within 30 feet of you make an Intelligence saving throw. On a failed save, the creature is Stunned until the end of your next turn. A Celestial, Fey or Fiend makes this saving throw with disadvantage.

Void’s Chill: Beginning at 6th level, whenever you use your Sap Strength feature, you may deal Cold damage equal to your Wisdom modifier to the attacker. If you do, you regain hit points equal to the damage dealt in this way.

Divine Strike: At 8th level, once on each of your turns when you hit a creature with a melee attack, you can cause the attack to deal an additional 1d8 Psychic damage. When you reach 14th level, the extra damage increases to 2d8.

Embrace the Void: Starting at 17th level, as a bonus action on your turn, you can step into the Border Ethereal and remain there until the start of your next turn. While there, you act as if under the effects of an Etherealness spell. The first time you use this feature, you suffer no adverse effects. Each time you use this feature again before you finish a long rest, you take 4d12 Cold damage when you enter the Border Ethereal. This damage ignores resistance and immunity.


Druid

Druidic Circle: Circle of the New Faith

Natures Acolyte: When you choose this Druid Circle at 3rd level, pick a Divine Domain from the list of eligible domains. When you reach the Druid level equal to the Cleric level shown in the Domain Spells List, you add the corresponding spells from the chosen domain’s Domain Spell List to your Druid spell list if they are not already there, and you always have those spells prepared. Those spells do not count towards the number of spells you can prepare each day.

Channel Natures Power: Also at 3rd level, you can use the Embrace the Wild feature and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Natures Power ability. Some Channel Natures Power effects require saving throws. When you use such a feature, the save DC equals your spell save DC. Once you use your Channel Natures Power feature, you cannot use it again until you finish a short or long rest. Beginning at 6th level, you can use your Channel Natures Power feature twice between rests, and beginning at 18th level, you can use it three times between rests. When you gain further uses for Channel Divinity from your domain, you can employ them by using your Channel Natures Power ability.

Channel Natures Power: Embrace the Wild
As an action, you can use your Channel Natures Power to regain one use of your Wild Shape.

Divine Guidance: At 6th level, you gain your chosen domain’s 1st level benefits. However, you do not gain any weapon or armour proficiencies from your domain.

Power of the New Faith: At 10th level, you gain your chosen domain's 6th level benefits.

Divine Will: At 14th level, you may choose 5 spells of 7th level or lower from the Cleric spell list. Add those spells to your Druid spell list if they are not already there. You always have those spells prepared and those spells do not count towards the number of spells you can prepare each day. You can spend a use of Channel Natures Power to cast one of the chosen spells without spending a spell slot. When you do so, you cannot use this feature again until you finish a long rest.


Fighter

Martial Archetype: Noble Steed

Faithful Companion: When you choose this archetype at 3rd level, you may cast Find Steed without expending a spell slot. Constitution is your casting ability for this spell. When you do so, your steed can take the form of any creature that you have seen with a challenge rating less than or equal to your Fighter level /3 (rounded down) that you could use as a steed. The DM decides what can be used as a steed. Until you have 9 levels in Fighter, a steed summoned in this way cannot have a flying speed. Once you use this feature, you cannot use it again until you finish a long rest.

Born to the Saddle: Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet.

Natural Affinity: At 7th level, you gain proficiency in the Animal Handling skill if you do not already have it. If you are already proficient in the Animal Handling skill, then you may choose any skill from the Fighter skills list that you are not already proficient in and gain proficiency in that skill. Your proficiency bonus is doubled for any Animal Handling checks you make.

Combat Training: From 10th level, when you control a steed summoned with your Faithful Companion feature, you may have that steed take any action, bonus action or reaction it could take as if you were not controlling it.

Myriad Forms: Starting at 15th level, as an action, you may have a steed summoned with your Faithful Companion feature take on any other form it could be summoned as under the restrictions of your Faithful Companion feature, if you can see the steed. When you do so, it retains its current hit points unless they are greater than the new forms hit point maximum, in which case it's current hit points become the new forms hit point maximum.

Of One Mind: Beginning at 18th level, while you have a steed summoned with your Faithful Companion feature, you may use that steeds modifier for any Intelligence, Wisdom or Charisma check that you make. That steed can use your modifier for any Intelligence, Wisdom or Charisma check that it makes. You can communicate telepathically with that steed over any distance, but not between planes of existence. You benefit from any special senses and can understand any languages that that steed has and that steed benefits from any special senses and can understand any languages that you have.


