Grod_The_Giant
2018-09-28, 11:08 AM
And also a general reference, I guess. Presented for one part feedback and one part for convenience.
Character Creation
You my use the standard array (15/14/13/12/10/8), 27 point buy (http://1-dot-encounter-planner.appspot.com/point-buy-calculator.html), or you may roll 4d6 and take the best 3 for each stat...rolled in order.
You don't get racial ability modifiers. Instead, everyone gets +2 to one ability score of their choice and +1 to another.
Custom backgrounds are a-okay. Pick two skills, two tools or languages, one minor noncombat ability, one equipment pack, and 15 gp worth of minor items.
No ability score requirements for multiclassing.
Characters start with one free feat.
Gameplay
If you are proficient in a skill, roll with Advantage.
Critical hits double all damage, not just dice.
If you drop to zero HP, you suffer a level of exhaustion. Level 3 Exhaustion also grants opponents Advantage on saves against your spells or abilities. Lesser Restoration cures 1 level; Greater cures all.
Aarakocra (EEPC): Half-men, half-bird creatures who hail from the Elemental Plane of Air, they exhibit many bird-like behaviors and have a fiercely communistic society where the idea of owning an object or space simply does not exist. They're agile and have talons, but their main schtick is that they can fly.
Aasimar (Volo): Mortals with the blood of celestials, they look like perfect members of their parent race— maybe too perfect. They're charismatic and resistant to both necrotic and radiant damage, and have a handful of holy magic. Once per day, they can tap into their heritage an assume an extra-power angelic state where they do extra damage.
Protector-- Can fly in their angelic state
Scourge-- Radiate holy power in their angelic state, damaging those nearby
Fallen-- An aasimar who turned to evil, they become extra-scary in their angelic state.
Bugbear (Volo): The largest of the savage goblinoids, they're surprisingly stealthy and strong. They boast exceptional reach as well.
Centaur (Ravnica): You’re a big ol’ horse dude. You’re big and strong and can run quick and kick people.
Changeling (Eberron): Humans with the blood of dopplegangers, they're capable of minor shapeshifting. If you use your Shapechanger ability to grow fangs, claws, or other natural weapons your unarmed strikes do 1d4+Str; if you use it to grow scales or other natural armor your base AC becomes 12+Dex.
Dragonborn: Descended from dragons, they're strong and resistant to one element, and have a limited use breath weapon. Breath weapon may be used as a bonus action
Dwarf: Tough and combat-trained.
Hill— Even more hit points grants increased ability with locks.
Mark of Warding (Eberron)-- Magical mark
Mountain¬— Strong and trained in armor use
Duergar (SCAG/MGtF)— Dwarves who live their whole lives deep beneath the earth, they can use magic to grow and turn invisible, but are sensitive to the sun.
Elf: Agile, perceptive, trained for war and with little need for sleep.
High— Gain a Wizard cantrip
Wood— Fast and good at hiding
Drow— Magic and different weapons, but sensitive to sun.
Eldarin (MGtF)—Elves from the Feywild, can teleport short distances. Eldarin also get a bonus cantrip, based on what season they’re attuned to that day: Friends for Autumn, Chill Touch for Winter, Minor Illusion for Spring, and Fire Bolt for summer, with casting based off Charisma
Mark of Shadows (Eberron)-- Magical mark grants enhanced stealth.
Sea Elves (MGtF)—Aquatic elves who can breathe water and talk to fish.
Shadar-Kai (MGtF)—Elves from the Shadowfell, can teleport short distances.
Firbolg (Volo): Peaceful forest giants, they seek to live in harmony with nature, rarely leave their communities, and more in that vein. They have a limited ability to communicate with nature and some small bits of illusion magic.
Githyanki (MGtF): Once slaves of the mind flayers and now their fierce enemies. Now they live on the Astral Plane, ruled by a god-queen, where they train for war and raid other weaker races.
Githzerzai (MFtF): Once slaves of the mind flayers and now their enemies. They live on the plane of Limo, where they seek peace, order, and enlightenment.Your unarmed strikes are finesse weapons, and deal +1 damage. Use your Wisdom to determine how far you can jump, rather than Strength.
Genasi (EEPC): Mortals with the blood of elemental genies, they resemble their parent race except for unusual skin and hair colors. All are exceptionally hearty.
Air— Agile and flighty, they can hold their breath as long as they want and can fly
Earth— Strong and stolid, they can more easily across any earthen terrain.
Fire— Clever and volatile, they're resistant to fire and can throw fire around.
