Optional Class Features in Myths of Mudora | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Optional Class Features

Artificer

Discipline of Study

5th-level Artificer feature, which replaces the subclass feature granted at 5th level   You choose a discipline of study that informs what abilities you wish to master.   Defender. You are prepared for battle. You gain the feature Extra Attack, which allows you to attack twice instead of once when you take the Attack action.   Maverick. You are an adept of spellcraft. You learn one additional cantrip from any spell list and it counts as an Artificer spell for you. Additionally, when you cast an Artificer spell that deals damage or restores hit points, you can add your Intelligence modifier to one of the rolls.   Tinkerer. You have advanced talents in crafting. You learn two additional infusions that lack a level requirement, which does not count against the number of infusions you know. In addition, the maximum number of items you can infuse at once increases by 1. During a Short Rest, you can replace one active infusion with another one not currently in use.  

Secondary Study

10th-level Artificer feature, which replaces Magic Item Adept   You can choose a second Discipline of Study.   If you did not choose this Optional Feature at 5th level, you still gain this feature and can choose a Discipline of Study, provided that it does not provide a stacking or redundant feature. (For instance, an Artillerist with Arcane Firearm would not be able to choose Maverick, since they already gain a 1d8 bonus to spellcasting. A Battle Smith that chose Extra Attack cannot choose Defender, since this would still only provide two attacks.)  

Advanced Study

14th-level Artificer feature, which replaces Magic Item Savant   One of your Discipline of Studies reaches an advanced state. You choose the following mastery, provided you have the previous Discipline of Study.   Advanced Defender. When you take the Attack action, you can replace one of the attacks with a cantrip.   Advanced Maverick. When you finish a long rest, you can also choose one spell from the Bard, Sorcerer, Warlock, or Wizard spell list with a casting time of an Action and prepare it as an Artificer spell. A spell you choose must be of a level you can cast, as shown on the Artificer table, or a cantrip. The first time you cast this spell, you do not expend a spell slot.   Advanced Tinkerer. You can infuse one item with two different infusions, while expending only one of your Infusions. You can use this feature twice per long rest.  

Final Study

18th-level Artificer feature, which replaces Magic Item Master   You gain the final Discipline of Study and a second Advanced Study.  

Barbarian

 

Enduring Rage

1st-leve Barbarian feature, which replaces Rage   You can imbue yourself with a primal power that is called your Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action, provided you aren’t wearing Heavy Armor. While active, your Rage has the following effects:   Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.   Rage Damage. When you make an attack with a weapon using Strength or an Unarmed Strike and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian table.   Strength Advantage. You have Advantage on Strength checks and Strength saving throws.   No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.   The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one or more of the following:
  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.   You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian table, and you regain all expended uses when you finish a Long Rest.  

Primal Knowledge

3rd-Level Barbarian feature   You gain proficiency in another skill of your choice from the list of skills available to Barbarians at level 1.   In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility and senses.  

Fighter

Superior Technique

2nd-level Fight feature   You gain the Superior Technique fighting style, which grants you an additional Superiority die and Maneuver. If you already have this Fighting Style, you gain a different fighting style available for this class.  

Indomitable

9th-level Fighter feature, which enhances Indomitable   If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. If you do so, you must use the new roll, and you can’t use this feature again until you finish a Long Rest. You can use this feature twice between Long Rests starting at level 13 and three times between Long Rests starting at level 17.

Monk

  You can use these following features OR you can use the Playtest 8 Monk. This version of the Monk does not use optional features from this page or from Tasha's Cauldron of Everything.  

Ki Adept

4th-level Monk feature   When you roll initiative, you regain a number of Ki points equal to 1/4th your Monk level.  

Feat

10th-level Monk feature   You can choose an additional Feat or an Ability Score Improvement.  

Perfected Soul

20th-level Monk feature, which replaces Perfect Self   You have achieved a perfected form. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is also increased by 4.  

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 LevelBeast MasterHunterDrakewarden
3rd Find Familiar Detect Evil and Good Command
5th Find Steed* See Invisibility Dragon's Breath
9th Plant Growth Slow Fear
13th Faithful Hound Death Ward Fire Shield
17th Awaken Circle of Power Immolation
*Paladins and Beast Masters can use the updated Find Steed spell from Playtest 6  

Rogue

 

Subtle Strikes

11th-level Rogue feature   When you attack, you know how to exploit a target’s distraction. You have Advantage on your first Attack Roll that targets a creature that is within 5 feet of at least one of your allies who isn’t Incapacitated.

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 LevelSpells
2nd Divine Smite, Thunderous Smite*
5th Branding Smite
9th Blinding Smite
13th Staggering Smite*
17th Banishing Smite
*These spells do not require concentration.   Divine 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.

Comments

Please Login in order to comment!