Monk

Monastic Tradition: Way of the Disciple

Disciple of the Divine: When you choose this Monastic Tradition at 3rd level, pick a Divine Domain from the list of eligible domains. You may cast a spell from your domain’s spell list by spending a number of Ki points equal to the spell's level +1. You cannot cast a spell in this way if the spell's level is greater than one quarter of your Monk level (rounded up). You may spend additional Ki points to raise the level of a spell cast with this feature by the number of additional Ki points you spend in this way. You cannot raise the level of the spell above 5 or one quarter of your Monk level (rounded up), whichever is lower. Wisdom is your spellcasting ability for spells cast in this way. The save DC for any spells you cast in this way is equal to your Ki save DC.

Channel Ki: Also at 3rd level, you can use the Divine Ki feature and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Ki ability. Some Channel Ki effects require saving throws. When you use such a feature, the save DC equals your Ki save DC. Once you use your Channel Ki feature, you cannot use it again until you finish a short or long rest. Beginning at 6th level, you can use your Channel Ki feature twice between rests, and beginning at 18th level, you can use it three times between rests. When you gain further uses for Channel Divinity from your domain, you can employ them by using your Channel Ki ability.

Channel Ki: Divine Ki
From 3rd level, as an action, you can use your Channel Ki to regain Ki points equal to your Monk level /3 (rounded down).

Acolyte of the Divine: At 6th level, you gain your chosen domain’s 1st level benefits. However, you do not gain any weapon or armour proficiencies from your domain.

Disciple: At 11th level, you gain your chosen domain's 6th level benefits.

Master of the Divine: At 17th level, you gain your chosen domain's 17th level benefits.


Paladin

Sacred Oath: Oath of Protection

Oath of Protection Spells
Paladin Level Spells
3rd Heroism, Shield of Faith
5th Aid, Warding Bond
9th Revivify, Spirit Guardians
13th Death Ward, Guardian of Faith
17th Geas, Raise Dead

Channel Divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Duty to Protect. As an bonus action, you can choose one friendly creature within 5 feet of you that is not already under this effect. For the next minute, or until you are more than 5 feet from the chosen creature, any attack that hits the chosen creature instead hits you. While you are using this effect, you cannot be placed under this effect and any existing instances of this effect on you end.
Sworn Defender. As a reaction, when a friendly creature that you can see takes damage from an attack, if you can see the attacking creature and it is within 15 feet of you, you can move up to the attacking creature without provoking attacks of opportunity. For the next minute, the attacking creature has disadvantage on attack rolls against creatures other than you. Additionally, the attacking creature must make a Strength saving throw against your Paladin spell save DC. On a failed save, the attacking creature is pushed up to 5 feet away from you and is knocked prone.

My Life is Yours: From 7th level, as a reaction, when a friendly creature within 30 feet of you that you can see drops to 0 hit points but is not killed outright, you can have that creature regain hit points equal to half your current hit points (minimum 1). If you do, you drop to 0 hit points and are stable.

You Shall Not Fall: Starting at 15th level, as an action, you can choose a friendly creature within 30 feet of you. For the next minute, or until you are more than 30 feet from that creature, that creature gains immunity to the damage type(s) of the first damage it takes after the start of each of its turns for that instance of the damage. Once you use this feature, you cannot use it again until you finish a short or long rest.

We Who Will Not Falter: At 20th level, as an action, you may have dim light radiate from you in a 30 foot radius for the next minute. You and all friendly creatures in the dim light receive a bonus to AC equal to your Charisma modifier. You or any friendly creature that has 0 hit points and is not dead regains 1 hit point at the start of their turn if they are in the dim light. Once you use this feature, you cannot use it again until you finish a long rest.


Sacred Oath: Oath of Freedom

Oath of Freedom Spells
Paladin Level Spells
3rd Expeditious Retreat, Jump
5th Knock, Levitate
9th Nondetection, Water Breathing
13th Dimension Door, Freedom of Movement
17th Passwall, Tree Stride

Channel Divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Freedom. As an action, a willing creature you touch can move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Additionally, the creature gains a climbing speed equal to its walking speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. These effects last for one minute.
Unstoppable. As an action, for one minute, you can move through other creatures and objects as if they were difficult terrain. You take 5 Force damage if you end your turn inside an object.

Aura of Swiftness: Starting at 7th level, your speed increases by 10 feet. Any friendly creature that starts its turn within 10 feet of you has their speed increase by 10 feet until the start of their next turn. At 18th level, the bonus to your speed increases to 20 feet and the range of this aura increases to 30 feet.

Free Spirit: From 15th level, you are always under the effects of a Freedom of Movement spell.

Angel of Freedom: At 20th level, as an action, you and all friendly creatures of your choice that you can see within 30 feet of you gain a flying speed of 60 feet as they form ghostly feathered wings. Additionally, all effected creatures can spend 15 feet of movement to enter or leave the Border Ethereal. While there, they act as if under the effects of an Etherealness spell. These effects last for one minute. When the effect ends, any creature in the Border Ethereal immediately returns to the plane it originated from in the spot it currently occupies and any creature still aloft floats gently to the ground if it does not have any means to stay aloft. If a creature occupies the same spot as a solid object or creature when it leaves the Border Ethereal, it is immediately shunted to the nearest unoccupied space that it can occupy. Once you use this feature, you cannot use it again until you finish a long rest.