Water— Wise and independent, they can breathe water, swim well, and have some water control powers.
Gnome: Clever, tricky, and bursting with energy. Gnomes are smart and magic resistant.
Forest Gnome-- Capable of speaking with small woodland beasts and creating minor illusions
Rock Gnome-- Good with magic items, and capable of making small mechanical devices
Deep Gnomes (Svirfneblin) (SCAG)—Gnomes who live their whole lives deep beneath the earth, they hide well in stone and have access to a special feat that gives them some sneaky magic.
Mark of Scribing (Eberron)--Magical mark grants enhanced scholarship.
Goblin (Volo): They're small and nimble and have some inbred Rogue-y abilities
Goliath (EEPC and Volo): Mountain-dwelling giants, they're strong, nomadic, independent and fiercely driven. They're exceptionally strong and tough.
Half-Elf: Charismatic and skilled
Mark of Detection (Eberron)-- Magical mark enhances investigation and lets you cast some Detect spells as rituals.
Mark of Storm (Eberron)-- Magical mark grants enhanced agility and wind magic.
Elven Heritage (SCAG)— Instead of bonus skill proficiencies, you can get one trait from your elf parent.
Halfling: Agile and lucky.
Lightfoot— Can hide behind bigger allies
Mark of Healing (Eberron)--Magical mark grants minor healing abilities.
Mark of Hospitality (Eberron)--Magical mark grants enhanced persuasion skills and magic.
Stout— Poison-resistant
Half-Orc: Strong and scary, they hit hard and are difficult to kill
Mark of Finding (Eberron)--Magical mark enhances hunting skills and grants darkvision.
Hobgoblin (Volo): The most disciplined and militant of the goblinoids, they're well-trained and work better in groups. They also gain proficiency in medium armor or shields
Humans: Versatile. Only Variant Humans are allowed, but your racial feat must be a half-feat (ie, those that also offer +1 stat).
Mark of Finding (Eberron)--Magical mark enhances hunting skills and grants darkvision.
Mark of Handling (Eberron)--Magical mark enhances abilities with animals.
Mark of Making (Eberron)--Magical mark grants the ability to enchant minor items.
Mark of Passage (Eberron)--Magical mark makes you faster and grants minor teleportation.
Mark of Sentinel (Eberron)--Magical mark makes you a better bodyguard.
Kalashtar (Eberron): Human offshoots linked to dream-spirits.
Kenku (Volo): Birdfolk who were long ago cursed to lose their ability to fly, they once served demons and still are frequently found in servile roles. They're expert mimics, but lack the ability to create anything new-- including sentences. They usually speak in sound effects. They retain enough use of their wings that they never take falling damage
Kobold (Volo): They're small and cowardly, but good at fighting in groups. Darkvision range doubled to 120ft.
Lizardfolk (Volo): Somewhat detached, cold-blooded scaly lizard-men. Their society tends towards the utilitarian, and they often pity "soft ones" born without scales and fangs. They're also surprisingly good artisans and swimmers.
Swamp Lizardfolk: As per standard
Desert Lizardfolk: Trade the swim speed and Hold Breath for a climb speed and Advantage on Con saves against heat and fatigue.
Loxodon (Ravnica): Big tough elephant dudes, with Con-based AC and prehensile trunks. Ask and we'll talk about how to make the setting fit
Minotaur (Ravnica): Strong, savage, and honorable. Minotaurs compete in a trial by combat known as the Circle to determine their place in society. They're strong and armed with powerful horns they can use to gore and shove. You may use Goring Rush and Hammering Horns as part of the same action.
Orc (Volo, Eberron): Strong, tough, and scary. Use the Eberron version-- it's much less ****ty.
Shifter (Eberron): Humans with the blood of lycanthropes (werewolves and suchlike), they can't fully change to animal form but can take on aspects of the beast, becoming tougher and gaining certain animalistic features.
Beasthide-- Become tougher while Shifting
Longtooth-- Gain a bite attack while Shifting
Swiftstride--Become faster while Shifting
Wildhunt--Gain senses while shifting
Simic Hybrid (Ravnica): Magically-created hybrids of natural races and animals. Also gain the non-subrace features of their base race; talk to me if the base race doesn't have any
Tiefling (PHB/MGtF): Mortals with the blood of fiends, they're charismatic and possess fire magics.
Asmodeus—As PHB; Thaumaturgy and fire spells
Baalzebul--Thaumaturgy and curse spells.
