TEXT: ©2019 Wizards of the Coast LLC 
  1 
  UNEARTHED ARCANA 
  Class Feature Variants 
  This Is Playtest Content 
  The material in this article is presented for playtesting 
  and to spark your imagination. These game mechanics 
  are in draft form, usable in your campaign but not 
  refined by final game design. They aren’t officially part 
  of the game and aren’t permitted in D&D Adventurers 
  League events. 
   If we decide to make this material official, it will be 
  refined based on your feedback, and then it will appear 
  in a D&D book. 
  This document provides playtest options for 
  every class in the Player’s Handbook. 
   Each class in DUNGEONS & DRAGONS gains 
  features at particular levels. Have you ever 
  wanted an alternative to one of those features? 
  Or do you have a feature that gives you options 
  to choose from and you’d like more options? If 
  your answer is yes to either of those questions, 
  the following class feature variants are for you. 
   Here you’ll find features that replace or 
  enhance the normal features of your character’s 
  class. The class feature variants each specify 
  which feature they replace or enhance, as 
  summarized in the Class Feature Variants table 
  (see page 2). If a feature is replaced, you gain no 
  benefit from it and don’t qualify for anything in 
  the game that requires it. If a feature is 
  enhanced, you continue to enjoy its benefits but 
  now with new capabilities. 
   The DM decides which of these options are 
  available to the characters in a campaign. A DM 
  is free to prohibit these variants, allow all of 
  them, or make a subset of them available to you. 
  All Classes 
  The following variant is available to every class 
  in the game. 
  Proficiency Versatility 
  4th-level and higher feature (enhances Ability 
  Score Improvement) 
  Whenever you gain the Ability Score 
  Improvement feature from your class, you can 
  also replace one of your skill proficiencies with a 
  skill proficiency offered by your class at 1st level 
  (the proficiency you replace needn’t be from the 
  class). 
   This change represents one of your skills 
  atrophying as you focus on a different skill. 
  Maneuvers from the Battle Master 
  If you know any maneuvers from the fighter’s Battle 
  Master archetype, you have access to options in the 
  fighter section of this document. See the “Maneuver 
  Versatility” and “Maneuver Options” subsections there. 
  Barbarian 
  A barbarian has access to the following features. 
  Survival Instincts 
  2nd-level barbarian feature (replaces Danger 
  Sense) 
  You become proficient in your choice of two of 
  the following skills: Animal Handling, Medicine, 
  Nature, Perception, or Survival. 
   Your proficiency bonus is doubled for any 
  ability check you make that uses either of those 
  skills.  
  Instinctive Pounce 
  5th-level barbarian feature (replaces Fast 
  Movement) 
  When a creature ends its turn within 15 feet of 
  you, you can use your reaction to move up to half 
  your speed to a space closer to the creature. This 
  movement doesn’t provoke opportunity attacks. 
  
  ©2019 Wizards of the Coast LLC 
  2 
   
   
   
  Class Feature Variants 
  Class 
  Level 
  Feature 
  Variant 
  Change 
  All classes 
  4th+ 
  Ability Score Improvement 
  Proficiency Versatility 
  Enhancement 
  Barbarian 
  2nd 
  Danger Sense 
  Survival Instincts 
  Replacement 
   
  5th 
  Fast Movement 
  Instinctive Pounce 
  Replacement 
  Bard 
  1st 
  Bardic Inspiration 
  Magical Inspiration 
  Enhancement 
   
  1st 
  Spellcasting 
  Spell Versatility 
  Enhancement 
   
  1st 
  Spellcasting 
  Bard Spells 
  Enhancement 
  Cleric 
  1st 
  Spellcasting 
  Cantrip Versatility 
  Enhancement 
   
  1st 
  Spellcasting 
  Cleric Spells 
  Enhancement 
   
  2nd 
  Channel Divinity 
  Channel Divinity: Harness Divine Power 
  Enhancement 
   
  8th 
  Divine Strike 
  Blessed Strikes 
  Replacement 
   
  8th 
  Potent Spellcasting 
  Blessed Strikes 
  Replacement 
  Druid 
  1st 
  Spellcasting 
  Cantrip Versatility 
  Enhancement 
   
  1st 
  Spellcasting 
  Druid Spells 
  Enhancement 
   
  2nd 
  Wild Shape 
  Wild Companion 
  Enhancement 
  Fighter 
  1st 
  Fighting Style 
  Fighting Style Options 
  Enhancement 
   
  1st 
  Maneuvers 
  Maneuver Versatility 
  Enhancement 
   
  1st 
  Maneuvers 
  Maneuver Options 
  Enhancement 
  Monk 
  1st 
  Martial Arts 
  Monk Weapons 
  Enhancement 
   
