Full-Caster Class Revamp v0.7.0 #


Class Revamp Notes

Bard #

Name Level Tag Description
Subclass 2 You gain a subclass of your choice at 2nd Level instead of 3rd.
Bardic Inspiration 1 Rework Can be given as Bonus Action with a duration of 1 minute to a Creature who can hear or see you, or can now be used as a Reaction, which you take when an ally within 60 feet of you who can hear or see you makes an Ability Check, Attack Roll, or Saving Throw. When this feature is used as a Reaction, it must be expended immediately.
Spellcasting 1 Neutral Your number of Spells Known is equal to 3 + your Bard Level.
Jack of All Trades 3 Balancing You now gain this feature at 3rd Level instead of 2nd.
Magical Inspiration 3 Balancing & TCE-S You now gain this feature at 3rd Level instead of 2nd.
Font of Inspiration 5 Buffed Additionally you can expend a Spell Slot of 1st Level or higher to regain a usage of your Bardic Inspiration feature if you have none remaining.
Countercharm 7 Reworked You now gain this feature at 7th Level instead of 6th.
As a Reaction to you or an ally you can see within 30 feet of you failing a Saving Throw against being Charmed or Frightened you can allow that Creature to reroll their Saving Throw with advantage.
Magical Secrets 10 Reworked You can only choose spells from the Bard, Cleric, Druid, or Wizard Spell Lists.
Removed the restriction on only choosing spells from these lists at given levels, now whenever you gain or replace spells your new spells can be from any of the given spell lists.
Superior Inspiration 15 Buffed You now gain this feature at 15th Level instead of 20th.
When you roll Initiative and have less than two uses of Bardic Inspiration left, you regain up to two uses.
Words of Creation 20 New You always have Power Word Heal and Power Word Kill prepared, additionally when you cast either of these spells you can do so without expending a Spell Slot once per Long Rest, and they both can target a second Creature instead of just one.

Cleric #

Name Level Tag Description
Subclass 1 Subclasses that provided Armour and or Martial Weapon Proficiency now provide a Fighting Style instead.
Divine Order 2 New You gain one of the following orders of your choice:

Order of the Blade. You gain proficiency with Heavy Armour, and Martial Weapons.
Order of the Mind. You gain two skill proficiencies of your choice, and you gain 1 additional charge of your Channel Divinity feature per Short or Long Rest.

Druid #

Name Level Tag Description
Core Class Traits 1 Removed Medium Armour Proficiency.
Removed prohibition on metal armours and equipment.
Spellcasting 1 Buffed You gain the Starry Wisp cantrip which does not count against your number of Cantrips Known.
Whenever you gain a level in this class you can switch one Cantrip you know with another available to you.
Druidic 1 Buffed You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared and it does not count against your number of spells prepared.
You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Investigation Check but can’t decipher it without magic.
Primal Order 1 New You gain one of the following orders of your choice:

Warden. You gain proficiency with Medium Armour, and Martial Weapons.
Magician. When you make an Arcana or Nature Ability Check you can add your Wisdom Modifier to the roll in addition to your Intelligence Modifier, and you gain 1 additional cantrip of your choice from the Druid Spell List.
Wild Shape 2 Buffed The power of nature allows you to assume the form of an animal. As an Action or a Bonus Action, you shape-shift into a Beast form that you have learned for this feature. You stay in that form for a number of hours equal to half your druid level or until you use Wild Shape again, become Incapacitated, or die. You can also leave the form early as a Bonus Action.
- Number of Uses. You can use Wild Shape twice. If you have no uses remaining when you complete a Short Rest you regain one expended use, and you regain all expended uses when you finish a Long Rest.
You gain additional uses at the Druid Levels: 6 (3 uses), and 17 (4 uses).
- Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you complete a Long Rest, you can replace one of your known forms with another eligible form.
When you reach certain Druid Levels, your number of known forms and the maximum Challenge Rating for those forms increases. In addition, starting at Level 8 you can adopt a form that has a Fly Speed.
Your number of forms known and the Max CR of those forms increases at the Druid Levels: 4 (6 forms known, Max CR 1/2), and 8 (8 forms known, Max CR 1).