Dispater: Thaumaturgy and infiltration spells.
Fierna: Friends and enchantment spells
Glaysa: Minor Illusion and illusion spells
Levistus: Ray of Frost and Ice spells
Mammon: Mage Hand and looting-focused spells
Mephistopheles: Mage Hand and fire spells
Zariel: Thaumaturgy and smite spells.
Triton (Volo): Prideful guardians of the deep ocean, they know little beyond their own wars against deep-sea monsters and portals that others have never heard of. They're amphibious and have some water magic.
Vedalken (Ravnica): Logical, detached elf-like humanoids who master a specific skill and tool.
Warforged (Eberron): Living constructs created as soldiers, they're immune to many common ailments and can incorporate tools and weapons into their bodies.
Yuan-Ti Pureblood (Volo): Charming snake-people, resistant to magic and poison. Instead of Magic Resistance, they may reroll a save against a spell once/short rest.
Close Quarters Shooter: You don't suffer disadvantage when making ranged attacks while within 5ft of an enemy, and your ranged attacks ignore half and three-quarters cover against enemies within 30ft.
Einhander: When you are wielding a versatile melee weapon, you deal +1 damage when wielding it in two hands, and +1 AC when wielding it in one hand with no weapon or shield in the other.
Mariner: When not wearing heavy armor or using your off-hand to wield a weapon or shield, you gain +1 AC and a swim and climb speed equal to your land speed.
Tunnel Fighter: Creatures provoke opportunity attacks whenever they move more than 10ft while within your reach.
Artificer (Eberron): Master craftsmen who work magic through their tools. They're half-spellcasters like Paladins and Rangers, who can also place a handful of semi-permanent enchantments on the party's weapons and armor.
Alchemist: Work with healing and poison alike
Armorer (UA- Subclass 3): Enhance your armor to...be Iron Man. It's Iron Man: the subclass, and it doesn't even pretend otherwise.
Artillerist: Through fire and lightning around, and create tiny eldritch cannons to bombard your foes.
Battle Smith: Become a better warrior, with the support of a small construct.
UA: Subclasses 3 also contains several new Infusions.
Barbarian: A hearty warrior with a berserker rage. They hit hard and often, and can and do accept lots of hits in return.
Ancestral Guardian (XGtE): Ancestral spirits join you when you rage, offering protection to yourself and your teammates.
Battlerager (SCAG): Wear spiked armor and go nuts with it while raging. You don't need to be a dwarf.
Beast (UA- Subclasses 1): Gain animalistic features when you rage, and even spread your rage to others.
Berserker: All about the rage. You become even stronger and scarier while raging. Disadvantage on attacks for 1 minute after their Frenzy ends, rather than Exhaustion
Fist (GGtG (http://www.giantitp.com/forums/showthread.php?574886-Path-of-the-Fist-(Barbarian-Subclass))): Punch and wrestle things to death with your bare hands.
Shifting Fury (GGtG (http://www.giantitp.com/forums/showthread.php?574731-Path-of-Shifting-Fury-(Transforming-Barbarian-subclass))): Literally transform into a monstrous form while raging.
Spell Eater (GGtG (http://www.giantitp.com/forums/showthread.php?574740-Path-of-the-Spell-Eater-(Barbarian-subclass))): Fling throwing axes and shut down spellcasters, hard.
Sohei (GGtG (http://www.giantitp.com/forums/showthread.php?568006-Path-of-the-Sohei)): Turn your rage into a state of hyper focus.
Storm Heralds (XGtE): Radiate (and later resist) elemental power when raging. Pick a different aura each time they rage, and they activate once each turn automatically. The Storm Aura bonus doubles with each upgrade, instead of getting +1
Totem: Channel the power of nature to commune with the wild and choose from a variety of animal-themed special powers. (More options in SCAG)
Wild Soul (UA- Barb&Monk): Tap the powers of the Feywild to enhance your rage with chaotic magic.
Zealot (XGtE): Devote yourself to the gods to radiate holy power while raging and to better resist attacks that would leave you dead.
Bard: A jack-of-all-trades and party support caster, they excel at social skills, enchantments, illusion, and inspiration. Their spell list focuses on illusion and enchantment spells.
Cantor (GGtG (http://www.giantitp.com/forums/showthread.php?585663-College-of-the-Cantor)): Become a holy singer with cleric-type abilities
Creation (UA- Subclass 2): Draw on the powers of creation to animate objects and augment your Bardic Inspiration.