  2nd 
  Ki 
  Ki-Fueled Strike 
  Enhancement 
   
  2nd 
  Ki 
  Ki Features 
  Enhancement 
  Paladin 
  2nd 
  Fighting Style 
  Fighting Style Options 
  Enhancement 
   
  2nd 
  Spellcasting 
  Paladin Spells 
  Enhancement 
   
  3rd 
  Channel Divinity 
  Channel Divinity: Harness Divine Power 
  Enhancement 
  Ranger 
  1st 
  Favored Enemy 
  Favored Foe 
  Replacement 
   
  1st 
  Natural Explore 
  Deft Explore 
  Replacement 
   
  2nd 
  Fighting Style 
  Fighting Style Options 
  Enhancement 
   
  2nd 
  Spellcasting 
  Spell Versatility 
  Enhancement 
   
  2nd 
  Spellcasting 
  Spellcasting Focus 
  Enhancement 
   
  2nd 
  Spellcasting 
  Ranger Spells 
  Enhancement 
   
  3rd 
  Primeval Awareness 
  Primal Awareness 
  Replacement 
   
  10th 
  Hide in Plain Sight 
  Fade Away 
  Replacement 
   
  3rd 
  Ranger’s Companion 
  Ranger Companion Options 
  Enhancement 
  Rogue 
  2nd 
  Cunning Action 
  Cunning Action: Aim 
  Enhancement 
  Sorcerer 
  1st 
  Spellcasting 
  Spell Versatility 
  Enhancement 
   
  1st 
  Spellcasting 
  Sorcerer Spells 
  Enhancement 
   
  2nd 
  Font of Magic 
  Font of Magic Options 
  Enhancement 
   
  3rd 
  Metamagic 
  Metamagic Options 
  Enhancement 
  Warlock 
  1st 
  Pact Magic 
  Spell Versatility 
  Enhancement 
   
  1st 
  Pact Magic 
  Warlock Spells 
  Enhancement 
   
  2nd 
  Eldritch Invocations 
  Eldritch Invocation Options 
  Enhancement 
   
  3rd 
  Pact Boon 
  Pact Boon Option 
  Enhancement 
  Wizard 
  1st 
  Spellcasting 
  Cantrip Versatility 
  Enhancement 
   
  1st 
  Spellcasting 
  Wizard Spells 
  Enhancement 
   
  
  ©2019 Wizards of the Coast LLC 
  3 
  Bard 
  A bard has access to the following features. 
  Bard Spells 
  1st-level bard feature (enhances Spellcasting) 
  The following spells expand the bard spell list. 
  1st Level  
  Cause fear (Xanathar’s Guide) 
  Color spray 
  Command 
  2nd Level  
  Aid 
  Enlarge/reduce 
  Mind spike (Xanathar’s Guide) 
  Mirror image 
  Phantasmal force 
  3rd Level  
  Mass healing word 
  Slow 
  Tiny servant (Xanathar’s Guide) 
  4th Level  
  Phantasmal killer 
  5th Level  
  Contact other plane (ritual) 
  Rary’s telepathic bond (ritual) 
  6th Level  
  Heroes’ feast 
  Mental prison (Xanathar’s Guide) 
  Scatter (Xanathar’s Guide) 
  Tenser’s transformation (Xanathar’s Guide) 
  7th Level  
  Power word pain (Xanathar’s Guide) 
  Prismatic spray 
  8th Level  
  Antipathy/sympathy  
  Maze 
  9th Level  
  Prismatic wall 
  Magical Inspiration  
  1st-level bard feature (enhances Bardic 
  Inspiration) 
  If a creature has a Bardic Inspiration die from 
  you and casts a spell, the creature can roll that 
  die and add the number rolled to one damage or 
  healing roll of the spell. The Bardic Inspiration 
  die is then lost. 
  Spell Versatility 
  1st-level bard feature (enhances Spellcasting) 
  Whenever you finish a long rest, you can replace 
  one spell you learned from this Spellcasting 
  feature with another spell from the bard spell 
  list. The new spell must be the same level as the 
  spell you replace. 
  Rule Tip: Cantrips Are Spells 
  Cantrips are 0-level spells, which don’t use spell slots. 
  When a feature applies to spells, that feature applies to 
  cantrips, unless the feature specifies that the spells 
  must be of 1st level or higher or must expend a spell 
  slot. 
  Cleric 
  A cleric has access to the following features. 
  Cantrip Versatility 
  1st-level cleric feature (enhances Spellcasting) 
  Whenever you gain a level in this class, you can 
  replace one cantrip you learned from this 
  Spellcasting feature with another cantrip from 
  the cleric spell list. 
  Cleric Spells 
  1st-level cleric feature (enhances Spellcasting) 
  The following spells expand the cleric spell list. 
  1st Level  
  Cause fear (Xanathar’s Guide) 
  Wrathful smite 
  2nd Level  
  Branding smite 
  3rd Level  
  Aura of vitality 
  