Ranger

Ranger Archetype: Survivor

Natures Endurance: At 3rd level, and for all Ranger levels after this, your hit dice for the level become 1d10+1d4. You recover all d4 hit dice and half your maximum of all other hit dice at the end of each long rest. Whenever an effect depends on the number of hit dice you have, only count half of your Ranger d4 hit dice.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Swift Recovery: Starting at 7th level, as a bonus action on your turn, you may expend a hit die, role the hit die and add your Constitution modifier. You regain that many hit points.

Natural Resilience: From 11th level, you gain resistance to nonmagical Bludgeoning, Piercing and Slashing damage.

Natures Aid: Beginning at 15th level, whenever you cast a Ranger spell, you may expend a hit die, roll the hit die and add your Wisdom modifier. You regain that many hit points.


Rogue

Roguish Archetype: Tactician

Bonus Proficiencies: When you choose this archetype at 3rd level, you gain proficiency with Medium Armour and with Shields.

Combat Superiority: Also when you choose this archetype at 3rd level, you learn manoeuvres that are fuelled by special dice called superiority dice.
Manoeuvres. You learn three manoeuvres of your choice, which are detailed under “Manoeuvres” in the Fighter section of the players handbook. You can only use one manoeuvre per attack. You learn two additional manoeuvres of your choice at 9th, 13th and 17th level. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one.
Superiority Dice. You have four superiority dice, which are d8’s. A superiority dice is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority dice at 9th level and one more at 17th level.
Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre’s effects. The saving throw DC is calculated as follows:

Manoeuvre save DC = 8+ your proficiency bonus + your Strength or Dexterity modifier (your choice)

Improved Combat Superiority: At 9th level, your superiority dice turn into d10s. At 17th level, they turn into d12s.

Superior Combatant: From 13th level, when you score a critical hit on a attack roll, you regain a spent superiority die.

Relentless: Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.


Sorcerer

Sorcerous Origin: Embodiment of the Weave

A Life of Magic: When you choose this Sorcerous Origin at 1st level, as a bonus action on your turn, you can spend any number of hit dice to create a spell slot of a level equal to the number of hit dice that you spend in this way for this use of A Life of Magic. When you do so, you take 2 Necrotic damage for each hit dice spent in this way for this use of A Life of Magic. This damage cannot be reduced or prevented. A spell slot created in this way can only be of a level for which you have spell slots and cannot be of 6th level or higher. Additionally, as an action, you can spend a spell slot to regain 1d6 hit points per spell slot level.

Unnatural Sight: Also beginning when you choose this Sorcerous Origin at 1st level, you can cast Detect Magic at will without expending a spell slot or providing components. You do not need to know Detect Magic to use this effect.

Experienced Spellcaster: At 6th level, you gain another Metamagic option of your choice.

Source of Power: From 14th level, at the end of each short rest, you regain sorcery points equal to your Sorcerer level /3 (rounded down).

Wonders of Magic: Starting at 18th level, whenever you cast a spell other than a cantrip, you may spend any number of sorcery points. If you do, the level of that spell is increased by the number of sorcery points spent in this way. You cannot increase the level of a spell above 9th level in this way.


Warlock

Otherworldly Patron: The Frozen Heart

Expanded Spell List: The Frozen Heart lets you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you.

Frozen Heart Expanded Spells
Spell Level Spells
1st Inflict Wounds, Sleep
2nd Blindness/Deafness, Calm Emotions
3rd Elemental Weapon, Sleet Storm
4th Ice Storm, Stoneskin
5th Banishing Smite, Cone of Cold

Frigid Defences: Starting at 1st level, as a reaction when you are dealt damage by a melee attack, you may deal Cold damage to the attacker equal to your Warlock level + your Charisma modifier. Once you use this feature, you cannot use it again until you finish a short or long rest. Additionally, you learn the Ray of Frost cantrip if you do not already know it.

Icy Presence: From 6th level, you have resistance to Cold damage. You gain proficiency in the Intimidation skill if you do not already have it. If you are already proficient in the Intimidation skill, then you may choose any skill from the Warlock skills list that you are not proficient in and gain proficiency in that skill. Your proficiency bonus is doubled for any Intimidation checks you make.