Eloquence (UA- Bard&Paladin): Become a master orator and diplomat.
Glamour (XGtE): Become more charming and inspirational with enchantment type effects.
Lore: Become better at casting, skills, and inspiration.
Satire (UA): Be a better thief with new proficiencies and acrobatics.
Storms (GGtG (http://www.giantitp.com/forums/showthread.php?568003-College-of-the-Storm-(Bard-Subclass))): Become a better blaster with wind, thunder, and lightning magic.
Swords (XGtE): Be a better swordsman with an assortment of special combat moves fueled by your Inspiration, along with your second attack and a fighting style. Can also pick the Einhander and Mariner fighting styles
Valor: Become a warrior, with more weapons and armor skills, your second attack, and eventually the ability to mix spells and attacks.
Whispers (XGtE): Become a better spy with poisoned weapons, manipulation skills, and the ability to steal identities.
Virtuoso (GGtG (http://www.giantitp.com/forums/showthread.php?577557-The-Bard-s-Bard-College-of-the-Virtuoso)): Become a master of music and inspiration.
Cleric: Sturdy fighters and party support casters, especially good against undead. Their domains add additional spells and bonus damage to either cantrips or weapon attacks. Their spell list focuses on support spells and radiant/necrotic damage. Clerics may pick either Potent Spellcasting or Divine Strike at 8th, no matter their domain.
Ambition (Amonkhet): Become a better, sneakier caster.
Arcane (SCAG): Be a better caster and learn wizard cantrips
Death (DMG): Be a better warrior and affect extra targets with necromancy
Famine (GGtG (http://www.giantitp.com/forums/showthread.php?575091-New-Cleric-Domains-Famine-and-Ocean)): Become a better caster with abilities that drain and starve out your foes.
Forge (XGtE): Be a better crafter and warrior
Grave (XGtE): Be a better… healer, strangely enough, as well as some debuffs.
Knowledge: Become a skill user and a more potent caster. You may choose to use Intelligence instead of Wisdom for Cleric abilities and spellcasting.
Life: Become a better healer and warrior
Light: Become a better, blastier caster.
Nature: Pretend to be a Druid and be a better warrior.
Ocean (GGtG (http://www.giantitp.com/forums/showthread.php?575091-New-Cleric-Domains-Famine-and-Ocean)): Become a better warrior and sailor with aquatic spells and abilities.
Order (Ravnica): Become a better leader and enchanter.
Protection (UA: Cleric): Become a better warrior and defender
Solidarity (Amonkhet): Become a better warrior and supporter, with augmented Help and healing stuff.
Strength (Amonkhet): Become a better warrior and strongman. Also a Druid cantrip.
Tempest: Become a better warrior, and better at blasting with thunder and lightning
Trickery: Be sneaky and help others do the same. Also gain proficiency with the same weapons as the Rogue, and two of the following skills/tools: Deception, Sleight of Hand, Stealth, of Thief's Tools)
Twilight (UA: Cleric,Druid,Wizard): Be a better warrior with general soothing darkness and sleep stuff.
Unity (UA- Subclass 2): Tie your allies together to protect everyone.
War: Go whole hog on the better warrior thing
Zeal (Amonkhet): Become a better gish, with warrior-skills and blasty spells.
Druid: Shapeshifting casters with a natural bent and the power to transform into animals. Their spell lists center on control and summon spells. All Druids add Find Familiar to their spell list.
Avenger (GGtG (http://www.giantitp.com/forums/showthread.php?550878-Druid-Circle-of-the-Avenger&p=22836621#post22836621)): Become a better warrior, augmenting your attacks with elemental power.
Dreams (XGtE): Become a better healer, with a non-spell based source of healing and some teleportation
Land: Become a better caster, with more spells prepared and cast each day
Moon: Become a better shapeshifter, with more powerful beast forms. Wild Shape is always limited to Beasts whose CR is no greater than 1/3 your Druid level.
Seasons (GGtG (http://www.giantitp.com/forums/showthread.php?573103-Circle-of-the-Seasons-(offensive-Druid-subclass)&p=23488275)): Become a more destructive caster, with access to a rotating set of elemental attack spells.
Shepherd (XGtE): Become a better summoner and animal friend—talk with animals, summon spirits to buff your teammates, and summon more powerful creatures
Spores (Ravnica): Become a better warrior with the ability to use your Wild Shape to enhance your base form, along with shooting poison spores and doing some necromancy. Halo of Spores can be used once on your turn as a free action against a target within 10ft, no save; Symbiotic Entity only grants 2 temp HP/level but does not end prematurely
Stars (UA- Subclass 3): Embrace the power of the stars to become a better spellcaster and diviner.
