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D&D 5E Recommended Class Changes

Eddie Blanton

First Post
I've done a lot of research both online, in official 5e books, unearthed arcana, etc. and I've compiled all of the changes that we've made to each class at our table.

Note that a lot of this is heavily inspired, if not a direct copy of material found elsewhere, but a great deal of it was created at my table.

I've also created a separate thread on Recommended Racial Changes.

I'd like to thank Hawk Diesel and his thread on Level 20 Capstone Abilities for helping me with a lot of the level 20 changes.

Barbarian


  • Path of the Berserker
    • Intimidating Presence (Updated)
      • Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature.


  • Primal Champion (Updated)
    • At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. In addition, while raging, if an attack or effect would normally deal piercing, bludgeoning, or slashing damage to you, you can use your reaction to ignore it and take no damage instead.

Bard


  • Superior Inspiration (Updated)
    • At 20th level, your ability to inspire your allies becomes that of legend. You gain the following benefits:
    • Your Bardic Inspiration die changes to 2d8.
    • Your Bardic Inspiration die now last for 1 hour instead of 10 minutes.
    • If you start your turn in combat with no uses of Bardic Inspiration left, you regain one use.
Cleric


  • Potent Spellcasting & Divine Strike have been removed at level 8 and replaced with Divine Power (see below).


  • Divine Power (New)
    • At 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip. In addition, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage (of the appropriate type) to the target, and once you reach 14th level, this damage increases to 2d8.

Druid


  • Wild Shape (Updated)
    • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You may assume up to two unique Wild Shapes per short or long rest. You may shift in and out of your beast shape at will as an action. Each time you do so, any conditions or HP loss the beast shape has sustained are retained until the next time you finish a short rest or long rest.
    • Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.


  • Beast Shapes
LevelMax. CRLimitationExample
2nd1/4No flying or swimming speedWolf
4th1/2No flying speedCrocodile
8th1---Giant Eagle


  • Once you transform into a beast, you can shift in and out of that beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form and cannot assume that beast shape again until you finish a short or long rest. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.


  • While you are transformed, the following rules apply:
    • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, you cannot wild shape again until the end of your next turn, and you cannot use the same beast shape again until you finish a short or long rest. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
    • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
    • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
    • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.


  • Archdruid (Updated)
    • At 20th level, you can assume four unique Wild Shapes per short rest.


  • Circle of the Moon (Updated)
    • If your spell attack is higher than a form's attack bonus, you may use your spell attack in that form instead of its native melee attack bonus. If your spell DC is higher than a form's special ability DCs (such as pounce for panthers), you may use your spell DC in that form instead of its native DC.
    • When you assume the shape of a beast, your hit point maximum equals the beast’s normal maximum or four times your druid level, whichever is higher. If the beast’s hit point maximum is normally less than four times your druid level, then your AC equals 10 + your Wisdom modifier, otherwise use the beast’s normal AC.

Fighter


  • Superior Fighting Style (New)
    • Beginning at 20th level, you gain mastery over a particular style of fighting. Choose one of the following options.


  • Master Marksman
    • Your mastery of bows becomes unparalleled. You gain the following benefits:
    • You gain a +2 bonus to damage rolls made with ranged weapons.
    • When an enemy within your range that you can see attacks one of your allies, you can use your reaction to make one ranged attack against that enemy.
    • Any ranged attack that hits a creature behind three-quarters cover is treated as a critical hit.
    • You can use your bonus action to move up to half your movement speed. This movement doesn’t provoke opportunity attacks.


  • Stalwart Defender
    • Your stout armor makes you an iron fortress. While wearing medium or heavy armor you gain the following benefits:
    • When you are hit by an attack, you can use your reaction to gain a +5 bonus to your AC until the start of your next turn, including against the triggering attack.
    • You gain resistance to piercing, bludgeoning, and slashing damage.
    • If a spell or similar magical effect would normally move you against your will, you can use your reaction to reduce the movement by up to 20 feet.


  • Titan Grip
    • Your intense martial prowess allows you to wield large weapons in a single hand. You gain the following benefits:
    • All melee weapons in your hands gain the light property while wielded by you.
    • You ignore the heavy and two-handed restrictions of melee weapons.
    • You cannot be disarmed against your will unless you are unconscious.
    • Once per turn, when you hit a creature with a melee weapon attack, you can force the creature to make a Strength saving throw (DC = 8 + your proficiency + your Strength modifier). On a failed save the creature suffers the attack’s normal effects, and is also knocked prone.


  • Relentless Attacker
    • You gain the following benefits while wielding two weapons:
    • You gain a +2 bonus to attack rolls made with melee weapons.
    • When you take the attack action on your turn, you can use your bonus action to make two melee weapon attacks with your off-hand, instead of one.
    • When you take the attack action on your turn, you can choose to forgo your normal attacks to instead make a sweeping attack that hits every target within 5 feet of you. Make a separate attack roll for each target. You do not provoke opportunity attacks from creatures you hit with your sweeping attack until the start of your next turn.


  • Weaponmaster
    • You gain the following benefits while wielding a melee weapon in one hand, and no other weapons:
    • You gain a +2 bonus to attack rolls made with melee weapons.
    • If an enemy makes an attack against you and misses, you can use your reaction to force the creature to attack another target within range.
    • On your turn, If all of your attacks made using the attack action are against the same target and score a hit, then your last attack is treated as a critical hit.

Monk


  • Perfect Self (Updated)
    • At 20th level, your Ki features; Flurry of Blows, Patient Defense, and Step of the Wind; no longer cost ki points.