Rules While Shape-Shifting. While in a form, you retain your personality, and memories, and the following rules apply:
- Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid Level.
- Nature’s Whisper. You can choose a number of Creatures you can see up to your Proficiency Bonus, and for the duration of your Wild Shape you can speak with those Creatures telepathically as long as you share one language, and you can see them. Otherwise you can understand the languages you normally know, but cannot speak them.
- Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your Creature Type; Hit Points; Hit Dice; Intelligence, Wisdom and Charisma Scores; Class Features; Languages; and Feats. You also retain your Skill and Saving Throw Proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the Creature. If a Skill or Saving Throw Modifier in the Beast’s stat block is higher than yours, use the one in the stat block.
- No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
- Objects. Your ability to handle Objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the Creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.
Wild Companion 2 Reworked & TCE-S You can summon a nature spirit that assumes an animal form to aid you. As an Action, you can expend a Spell Slot or a use of Wild Shape to cast the Find Familiar spell without Material components.
When you cast the spell in this ay, the familiar is Fey and disappears when you finish a Long Rest.
Wild Resurgence 5 New Once on each of your turns if you have no uses of Wild Shape remaining, you can give yourself one use by expending a spell slot (no Action required).
In addition, you can expend one use of Wild Shape (no Action required) to give yourself a 1st level Spell Slot, and you can’t do so again until you finish a Long Rest.
Elemental Fury 7 New The might of the elements flows through you. You gain one of the following options of your choice:

Potent Spellcasting. You add your Wisdom Modifier to the damage you deal with any Druid cantrip.
Primal Strike. Once on each of your turns when you hit a Creature with an Attack Roll using a Weapon or a Beast Form’s Attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder Damage (choose when you hit).
Improved Elemental Fury 15 New The option you chose for Elemental Fury grows more powerful:

Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.
Primal Strike. The extra damage of your Primal Strike increases to 2d8.
Beast Spells 18 Reworked While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material Component with a cost specified or that consumes its Material Component.
Mythic Boon 19 New You gain a Mythic Boon or another feat of your choice for which you qualify. (See: Feat Revamp).
Archdruid 20 Buffed The vitality of nature constantly blooms within you, granting you the following benefits:

Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left,
you regain one expended use of it.
Nature Magician. You can convert uses of Wild Shape into a spell slot (no Action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. You must then finish a Long Rest before you can do so again. For example, if you convert two uses of Wild Shape, you produce a 4th level spell slot.
Longevity. The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Sorcerer #

Name Level Tag Description
Subclass 1 Buffed Expanded Spell List spells are always prepared and do not count against your number of Spells Known (this includes Expanded Spell Lists added through Subclass changes on this site as well).
Additionally once per Long Rest you can cast one of the Spells from your Expanded Spell List without using a Spell Slot.
Spellcasting 1 Buffed Your number of Spells Known is equal to 2 + your Sorcerer Level.
You also gain the Sorcerous Burst cantrip which does not count against your number of Cantrips Known.
Arcane Savant 2 New As a Bonus Action, for 1 minute, you have advantage on Spell Attack Rolls of Sorcerer Spells you cast, and your Spell Save DC for Sorcerer Spells you cast increases by 1.
You may use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Font of Magic 2 Clarifying This feature can be used to create spell slots above your highest level available which can only be used for Upcasting.
Metamagic 2 Buffed Now gained at 2nd Level instead of 3rd.
You gain three Metamagic options of your choice at this Level, and at 10th Level you gain another 3 options of your choice.
When you gain a Level you can replace your known Metamagic options, with other’s that are available to you.
For your Metamagic Options see: Metamagic.
Sorcerous Restoration 5 New Now gained at 5th Level instead of 20th.
When you roll for Initiative and have no Sorcery Points remaining, you regain 2 expended Sorcery Points.
Once per Long Rest, when you finish a Short Rest, you can regain a number of expended Sorcery Points up to half your Sorcerer Level (rounded down).
Metamage 7 New If you have no uses of Arcane Savant remaining, you can spend 2 Sorcery Points to gain 1 usage of it as part of the Bonus Action to activate it. In addition, while your Arcane Savant feature is active, you can use up to two of your Metamagic options on each spell you cast.
Mythic Boon 19 New You gain a Mythic Boon or another feat of your choice for which you qualify. (See: Feat Revamp).
Overflowing Arcana 20 New When you cast a spell and expend a spell slot, a portion of the arcane energy you used to cast that spell returns to you. Whenever you expend a spell slot you regain a number of Sorcery Points equal to half of the expended spell slot’s level (rounded up).
In addition, while your Arcane Savant feature is active, you can use one Metamagic option on each of your turns without expending Sorcery Points.