  ©2019 Wizards of the Coast LLC 
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  4th Level  
  Aura of life 
  Aura of purity 
  5th Level  
  Skill empowerment (Xanathar’s Guide) 
  Wall of light (Xanathar’s Guide) 
  9th Level  
  Power word heal 
  Channel Divinity: Harness 
  Divine Power 
  2nd-level cleric feature (enhances Channel 
  Divinity) 
  You can expend a use of your Channel Divinity to 
  fuel your spells. As a bonus action, you touch 
  your holy symbol, utter a prayer, and regain one 
  expended 1st-level spell slot. 
  Blessed Strikes 
  8th-level cleric Divine Domain feature (replaces 
  Divine Strike or Potent Spellcasting) 
  In battle, you are blessed with divine might. 
  When a creature takes damage from one of your 
  spells or weapon attacks, you can also deal 1d8 
  radiant damage to that creature. Once you deal 
  this damage, you can’t use this feature again 
  until the start of your next turn. 
  Druid 
  A druid has access to the following features. 
  Cantrip Versatility 
  1st-level druid feature (enhances Spellcasting) 
  Whenever you gain a level in this class, you can 
  replace one cantrip you learned from this 
  Spellcasting feature with another cantrip from 
  the druid spell list. 
  Druid Spells 
  1st-level druid feature (enhances Spellcasting) 
  The following spells expand the druid spell list. 
  Cantrips (0 Level) 
  Acid splash 
  1st Level  
  Ceremony (ritual, Xanathar’s Guide) 
  Protection from evil and good 
  2nd Level  
  Augury (ritual) 
  Continual flame 
  Enlarge/reduce 
  3rd Level  
  Aura of vitality 
  Elemental weapon 
  Revivify 
  Thunder step (Xanathar’s Guide) 
  Wall of sand (Xanathar’s Guide) 
  4th Level  
  Divination (ritual) 
  Fire shield 
  5th Level  
  Cone of cold 
  Dawn (Xanathar’s Guide) 
  Immolation 
  6th Level  
  Flesh to stone 
  7th Level  
  Symbol 
  8th Level  
  Incendiary cloud 
  9th Level  
  Mass polymorph (Xanathar’s Guide) 
  Power word heal 
  Wild Companion 
  2nd-level druid feature (enhances Wild Shape) 
  You gain the ability to summon a spirit that 
  assumes an animal form: as an action, you can 
  expend a use of your Wild Shape feature to cast 
  the find familiar spell, without material 
  components. 
   When you cast the spell in this way, the 
  familiar is a fey instead of a beast, and the 
  familiar disappears after a number of hours 
  equal to half your druid level. 
  
  ©2019 Wizards of the Coast LLC 
  5 
  Fighter 
  A fighter has access to the following features. 
  Fighting Style Options 
  1st-level fighter feature (enhances Fighting Style) 
  When you gain the Fighting Style feature, you get 
  access to the variants in the “Fighting Styles” 
  section (see page 12). 
   The Superior Technique style is also added to 
  the list of style options available to you. 
  Superior Technique 
  You learn one maneuver of your choice from 
  among those available to the Battle Master 
  archetype. If a maneuver you use requires your 
  target to make a saving throw to resist the 
  maneuver’s effects, the saving throw DC equals 8 
  + your proficiency bonus + your Strength or 
  Dexterity modifier (your choice). 
   You gain one superiority die, which is a d6 
  (this die is added to any superiority dice you 
  have from another source). This die is used to 
  fuel your maneuvers. A superiority die is 
  expended when you use it. You regain your 
  expended superiority dice when you finish a 
  short or long rest. 
  Maneuver Versatility 
  1st-level feature (enhances Maneuvers) 
  If you know any maneuvers from the fighter’s 
  Battle Master archetype, you can replace one 
  maneuver you know with a different maneuver 
  whenever you finish a long rest. This change 
  reflects your physical and mental preparation 
  for the day ahead. 
  Maneuver Options 
  1st-level feature (enhances Maneuvers) 
  If you have access to maneuvers, the following 
  maneuvers are added to the list of options 
  available to you. Maneuvers are available to 
  Battle Masters and to characters who have the 
  Superior Technique fighting style or the Martial 
  Adept feat. 
  Ambush 
  When you make a Dexterity (Stealth) check or an 
  initiative roll, you can expend one superiority die 
  and add the die to the roll. 
  Bait and Switch 
  When you’re within 5 feet of an ally on your 
  turn, you can expend one superiority die and 
  switch places with that ally, provided you spend 
  at least 5 feet of movement. This movement 
  doesn’t provoke opportunity attacks. 
   Roll the superiority die. Until the start of your 
  next turn, the ally gains a bonus to AC equal to 
  the number rolled. 
  Brace 
  When an enemy you can see moves within 5 feet 
  of you, you can use your reaction to expend one 
  superiority die and make one weapon attack 
  against that creature. If the attack hits, add the 
  superiority die to the attack’s damage roll. 
  Restraining Strike 
  Immediately after you hit a creature with a 
  melee weapon attack on your turn, you can 
  expend one superiority die and use a bonus 
  action to grapple the target (see chapter 9 in the 
  Player’s Handbook for rules on grappling). Add 
  the superiority die to your Strength (Athletics) 
  check. The target is also restrained while 
  grappled in this way. 
  Silver Tongue 
  When you make a Charisma (Deception) check 
  or a Charisma (Persuasion) check, you can 
  expend one superiority die, and add the 
  superiority die to the ability check. 
  Snipe 
  As a bonus action, you can expend one 
  superiority die and make a ranged weapon 
  attack. You can draw a thrown weapon as part of 
  making this attack. If you hit, add the superiority 
  die to the attack’s damage roll. 
  Studious Eye 
  When you make a Wisdom (Insight) check or an 
  Intelligence (Investigation) check, you can 
  expend one superiority die, and add the 
  superiority die to the ability check. 
  