Paladin


  • Holy Nimbus (Updated)
    • At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
    • Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. Fiends and undead within the bright light become vulnerable to radiant damage, even if they normally are not vulnerable.
    • In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
    • Once you use this feature, you can’t use it again until you finish a short or long rest.


  • Elder Champion (Updated)
    • At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
    • At the start of each of your turns, you regain 10 hit points.
    • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
    • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
    • Once you use this feature, you can’t use it again until you finish a short or long rest.


  • Avenging Angel (Updated)
    • At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
    • Wings sprout from your back and grant you a flying speed of 60 feet.
    • Upon taking damage from an enemy attack, you can use your reaction to immediately move up to half your speed. If the attacking creature is within your range you can make a melee weapon attack against them and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
    • Your menacing visage instills doubt and hesitation in your foes, while your divine sight allows you to hone in on their fear. Any enemy creature within 60 feet that can see you during a battle must succeed on a Wisdom saving throw before attacking you. If they fail the saving throw, their attacks against you are made with disadvantage until the start of their next turn. In addition, if any creature has failed their saving throw against your menacing visage, then your attacks against them are made with advantage until the start of their next turn.
    • Once you use this feature, you can’t use it again until you finish a short or long rest.

Ranger




  • Foe Slayer has been removed at level 20 and replaced with Unstoppable Predator (see below).


  • Unstoppable Predator (New)
    • At 20th level, you become an unparalleled hunter. You gain the following benefits:
    • Your proficiency bonus becomes +7.
    • You can cast Hunter’s Mark at will, treated as if cast using a 5th level spell slot requiring no material components.
    • Your weapon attacks score a critical hit on a roll of 18, 19 or 20 against your Favored Enemies.
    • As an action, you can cast Freedom of Movement on yourself without expending a spell slot or using any material components. Once you use this feature, you can’t use it again until you finish a short or long rest.

Rogue


  • Stroke of Luck (Updated)
    • At 20th level, you have an uncanny knack for succeeding when you need to. You gain the following benefits:
    • Once per short or long rest, if you fail a saving throw, you can treat the d20 roll as a 20.
    • Once per short or long rest, if your attack misses a target within range, you can turn the miss into a hit.
    • Once per long rest, you can maximize your sneak attack damage.

Sorcerer


  • Sorcerous Restoration has been removed at level 20 and replaced by Limitless Font Magic (see below).


  • Limitless Font of Magic (New)
    • At 20th level, whenever you begin your turn with 0 sorcery points, you immediately gain 2 sorcery points. Spell slots created using these sorcery points cannot be converted back into sorcery points.

Warlock


  • Agonizing Blast and Repelling Blast are now removed.


  • Eldritch Blast gains a flat +2 damage per beam, rather than total. (all our cantrips gain a +2 bonus to damage)


  • Thirsting Blade is now Pact of the Blade feature (gained at 5th level).


  • Book of Ancients Secrets is now a Pact of the Tome feature (gained at 5th level).


  • Voice of the Chain Master is now a Pact of the Chain feature (gained at 5th level).


  • Mystic Arcanum now grants once-per-day casting of a 1st, 2nd, 3rd, 4th, and 5th level spell at 1st, 3rd, 5th, 7th, and 9th levels, in addition to its normal benefits.


  • Any invocation that grants the ability to cast a spell using a spell slot, requires a spell slot for which it could normally be cast at its lowest level or higher.


  • Eldritch Master has been removed, and replaced by the Aspect feature specific to each Patron; Archfey, Fiend, and Great Old One (see below).


  • Aspect of the Archfey (New)
    • You assume the form and some of the abilities of your patron. Using your action, you undergo a transformation. For one minute, you gain the following abilities:
    • As a bonus action, you can teleport up to 60 feet.
    • As a bonus action, you can turn invisible. This invisibility lasts until you attack, cast a spell, or your Aspect of the Archfey ability ends.
    • You gain advantage on saving throws against spells and resistance to spell damage.
    • Once you use this feature, you can’t use it again until you finish a short or long rest.


  • Aspect of the Fiend (New)
    • You assume the form and some of the abilities of your patron. Using your action, you undergo a transformation. For one minute, you gain the following abilities:
    • As an action, you can summon a Balgura (demon), a Mezzoloth (yugoloth) or a Barbed Devil (devil). These creatures act on their own initiative. You cannot command these fiends, but they will work to protect you and attack any creatures hostile to you. They will not directly attack your allies, but they are also not concerned with their safety or well-being. You can only summon one creature at a time using this ability. The fiend remains until it is reduced to 0 HP, your Aspect of the Fiend ability ends, or you are no longer in danger, after which they disappear.
    • The damage type selected for your Fiendish Resilience ability is treated as immunity rather than resistance, and this resistance is unaffected by magical weapons or silvered weapons.
    • Whenever you are damaged by an attack, you may use your reaction to swap places with your summoned fiend.
    • Once you use this feature, you can’t use it again until you finish a short or long rest.


  • Aspect of the Great Old One (New)
    • You assume the form and some of the abilities of your patron. Using your action, you undergo a transformation. For one minute, you gain the following abilities:
    • You exude an aura of madness that poisons the minds of your enemies. This aura extends in a radius 30 feet around you. Any enemies that begin their turn within this aura must succeed a Wisdom saving throw or be affected as by the confusion spell.
    • You may use your Entropic Ward ability once per round.
    • You do not take additional damage from critical hits. In addition, you are immune to psychic damage. Anytime a creature would deal you psychic damage, it is instead reflected back to the attacker.
    • Once you use this feature, you can’t use it again until you finish a short or long rest.
 
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