Class Variants
This article contains information and resources for preparing a character in Dungeons & Dragons (5E) for campaigns in the world of Orr, including homebrew rules, Unearthed Arcana articles, and other variants. This page acts as a consolidated reference source for classes. When selecting variant features from this article, make sure to alert your Dungeon Master and be mindful of whether the variant features replace existing features of the core class.
Table of Contents
Artificer
Raise Shield Variant
Requirements: Shield equipped in off-handYou may spend your reaction during your turn to raise your shield. A raised shield grants [+1] AC bonus to allies within 5ft of you until the start of your next turn. This bonus can only be applied once. You have disadvantage on Perception checks while your shield is raised.
Unearthed Arcana
Barbarian
Raise Shield Variant
Requirements: Shield equipped in off-handYou may spend your reaction during your turn to raise your shield. A raised shield grants [+1] AC bonus to allies within 5ft of you until the start of your next turn. This bonus can only be applied once. You have disadvantage on Perception checks while your shield is raised. You cannot use this feature while raging.
Unearthed Arcana
Cleric
Raise Shield Variant
Requirements: Shield equipped in off-handYou may spend your reaction during your turn to raise your shield. A raised shield grants [+1] AC bonus to allies within 5ft of you until the start of your next turn. This bonus can only be applied once. You have disadvantage on Perception checks while your shield is raised.
Unearthed Arcana
Fighter
Raise Shield Variant
Requirements: Shield equipped in off-handYou may spend your reaction during your turn to raise your shield. A raised shield grants [+1] AC bonus to allies within 5ft of you until the start of your next turn. This bonus can only be applied once. You have disadvantage on Perception checks while your shield is raised.
Unearthed Arcana
Paladin
Raise Shield Variant
Requirements: Shield equipped in off-handYou may spend your reaction during your turn to raise your shield. A raised shield grants [+1] AC bonus to allies within 5ft of you until the start of your next turn. This bonus can only be applied once. You have disadvantage on Perception checks while your shield is raised.
Unearthed Arcana
- Class Feature Variants -- Paladin
- Bard And Paladin -- Oath of Heroism
- Trio of Subclasses -- Oath of Redemption
Ranger
Raise Shield Variant
Requirements: Shield equipped in off-handYou may spend your reaction during your turn to raise your shield. A raised shield grants [+1] AC bonus to allies within 5ft of you until the start of your next turn. This bonus can only be applied once. You have disadvantage on Perception checks while your shield is raised.
Animal Companions Variant
At level 1 Ranger's gain a mystical bonding ritual that allows them to gain the companionship of a tiny creature (such as a bird, a squirrel, or a toad). The ritual takes one hour to prepare and can only be completed once per day. While bonded, the Ranger may speak to this animal as per the spell description of Speak With Animals. A bonded animal will not place itself in undue harm on the Ranger's behalf (such as participating in combat) but may assist the Ranger to the best of its ability, dictated by its intelligence, and normal senses. An animal bonded by this ritual leaves the Ranger's service after 24 hours unless the ritual is completed again.Unearthed Arcana
Sorcerer
Metamagic Variant
At 3rd Level, you gain the ability to twist your Spells to suit your needs. After completing a long rest you can select any [2] Metamagic variables from the Sorcerer Metamagic options to prepare each day. You gain the ability to prepare [3] Metamagic options at 10th level, and [4] Metamagic options at 17th level.Arcane Discipline Variant
In addition to any Spells granted to a Sorcerer by their background, feats, or bloodline, Sorcerers begin play knowing the Detect Magic and Find Familiar Spells. They can cast these spells only as a Ritual. Sorcerers also gain a new table of additional spells based on their Sorcerer level, and their origin:Spell Level | Draconic Sorcerer Spells |
---|---|
1st Level | Chromatic Orb, Cause Fear |
2nd Level | Dragon’s Breath, Levitate |
3rd Level | Fly, Fear |
4th Level | Leomund’s Secret Chest, Elemental Bane |
5th Level | Legend Lore, Control Winds |
Spell Level | Wild Sorcerer Spells |
---|---|
1st Level | Chaos Bolt, Color Spray |
2nd Level | Enhance Ability, Enlarge/Reduce |
3rd Level | Blink, Slow |
4th Level | Polymorph, Dimension Door |
5th Level | Dispel Evil and Good, Skill Empowerment |
Divine Soul Sorcerer Spells |
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Choose a Cleric Domain. You gain access to the additional spell list that accompanies that Domain. |
Spell Level | Shadow Sorcerer Spells |
---|---|
1st Level | Fog Cloud, Disguise Self |
2nd Level | Shadow Blade, Blindness/Deafness |
3rd Level | Animate Dead, Gaseous Form |
4th Level | Shadow of Moil, Evard’s Black Tentacles |
5th Level | Negative Energy Flood, Danse Macabre |
Spell Level | Storm Sorcerer Spells |
---|---|
1st Level | Thunderwave, Feather fall |
2nd Level | Warding Wind, Gust of Wind |
3rd Level | Call Lightning, Thunderstep |
4th Level | Storm Sphere, Freedom of Movement |
5th Level | Control Winds, Wrath of Nature |
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