  ©2019 Wizards of the Coast LLC 
  6 
  Monk 
  A monk has access to the following features. 
  Monk Weapons 
  1st-level monk feature (enhances Martial Arts) 
  You can use this feature to define your monk 
  weapons, rather than using the definition in 
  Martial Arts. 
   You practice your martial arts with specially 
  chosen weapons, which become monk weapons 
  for you. You can choose a number of weapons to 
  be your monk weapons equal to 5 + your 
  Wisdom modifier (minimum of five weapons). 
  The chosen weapons must each meet the 
  following criteria: 
  • The weapon must be a simple or martial 
  weapon. 
  • You must be proficient with the weapon. 
  • The weapon must lack these properties: heavy, 
  special, or two-handed. 
  Ki-Fueled Strike 
  2nd-level monk feature (enhances Ki) 
  If you spend 1 ki or more as part of your action 
  on your turn, you can then immediately make 
  one unarmed strike as a bonus action. 
  Ki Features 
  2nd-level monk feature (enhances Ki) 
  When you gain the Ki feature at 2nd level, you 
  get access to the following features. 
  Distant Eye 
  When you make a ranged weapon attack, you 
  can spend 1 ki point to prevent attacking at long 
  range from imposing disadvantage on your 
  attack rolls until the end of the current turn. 
  Quickened Healing 
  As an action, you can spend 2 ki points and roll a 
  Martial Arts die. You regain a number of hit 
  points equal to the number rolled. 
  Paladin 
  A paladin has access to the following features. 
  Fighting Style Options 
  2nd-level paladin feature (enhances Fighting 
  Style) 
  When you gain the Fighting Style feature, you get 
  access to the variants in the “Fighting Styles” 
  section (see page 12). 
   The Blessed Warrior style is also added to the 
  list of style options available to you. 
  Blessed Warrior 
  You learn two cantrips of your choice from the 
  cleric spell list. They count as paladin spells for 
  you, and Charisma is your spellcasting ability for 
  them. Whenever you gain a level in this class, 
  you can replace one of these cantrips with 
  another cantrip from the cleric spell list. 
  Paladin Spells 
  2nd-level paladin feature (enhances Spellcasting) 
  The following spells expand the paladin spell list. 
  2nd Level  
  Gentle repose 
  Prayer of healing 
  Warding bond 
  3rd Level  
  Life transference (Xanathar’s Guide) 
  Spirit guardians 
  5th Level  
  Dawn (Xanathar’s Guide) 
  Flame strike 
  Channel Divinity: Harness 
  Divine Power 
  3rd-level paladin feature (enhances Channel 
  Divinity) 
  You can expend a use of your Channel Divinity to 
  fuel your spells. As a bonus action, you touch 
  your holy symbol, utter a prayer, and regain one 
  expended 1st-level spell slot. 
  
