There are a number of tweaks I make to certain class features to either make them more powerful, interesting, or to help them fit better with the 3.5e (pathfinder) game systems I've implemented.
Positive and Negative energy
I like the idea of healing abilities (such as a Paladin's Lay on Hands) being considered as either positive or negative energy, which can either heal or harm different kinds of creatures. Generally speaking, positive energy will heal living creatures and harm undead or fiends, while negative energy will heal undead or fiends while harming living creatures. Whether divine magic channels positive or negative energy is dependant on the nature of the deity the power is drawn from, and healing abilities of all other classes are generally considered positive energy. There are some magical items which allow a character to change the nature of the energy they channel.
In order to attempt to use a healing ability with a range of touch on an unwilling target (i.e. to harm them), the caster must succeed on a melee touch attack using their spell attack modifier. Ranged abilities such as Healing Word or Mass Cure Wounds succeed automatically, immediately inflicting damage.
Inflict Wounds is considered a spell which channels negative energy, regardless of the nature of your deity.
Cleric
Because of my harsher rules on resting and regaining HP, I adapt the pathfinder cleric ability to channel energy as an additional form of healing:
Channel Energy
Beginning at 1st level, any Cleric may spend 1 minute channelling divine energy in order to charge up a wave of divine power which affects all creatures in a 30ft radius. The energy released will either be positive or negative depending on the nature of the cleric's deity. The amount healed (or harmed, depending on the nature of the target) is equal to 1d6 plus the Cleric's wisdom modifier, and increases by 1d6 every two levels.
This aura can be channelled and held as long as the Cleric maintains concentration. As long as the ability is charged, the cleric glows with a faint divine light, and all creatures negatively affected by the energy have disadvantage on melee attacks made against the cleric. If concentration is lost, the energy is immediately released, causing its full effect if fully charged, and causing no effect if partially charged. Beginning to channel this ability immediately expends one usage, and the ability may be used a number of times per day equal to the Cleric's proficiency modifier. A cleric may additionally expend one of their highest level spell slots to perform Channel Energy.
This feature exists in addition to Channel Divinity, and despite being similar in nature, neither ability has any interaction with the other. Channel divinity is a more specialized, refined and focused release of divine energy, while Channel Energy is an uncontrolled release of raw divine power.
Paladin
As mentioned previously, Lay on Hands is considered as a release of positive or negative energy, and gains the following traits:
Lay on Hands
In addition to the existing ways in which this ability can be used, Paladin's may also use Lay on Hands to harm a target which is negatively affected by the type of energy they channel (the type of energy channelled is based on the nature of the Paladin's deity and the sacred oath they follow). To succeed on this, the paladin must make a melee spell attack against the target, which will immediately inflict damage if it hits.
5 points of lay on hands may be expended to restore 2 points of ability damage
3 points of lay on hands may be expended to restore 1 point of ability damage
Sorcerer
Quickened Spell
Quickened spell can additionally change the casting time of a spell which takes 1 minute to a full round action, or a spell which takes 10 minutes to 1 minute. Because there are some spells which will break the game if they can be cast as a full round action in combat, the following spells will have their casting time increased to 10 minutes (allowing a casting time of 1 minute if cast as a quickened spell):
Leomund's Tiny Hut
Geas
Mordenkainen's Magnificent Mansion
Symbol
Imprisonment
This change needs to be play-tested and is subject to change.
Fighter
Battle Master
Superiority dice may be expended and added to any combat maneuver check.
Barbarian
Rage
You have advantage on combat maneuver checks while raging.
Rogue
Your cunning action may be used to perform any movement action, and does not provoke an attack of opportunity unless you are moving through a threatened space.