Alternate Class Features

Fighter

All Fighters

Additional Fighting Styles

Interference Style

When you take the attack action on your turn, you can choose to forgo one of your attacks to activate a guardian aura until the end of your next turn. While the aura is active, all enemies within 5 feet of you have disadvantage on attacks they make against your allies. .

Aggression Style

If an enemy takes the disengage action, they can only move away from you at their full speed. They don't have to move in a straight line, but every foot of movement must take them farther away from you, not approaching or remaining the same distance.

Gnomish Fighting Style

If you are in a place where you can only move forward or backward (such as in a doorway or a narrow tunnel), you gain a +2 bonus to AC. You also gain a +1 bonus to attack rolls and damage rolls against Small-sized humanoids. This fighting style is popular among the gnomes, who stand in defense of their homes in the narrow entrance caves.

Alternatives to Second Wind

You may take one of the below class features instead of your Second Wind class feature.

Tough As Nails

When an attack hits you, you can negate 1d10 points of damage from it. Once you use this ability, you cannot use it again until you take a short or long rest.

Indefatigable

After you complete a short or long rest, you gain 1d10 temporary hp.

Bounce Back

When you complete a short rest, you can heal 1d10 hp without spending any hit dice.

Battle Master

Additional Maneuvers

Add the following to the list of manuevers that the battle master may learn

Punisher's Stance. You enter the punisher's stance by spending a superiority die when you make an attack. Roll the number, and set it aside. While you are in this stance, when the target of your attack attempts to attack an ally, it must make a successful Wisdom save to do so. If the save succeeds, your stance is also broken (though you can adopt it again). If the stance is broken, the creature that breaks it takes damage equal to the number you rolled on your superiority die. Add your Strength modifier to the damage if it is within 5 ft of you, or add your Dexterity modifier if it is farther away. While you are in this stance, you cannot be in any other stance.

Intimidating Stance. You enter the intimidating stance by spending a superiority die when you make an attack. Roll the number, and set it aside. While you are in this stance, the target of your attack must make a successful Wisdom save to move. If the save succeeds, your stance is also broken (though you can adopt it again). If the stance is broken, the creature that breaks it takes damage equal to the number you rolled on your superiority die. If the triggering attack was a melee attack, add Strength to this damage; if it was ranged, add Dexterity. While you are in this stance, you cannot be in any other stance.

Protector's Stance. You enter the protector's stance by spending a superiority die on your turn and selecting a target ally. Roll the number, and set it aside. While you are in this stance, your ally cannot be attacked directly unless the attacker makes a successful Wisdom save to do so. If the save succeeds, your stance is also broken (though you can adopt it again). Even if your stance is broken, your ally has an AC bonus against the attack that breaks it equal to the number you rolled on your superiority die.

Rogue

All Rogues

Expertise Changes

Tumbling Expertise

As one of your Expertise options, you can choose the following in place of one of your skill or tool proficiencies: you can gain proficiency in the Dodge action, which allows you to add your proficiency bonus to your Armor Class when you take the Dodge action.

Wizard

All Wizards

Arcane Recovery Options

Imagemaker's Expertise

A wizard can take this option instead of Arcane Recovery. When the wizard makes a visual illusion, they gain the following benefits:

  • They may add double their Proficiency bonus to the DC of the Intelligence (Investigation) check needed to discover that it is false.
  • Creatures with truesight do not automatically detect your visual illusions, and they do not automatically succeed on saving throws against them.
  • Visual illusions that require concentration last for one round after concentration drops. Visual illusions that have a duration longer than 1 minute have their duration doubled (to a maximum of 24 hours).

Vanisher's Expertise

A wizard can take this option instead of Arcane Recovery. When the wizard makes a casts a spell that grants invisible status or the blinded condition, they gain the following benefits:

  • You gain proficiency in the Vanisher's Kit .
  • Creatures with truesight do not automatically see creatures rendered invisible by a spell cast by this wizard.
  • The spell, if it has a duration of longer than 1 minute, has its duration doubled (to a maximum of 24 hours).

Evokers

Alternatives to Potent Cantrip

Accurate Cantrip

You gain advantage on magic attack rolls with cantrips.

Reliable Cantrip

If you take your action to use a cantrip that deals damage, and fail to deal damage, you may use your reaction to use the same cantrip again against the same target.

Indomitable Cantrip

The damage from you deal with your cantrips cannot be reduced by any amount in any way.