  ©2019 Wizards of the Coast LLC 
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  Ranger 
  A ranger has access to the following features. 
  Deft Explorer 
  1st-level ranger feature (replaces Natural 
  Explorer) 
  You are an unsurpassed explorer and survivor. 
  Choose one of the following benefits, and then 
  choose another one at 6th and 10th level. 
  Canny 
  Choose one skill: Animal Handling, Athletics, 
  History, Insight, Investigation, Medicine, Nature, 
  Perception, Stealth, or Survival. You gain 
  proficiency in the chosen skill if you don’t 
  already have it, and you can add double your 
  proficiency bonus to ability checks using that 
  skill. 
   In addition, thanks to your extensive 
  wandering, you are able to speak, read, and 
  write two languages of your choice. 
  Roving 
  Your walking speed increases by 5, and you gain 
  a climbing speed and a swimming speed equal to 
  your walking speed. 
  Tireless 
  As an action, you can give yourself a number of 
  temporary hit points equal to 1d10 + your 
  Wisdom modifier. You can use this special action 
  a number of times equal to your Wisdom 
  modifier (a minimum of once), and you regain all 
  expended uses when you finish a long rest. 
   In addition, whenever you finish a short rest, 
  your exhaustion level, if any, is decreased by 1. 
  Rule Tip: Temporary Hit Points Don’t 
  Stack 
  If you have temporary hit points and receive more of 
  them, you don’t add them together, unless a rule says 
  you can. Instead, you decide which temporary hit points 
  to keep. See chapter 9 of the Player’s Handbook for 
  more information on temporary hit points. 
  Favored Foe 
  1st-level ranger feature (replaces Favored Enemy) 
  You can call on your bond with nature to mark a 
  creature as your favored enemy for a time: you 
  know the hunter’s mark spell, and Wisdom is 
  your spellcasting ability for it. You can use it a 
  certain number of times without expending a 
  spell slot and without requiring concentration—
  a number of times equal to your Wisdom 
  modifier (a minimum of once). You regain all 
  expended uses when you finish a long rest. 
   When you gain the Spellcasting feature at 2nd 
  level, hunter’s mark doesn’t count against the 
  number of ranger spells you know. 
  Fighting Style Options 
  2nd-level ranger feature (enhances Fighting Style) 
  When you gain the Fighting Style feature, you get 
  access to the variants in the “Fighting Styles” 
  section (see page 12). 
   The Druidic Warrior style is also added to the 
  list of style options available to you. 
  Druidic Warrior 
  You learn two cantrips of your choice from the 
  druid spell list. They count as druid spells for 
  you, and Wisdom is your spellcasting ability for 
  them. Whenever you gain a level in this class, 
  you can replace one of these cantrips with 
  another cantrip from the druid spell list. 
  Ranger Spells 
  2nd-level ranger feature (enhances Spellcasting) 
  The following spells expand the ranger spell list. 
  1st Level  
  Aid 
  Entangle 
  Searing smite 
  2nd Level  
  Gust of wind 
  Magic weapon 
  Enhance ability 
  Warding bond 
  3rd Level  
  Blinding smite 
  Meld into stone 
  Revivify 
  Tongues 
  4th Level  
  Death ward 
  Dominate beast 
  
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  8 
  5th Level  
  Awaken 
  Greater restoration 
  Spell Versatility 
  2nd-level ranger feature (enhances Spellcasting) 
  Whenever you finish a long rest, you can replace 
  one spell you learned from this Spellcasting 
  feature with another spell from the ranger spell 
  list. The new spell must be the same level as the 
  spell you replace. 
  Spellcasting Focus 
  2nd-level ranger feature (enhances Spellcasting) 
  You can use a druidic focus as a spellcasting 
  focus for your ranger spells. See chapter 5, 
  “Equipment,” of the Player’s Handbook for a list 
  of things that count as druidic focuses. 
  Primal Awareness 
  3rd-level ranger feature (replaces Primeval 
  Awareness) 
  You can focus your awareness through the 
  interconnections of nature: you learn additional 
  spells when you reach certain levels in this class 
  if you don’t already know them, as shown in the 
  Primal Awareness Spells table. These spells don’t 
  count against the number of ranger spells you 
  know. 
  Primal Awareness Spells 
  Ranger 
  Level 
  Spell 
  3rd 
  detect magic, speak with animals 
  5th 
  beast sense, locate animals or plants 
  9th 
  speak with plants 
  13th 
  locate creature 
  17th 
  commune with nature 
    
