Optional Class Features
Artificer
Magic Item Versatility
9th-level feature, which replaces Magic Item Mastery You gain an additional Equipment slot, in addition to the normal Equipment slots of Head, Body, Feet, Right Hand, and Left Hand. This additional slot can be used for any type of equipment, provided that they are not the same type of item (example: you could wear both a helmet and mask, but not two helmets), with the exception of rings which can be worn on different fingers on the same hand. These extra equipment slots are not limited to a specific equipment slot and can be changed freely when activating an equipment item. The number of additional equipment slots you can equip to at one time increases again at 14th level (2), and finally at 18th level (3).Magic Item Modification
14th-level feature You can ignore any restrictions on magic items as they relate to class or species. If a magic item requires another magic item for its magical effects, you can ignore this requirement as well.Fighter
Superior Technique
4th-level Fight feature You gain the Superior Technique fighting style, which grants you an additional Superiority die and Maneuver.Ranger
Favored Foe
1st-level Ranger feature, which replaces Favored Enemy You are adept at focusing your ire on a single foe. You learn the Hunter’s Mark Spell, and it doesn’t count against the number of Spells you know. You can use this feature to cast Hunter's Mark without expending a spell slot, so that it does not require concentration and it lasts for ten minutes, until you end it as a Bonus Action, or until you are Incapacitated. You can cast it this way only once and regain the ability to cast it again after a long rest. You gain additional uses of this feature when you reach 5th, 9th, 13th, and 17th level in this class. When you reach 11th level in this class, you can activate this feature when you hit a creature with an attack, rather than using a Bonus Action. Moreover, you can choose a different target in this same way, after the current target has been killed or incapacitated.Nature's Gift
2nd-level Ranger feature You learn one 1st level Druid spell of your choice and add it to your list of known Ranger spells and does not count against the number of Ranger spells you know. You learn an additional Druid spell at 5th, 9th, 13th, and 17th level, which can be of any level you have spell slots for as shown in the Ranger class table. Each time you gain a level in this class, you can replace one of these Druid spells for a different Druid spell.Conclave Spells
3rd-level Ranger feature In addition to the spells from Nature's Gift, the following subclasses gain these spells at the indicated levels.Ranger Level | Beast Master | Hunter | Drakewarden |
---|---|---|---|
3rd | Find Familiar | Detect Evil and Good | Command |
5th | Summon Beast | See Invisibility | Dragon's Breath |
9th | Phantom Steed | Slow | Fear |
13th | Charm Monster | Death Ward | Fire Shield |
17th | Awaken | Circle of Power | Immolation |
Paladin
Paladin's Smite
2nd-level Paladin feature, which replaces Divine Smite You have mastered smiting your targets with divine energy. You always have certain spells ready; when you reach a Paladin level specified in the Smite Spells table, you thereafter always have the listed spells prepared. Moreover, your Smite spells can be activated on a Hit, instead of using a Bonus Action.Paladin Level | Spells |
---|---|
2nd | Divine Smite, Thunderous Smite* |
5th | Branding Smite |
9th | Blinding Smite |
13th | Staggering Smite* |
17th | Banishing Smite |
1st-Level Evocation Spell
Casting Time: Instantaneously, when you hit a creature with a melee attack.
Range: Self
Component: M (a melee weapon)
Duration: Instantaneous
As you hit the target, your strike glows with divine power. The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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