Warlock #

Name Level Tag Description
Core Class Traits 1 You gain proficiency with Shields.
Subclass 1 Buffed Expanded Spell List spells are always prepared and do not count against your number of Spells Known (this includes Expanded Spell Lists added through Subclass changes on this site as well).
Additionally once per Long Rest you may cast one of the Spells from your Expanded Spell List without using a Pact Slot.
Pact Magic 1 Buffed Your number of Spells Known is equal to 3 + your Warlock Level.
You also gain the Eldritch Blast Cantrip which does not count against your number of Cantrips Known.
At 6th Level in this Class you gain an additional Pact Slot (for a total of 3, and a total of 5 at 20th Level).
Your Pact Slots no longer return on Short Rest and instead return on a Long Rest.
Eldritch Communion 1 New If all of your Pact Slots are expended, you can perform an esoteric rite over the course of 10 minutes, at the end of which you regain all of your expended Pact Slots.
You can use this feature a number of times per Long Rest equal to half your Proficiency Bonus.
Pact Boon 2 Buffed Now gained at 2nd Level instead of 3rd.
Pact of the Blade As a Bonus Action, you can conjure a pact weapon in your hand — a Simple or Martial Melee Weapon of your choice with which you bond — or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.
Whenever you attack with the bonded weapon, you can use your Charisma Modifier for the Attack and Damage Rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant Damage or its normal Damage Type.
Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
Pact of the Chain You learn the Find Familiar spell and can cast it as an Action without expending a spell slot. When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake.
Additionally, when you take the Attack Action, you can forgo one of your own Attacks to allow your familiar to make one attack of its own with its Reaction.
Pact of the Talisman
Pact of the Tome Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.
Cantrips and Rituals. When the book appears, choose three cantrips, and choose two 1st Level Spells that have the Ritual tag. the spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.
Spellcasting Focus. You can use the book as a Spellcasting Focus.
Eldritch Invocations 3 Buffed Now gained at 3rd Level instead of 2nd.
You have a number of Eldritch Invocations equal to 1 + Half your Warlock Level (rounded up).
When you gain an Eldritch Invocation you can swap one invocation you know with another available to you.
Additional changes can be found to individual invocations here: Eldritch Invocations.
Contact Patron 9 New You always have the Contact Other Plane spell prepared, and it does not count against your Number of Spells Known. Once per Long Rest you can cast it using this feature without expending a Pact Slot.
When you use this feature to cast Contact Other Plane and use it to contact your Patron, you automatically succeed on the spell’s Saving Throw.
Mystic Arcanum 11, 13, 15, & 17 Buffed & TCE-S Whenever you complete a Long Rest you can swap any Spells chosen as your Mystic Arcanum with another of the options available to you.
Mythic Boon 19 New You gain an Mythic Boon or another feat of your choice for which you qualify. (See: Feat Revamp).
Eldritch Master 20 New You gain access to the Eldritch Master feature which is a completely new feature replacing the original Eldritch Master feature.

Wizard #

Name Level Tag Description
Spellcasting 1 Buffed Spellbooks count as an Arcane Focus for you.
Arcane Recovery 2 Balancing Now gained at 2nd Level instead of 1st.
Regained on Long Rest instead of per day.
Scholar Savant 3 New Choose a school of magic, you gain two spells of your choice from that school provided they are no higher than 2nd Level and are on the Wizard Spell List, you can add both of these spells to your spellbook for free. Additionally when you gain spell slots of higher levels you can choose one spell from the Wizard Spell List that matches your chosen school and new highest spell level and add it to your spellbook for free.
Memorize Spell 5 New Studying your spellbook over the course of a Short Rest, you can expend mental and magical effort to memorize a spell. Choose one spell of 1st Level or higher from your spellbook that you don’t have prepared. You now have that spell prepared until you use this feature to prepare a different spell.