   You can cast each of these spells once without 
  expending a spell slot. Once you cast a spell in 
  this way, you can’t do so again until you finish a 
  long rest. 
  Fade Away 
  10th-level ranger feature (replaces Hide in Plain 
  Sight) 
  You can use a bonus action to magically become 
  invisible, along with any equipment you are 
  wearing or carrying, until the start of your next 
  turn.  
   Once you use this feature, you can’t use it again 
  until you finish a short or long rest. 
  Ranger Companion Options 
  3rd-level Beast Master feature (enhances Ranger’s 
  Companion) 
  While wandering the wilds, a ranger encounters 
  many sorts of animals, some of which the ranger 
  might befriend. This friendship can arise from 
  successful use of the Animal Handling skill or the 
  animal friendship spell. If the resulting bond is 
  strong enough, the animal might join the ranger 
  on adventures. 
   A ranger who has the Beast Master archetype 
  can form an even stronger bond, feeling almost 
  like a sibling to an animal. A special type of beast 
  awaits a Beast Master in the wilds, a creature 
  whose lineage stretches back to the beginnings 
  of the world: a primal beast known as a Beast of 
  the Air or a Beast of the Earth. Such a creature 
  seeks out the type of companionship that a Beast 
  Master offers, ready for the two of them to battle 
  the imbalances in the natural world. 
   The primal beast is a special creature that a 
  Beast Master can choose for the Ranger’s 
  Companion feature. When choosing such a 
  creature, you decide whether it is a Beast of the 
  Air or the Earth, and you determine its 
  appearance. Stories describe primal beasts that 
  mystically change form to align with the spirit of 
  their companion. 
   When a primal beast is met apart from a Beast 
  Master, the creature takes the form a regular 
  beast of challenge rating 1/4 or lower, as 
  determined by the DM. 
  Beast of the Air 
  Small beast, neutral 
   
  Armor Class 13 
  Hit Points equal the beast’s Constitution modifier + your 
  Wisdom modifier + five times your ranger level (the 
  beast has a number of Hit Dice [d6s] equal to your 
  ranger level) 
  Speed 10 ft., fly 60 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  16 (+3) 13 (+1) 
  8 (−1) 14 (+2) 11 (+0) 
   
  Saving Throws Dex +5, Con +3, Wis +4 
  Skills Perception +4, Stealth +5 
  
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  Senses darkvision 60 ft., passive Perception 14 
  Languages understands the languages you speak 
   
  Flyby. The beast doesn’t provoke opportunity attacks 
  when it flies out of an enemy’s reach. 
  Primal Rebirth. If the beast has died within the last 
  hour, you can use your action to touch it and expend a 
  spell slot of 1st level or higher. The beast returns to life 
  after 1 minute with all its hit points restored. 
  Ready Companion. As a bonus action, you can 
  command the beast to make its shred attack or to Hide. 
  Actions 
  Shred. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 1d6 + 3 slashing damage. 
  Beast of the Earth 
  Medium beast, neutral 
   
  Armor Class 12 
  Hit Points equal the beast’s Constitution modifier + your 
  Wisdom modifier + five times your ranger level (the 
  beast has a number of Hit Dice [d8s] equal to your 
  ranger level) 
  Speed 40 ft., climb or swim 40 ft. (your choice when you 
  bond with the beast) 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 14 (+2) 15 (+2) 
  8 (−1) 14 (+2) 11 (+0) 
   
  Saving Throws Dex +4, Con +4, Wis +4 
  Skills Perception +4, Stealth +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages understands the languages you speak 
   
  Charge. If the beast moves at least 20 feet straight 
  toward a target and then hits it with a maul attack on 
  the same turn, the target takes an extra 1d6 slashing 
  damage. The DC equals your spell save DC. If the target 
  is a creature, it must succeed on a Strength saving throw 
  against your spell save DC or be knocked prone. 
  Primal Rebirth. If the beast has died within the last 
  hour, you can use your action to touch it and expend a 
  spell slot of 1st level or higher. The beast returns to life 
  after 1 minute with all its hit points restored. 
  Ready Companion. As a bonus action, you can 
  command the beast to make its maul attack or to Hide. 
  Actions 
  Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 1d6 + 2 slashing damage. 
  Rogue 
  A rogue has access to the following feature. 
  Cunning Action: Aim 
  2nd-level rogue feature (enhances Cunning 
  Action) 
  You gain an additional way to use your Cunning 
  Action: carefully aiming your next attack. As a 
  bonus action, you give yourself advantage on 
  your next attack roll on the current turn. You can 
  use this bonus action only if you haven’t moved 
  during this turn, and after you use the bonus 
  action, your speed is 0 until the end of the 
  current turn. 
  Sorcerer 
  A sorcerer has access to the following features. 
  Sorcerer Spells 
  1st-level sorcerer feature (enhances Spellcasting) 
  The following spells expand the sorcerer spell 
  list. 
  Cantrips (0 Level) 
  Primal savagery (Xanathar’s Guide) 
  1st Level  
  Grease 
  Protection from evil and good 
  2nd Level  
  Flame blade 
  Flaming sphere 
  3rd Level  
  Vampiric touch 
  4th Level  
  Fire shield 
  6th Level  
  Flesh to stone 
  8th Level  
  Demiplane 
  9th Level  
  Foresight 
  