Winters Chill: Beginning at 10th level, you are immune to being frightened. When another creature attempts to frighten you or fails to charm you, you may use your reaction to have that creature make a Wisdom saving throw against your Warlock spell save DC. On a failed save, that creature becomes frightened of you for 1 minute. At the end of each of that creatures turns while it is frightened of you, it can make a Wisdom saving throw against your Warlock spell save DC. On a success, it is no longer frightened of you.

Frozen Soul: Starting at 14th level, you gain immunity to Cold damage and suffer none of the effects of extreme cold. As an action, you can unleash the freezing energy of your patron. Everyone within 30 feet of you (not including you) must make a Constitution saving throw against your Warlock spell save DC. On a failed save, a creature takes 10d6 Cold damage and has its movement speed halved until the end of its next turn. A creature takes half as much damage and no reduction to movement speed on a successful save. Once you use this feature, you cannot use it again until you finish a long rest.


Otherworldly Patron: The Storms Fury

Expanded Spell List: The Storms Fury lets you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you.

Storms Fury Expanded Spells
Spell Level Spells
1st Fog Cloud, Thunderwave
2nd Gust of Wind, Levitate
3rd Call Lightning, Lightning Bolt
4th Freedom of Movement, Ice Storm
5th Destructive Wave, Telekinesis

Lightning Reflexes: Beginning at 1st level, you have advantage on Initiative roles, Dexterity saving throws and Dexterity (Acrobatics) checks. You also learn the Shocking Grasp cantrip if you don't already know it.

Thunder Strike: Starting at 6th level, as an action, you may have all creatures within 15 feet of you make a Strength saving throw. Creatures that failed the saving throw are pushed up to 20 feet away from you and are knocked prone. Creatures that succeed on the saving throw are pushed up to 10 feet away from you. Once you use this feature, you cannot use it again until you finish a short or long rest.

Stormcaller: From 10th level, as an action, you may have storm clouds spread at a rate of 100 feet per round from a point 300 feet above you or 300 feet above ground level if you are below ground level. The maximum radius of the storm is equal to your Warlock level x 50 feet. The centre of the storm moves with you. Heavy rain and strong winds make the area under the storm clouds difficult terrain, anything more than 30 feet away considered lightly obscured, anything more than 60 feet away considered heavily obscured and anything more than 90 feet away considered completely obscured. The storm lasts for your Warlock level * 2 – 16 hours or until you use an action to disperse the clouds, at which point the clouds clear at a rate of 100 feet per round from a point centred on you. Once you use this feature, you cannot use it again until you finish a long rest.

Wind’s Freedom: Starting at 14th level, your walking speed increases by 20 feet and you gain a flying speed of 50 feet. Additionally, your movement cannot be impeded by weather conditions, such as strong winds, and you can see and hear normally in all weather conditions.


Wizard

Arcane Tradition: Imbument

Imbument Savant: Beginning when you chose this school at 2nd level, the time and gold taken for you to create a magical object is halved.

Weave Reader: Starting at 2nd level, you add Identify to your spell book if it is not already there. You may cast Identify without expending a spell slot or providing material components. When you do, you cannot use this feature again until you finish a long rest. You do not need to have Identify prepared to use this effect.

Swift Weaver: Starting at 6th level, you may choose a spell you have prepared, expend a spell slot you could use to cast that spell, provide any components required to cast the spell (an arcane focus can be used instead of any components that it would replace in a normal casting of the chosen spell), spend 10 minutes longer than that spells casting time touching a non-magical object and choose a trigger. The object gains 1 charge that can be expended with the Use Object action by anyone touching the object (by speaking a command word, touching a rune, or a similar trigger) to immediately cast the spell you chose, ignoring the usual casting time and components, at the level of the spell slot you expended. If, at the time of casting, the casting conditions of the chosen spell are not met, the spell fails. If a concentration spell is cast in this way, the caster must concentrate on the spell. If the spell requires a saving throw, the DC is equal to your spell save DC. If the spell requires a spell attack role or a spellcasting ability modifier, use your spell attack modifier or your spellcasting ability modifier. The object loses the charge 24 hours after the end of the time spent using this effect. While the object has the charge it is considered magical. Detect Magic and Identify reveal that the object is under this effect. Dispel Magic cast on the object can attempt to remove the charge as if removing a spell of a level equal to the level of the spell slot you expended. You can use this feature a number of times equal to your Intelligence modifier and you regain all expended uses at the end of a long rest.

Hidden Weaving: Beginning at 10th level, when you create a magical object or use Swift Weaver, you may choose for that magical effect or charge not to be revealed when Detect Magic or Identify is used by anyone other than you on the object and/or have the magical effect or charge be unaffected by Dispel Magic from anyone other than you.

Duel-Weaver: Starting at 14th level, you may add an additional magical effect to a already magical object. An object can only have up to 2 magical effects on it due to this ability. You cannot affect an artifact or sentient weapon in this way.