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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
  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Fighter
  • Monk
  • Paladin
  • Ranger
  • Rogue
  • Sorcerer
  • Warlock
  • Wizard
  •      

    Artificer

     

    Raise Shield Variant

      Requirements: Shield equipped in off-hand
    You 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-hand
    You 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-hand
    You 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

       

     

    Druid

     

    Unearthed Arcana

       

     

    Fighter

     

    Raise Shield Variant

      Requirements: Shield equipped in off-hand
    You 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-hand
    You 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

       

     

    Ranger

     

    Raise Shield Variant

      Requirements: Shield equipped in off-hand
    You 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
    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
     

    Unearthed Arcana

       

       


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