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  Spell Versatility 
  1st-level sorcerer feature (enhances Spellcasting) 
  Whenever you finish a long rest, you can replace 
  one spell you learned from this Spellcasting 
  feature with another spell from the sorcerer 
  spell list. The new spell must be the same level 
  as the spell you replace. 
  Font of Magic Options 
  2nd-level sorcerer feature (enhances Font of 
  Magic) 
  When you gain the Font of Magic feature, you get 
  access to the following ways to spend your 
  sorcery points. 
  Empowering Reserves 
  When you make an ability check on your turn, 
  you can spend 2 sorcery points to gain 
  advantage on the check.  
  Imbuing Touch 
  As an action, you can touch one nonmagical 
  weapon and spend 2 sorcery points to imbue it 
  with magic for 1 minute. For the duration, the 
  weapon is considered magical for the purpose of 
  overcoming immunity and resistance to 
  nonmagical attacks.  
  Sorcerous Fortitude 
  As an action, you can spend any number of 
  sorcery points to roll a d4 for each point 
  expended. You gain a number of temporary hit 
  points equal to the total rolled. 
  Metamagic Options 
  3rd-level sorcerer feature (enhances Metamagic) 
  When you choose Metamagic options, you have 
  access to the following additional options. 
  Elemental Spell 
  When you cast a spell that deals a type of 
  damage from the following list, you can spend 1 
  sorcery point to change that damage type to one 
  of the other listed types: acid, cold, fire, lightning, 
  thunder. 
  Seeking Spell 
  When you cast a spell that requires you to make 
  a spell attack roll or that forces a target to make 
  a Dexterity saving throw, you can spend 1 
  sorcery point to ignore the effects of half- and 
  three-quarters cover against targets of the spell. 
  Unerring Spell 
  If you make an attack roll for a spell and miss, 
  you can spend 2 sorcery points to reroll the 
  attack roll. You must use the result of the second 
  roll.  
   You can use Unerring Spell even if you have 
  already used a different Metamagic option 
  during the casting of the spell. 
  Warlock 
  A warlock has access to the following features. 
  Spell Versatility 
  1st-level warlock feature (enhances Pact Magic) 
  Whenever you finish a long rest, you can replace 
  one spell you learned from this Pact Magic 
  feature with another spell from the warlock spell 
  list. The new spell must be the same level as the 
  spell you replace. 
  Warlock Spells 
  1st-level warlock feature (enhances Pact Magic) 
  The following spells expand the warlock spell 
  list. 
  1st Level  
  Thunderwave 
  2nd Level  
  Knock 
  3rd Level  
  Animate dead 
  Life transference (Xanathar’s Guide) 
  4th Level  
  Greater invisibility 
  Phantasmal killer 
  5th Level  
  Mislead 
  Modify memory 
  Planar binding  
  Teleportation circle 
  
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  6th Level  
  Create homunculus (Xanathar’s Guide) 
  Magic jar 
  7th Level  
  Project image 
  8th Level  
  Abi-Dalzim’s horrid wilting (Xanathar’s Guide) 
  9th Level  
  Gate 
  Shapechange 
  Weird 
  Eldritch Invocation Options 
  2nd-level warlock feature (enhances Eldritch 
  Invocations) 
  When you choose eldritch invocations, you have 
  access to the following options. 
  Bond of the Talisman 
  Prerequisite: 12th level, Pact of the Talisman 
  feature 
  While someone else is wearing your talisman, 
  you can use your action to teleport to the 
  unoccupied space closest to them, provided the 
  two of you are on the same plane of existence. 
  The wearer of your talisman can do the same 
  thing, using their action to teleport to you. 
  Chain Master’s Fury 
  Prerequisite: 9th level, Pact of the Chain feature 
  As a bonus action, you can command your 
  familiar to make one attack. 
  Eldritch Armor 
  Prerequisite: Pact of the Blade feature 
  As an action, you can touch a suit of armor that 
  isn’t being worn or carried by anyone and 
  instantly don it, provided you aren’t wearing 
  armor already. You are proficient with this suit 
  of armor until it’s removed. 
  Eldritch Mind 
  Prerequisite: Pact of the Tome feature 
  You have advantage on Constitution saving 
  throws that you make to maintain your 
  concentration on a spell. 
  Far Scribe 
  Prerequisite: 5th level, Pact of the Tome feature 
  A new page appears in your Book of Shadows. 
  With your permission, a creature can use its 
  action to write its name on that page, which can 
  contain a number of names equal to your 
  Charisma modifier (minimum of 1). 
   You can cast the sending spell, targeting a 
  creature whose name is on the page, without 
  using a spell slot and without using material 
  components. To do so, you must write the 
  message on the page. The target hears the 
  message in their mind, and if the target replies, 
  their message appears on the page, rather than 
  in your mind. The writing disappears after 1 
  minute. 
   As an action, you can magically erase a name 
  on the page by touching the name on it. 
  Gift of the Protectors 
  Prerequisite: 9th level, Pact of the Tome feature 
  A new page appears in your Book of Shadows. 
  With your permission, a creature can use its 
  action to write its name on that page, which can 
  contain a number of names equal to your 
  Charisma modifier (minimum of 1). 
   When any creature whose name is on the page 
  is reduced to 0 hit points but not killed outright, 
  the creature magically drops to 1 hit point 
  instead. Once this magic is triggered, no creature 
  can benefit from it until you finish a long rest. 
   As an action, you can magically erase a name 
  on the page by touching the name on it. 
  Investment of the Chain Master 
  Prerequisite: Pact of the Chain feature 
  When you cast find familiar, you infuse the 
  summoned familiar with a measure of your 
  eldritch power, granting the creature the 
  following benefits: 
  • The familiar gains either a flying speed or a 
  swimming speed (your choice) of 40 feet.  
  • The familiar no longer needs to breathe. 
  • The familiar’s weapon attacks are considered 
  magical for the purpose of overcoming 
  immunity and resistance to nonmagical 
  attacks. 
  • If the familiar forces a creature to make a 
  saving throw, it uses your spell save DC. 
  
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  Protection of the Talisman 
  Prerequisite: 9th level, Pact of the Talisman 
  feature 
  When the wearer of your talisman makes a 
  saving throw in which they lack proficiency, they 
  can add a d4 to the roll. 
  Rebuke of the Talisman 
  Prerequisite: Pact of the Talisman feature 
  When the wearer of your talisman is hit by an 
  attacker you can see within 30 feet of you, you 
  can use your reaction to deal psychic damage to 
  the attacker equal to your Charisma modifier 
  (minimum of 1 damage) and push it up to 10 feet 
  away from the talisman’s wearer. 
  Pact Boon Option 
  3rd-level warlock feature (enhances Pact Boon) 
  When you choose your Pact Boon feature, the 
  following option is available to you. 
  Pact of the Talisman 
  Your patron gives you a special amulet, a 
  talisman that can aid you, or anyone else who 
  wears it, when the need is great. When the 
  wearer makes an ability check with a skill in 
  which they lack proficiency, they can add a d4 to 
  the roll. 
   If you lose the talisman, you can perform a 1-
  hour ceremony to receive a replacement from 
  your patron. This ceremony can be performed 
  during a short or long rest, and it destroys the 
  previous amulet. 
   The talisman turns to ash when you die. 
  Wizard 
  A wizard has access to the following feature. 
  Cantrip Versatility 
  1st-level wizard feature (enhances Spellcasting) 
  Whenever you gain a level in this class, you can 
  replace one cantrip you learned from this 
  Spellcasting feature with another cantrip from 
  the wizard spell list. 
  Wizard Spells 
  1st-level wizard feature (enhances Spellcasting) 
  The following spells expand the wizard spell list. 
  2nd Level  
  Augury (divination, ritual) 
  Enhance ability (transmutation) 
  3rd Level  
  Speak with dead (necromancy) 
  4th Level  
  Divination (divination, ritual) 
  Fighting Styles 
  Here are new ways to use the Fighting Style 
  feature of the fighter, paladin, and ranger. 
  Martial Versatility 
  Fighter, paladin, and ranger feature (enhances 
  Fighting Style) 
  Whenever you gain a level in a class that has the 
  Fighting Style feature, you can replace a fighting 
  style you know with another style available to 
  your class. This change represents a shift of 
  focus in your martial training and practice, 
  causing you to lose the benefits of one style and 
  gain the benefits of another style. 
  Style Options 
  Fighter, paladin, and ranger feature (enhances 
  Fighting Style) 
  When you choose a fighting style, the following 
  styles are added to the list of options. 
  Blind Fighting 
  Being unable to see a creature doesn’t impose 
  disadvantage on your attack rolls against it, 
  provided the creature isn’t hidden from you. 
  Interception 
  When a creature you can see hits a target that is 
  within 5 feet of you with an attack, you can use 
  your reaction to reduce the damage the target 
  takes by 1d10 + your proficiency bonus (to a 
  minimum of 0 damage). You must be wielding a 
  shield or a simple or martial weapon to use this 
  reaction. 
  
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  Thrown Weapon Fighting 
  You can draw a weapon that has the thrown 
  property as part of the attack you make with the 
  weapon.  
   In addition, when you hit with a ranged attack 
  using a thrown weapon, you gain a +1 bonus to 
  the damage roll. 
  Unarmed Fighting 
  Your unarmed strikes can deal bludgeoning 
  damage equal to 1d6 + your Strength modifier. If 
  you strike with two free hands, the d6 becomes a 
  d8. 
   When you successfully start a grapple, you can 
  deal 1d4 bludgeoning damage to the grappled 
  creature. Until the grapple ends, you can also 
  deal this damage to the creature whenever you 
  hit it with a melee attack. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA65 - Class Feature Variants.pdf