Twilight (UA: Druid): Become a bit of a necromancer with bonus spell damage and some speak-with-dead-ing
Vermin (GGtG (http://www.giantitp.com/forums/showthread.php?577410-Druid-Archetype-Circle-of-Vermin)): Turn into giant bugs and eat people
Wildfire (UA-Cleric,Druid,Wizard): Use the cleansing power of fire to blast things and summon a little fire elemental buddy.
Fighter: The most skilled of the basic warriors, they can shrug off damage and attack more often than anyone else. Fighters may pick any of the new fighting styles.
Arcane Archer (XGtE): Become a magical archer with enchanted arrows 3 shots/short rest, not 2.
Balefire Knight (GGtG (http://www.giantitp.com/forums/showthread.php?577150-Fighter-Archetypes-Balefire-Knight-and-Marshal)): Replace your normal attacks with blasts of fire (or another element)
Battle Master: Gain superiority dice and use them to power a wide variety of special moves
Bladebound (GGtG (http://www.giantitp.com/forums/showthread.php?575946-Fighter-Archetypes-Mutation-Warrior-and-Bladebound)): Wield a signature magic weapon with an animating spirit.
Brute (UA: Three): Plain and simple—hit harder and be tougher. Pick either Str or Dex as your key ability score. Brute Force die are added to damage rolls and ability checks made using that score. At 10th level, gain 5+Con temp HP each round, rather than a Fighting Style
Cavalier (XGtE): Become a mounted warrior with new proficiencies and basic superiority dice
Champion: Replaced by the (modified) Brute above
Eldritch Knight: Become a minor caster
Marshal (GGtG (http://www.giantitp.com/forums/showthread.php?577150-Fighter-Archetypes-Balefire-Knight-and-Marshal)): Project auras of inspiration to buff your allies.
Monster Hunter (UA): Become a better hunter with extra skills, Perception bonuses, some minor magics, and a basic superiority dice.
Mutation Warrior (GGtG (http://www.giantitp.com/forums/showthread.php?575946-Fighter-Archetypes-Mutation-Warrior-and-Bladebound)): Brew potions that augment your physical power.
Psi Knight (UA: Psi Revisted): Augment your physical abilities with psionic talen
Purple Dragon Knight (SCAG): Be a leader and extend some of your fighter features to nearby allies. Rallying Cry may be used 3/Short Rest; affected allies add your Cha bonus to their next damage roll
Samurai (XGtE): Become a stereotypical Samurai with some attack and Wisdom save boosts.
Scout (UA: Kits): Become a Ranger with new proficiencies, favored terrain, and a basic superiority dice
Sharpshooter (UA: Fighter): Become a better archer
Magewright (GGtG (http://www.giantitp.com/forums/showthread.php?573870-Artificer-Base-Class-Grod_the_giant-edition&p=23507826)): Master craftsman who outfit themselves and their fellows with magic items.
Alchemist: Mix potions and chuck acid at people
Rune Knight: Wield enchanted weapons and armor and be a warrior
Wandsmith: Craft wands and blow everything up.
Monk: Master martial artists, they can move quickly around the battlefield and stun foes with their bare hands.
Astral Self (UA- Barb&Monk): Summon ghostly limbs and other sorts of spirit augmentations.
Bow (GGtG (http://www.giantitp.com/forums/showthread.php?573598-Way-of-the-Bow-%28Monk-Archetype%29)): Become an archer of uncanny skill.
Drunken Master (XGtE): Be a more evasive warrior by combining Flurry with Disengage, redirecting attacks, and bonuses on saves.
Four Elements: Be the Avatar and spend your ki on elemental magic. Elemental Attunement can simulate Control Flames, Gust, Mold Earth, and Shape Water; you learn two disciplines at each level instead of 1, and a total of three at level 3. After using a discipline to cast a spell, you may make an unarmed strike as a bonus action.
Kensei (XGtE): Extend your martial arts techniques to weapons, picking several non-heavy weapons to count as new Monk weapons and getting added benefits when using them.
Iron Hand (GGtG (http://www.giantitp.com/forums/showthread.php?570533-Way-of-the-Iron-Hand-(armored-Monk-tradition))): Do kung-fu in armor and be a better tank.
Long Death (SCAG): Be tougher and scarier and steal life from dying creatures to heal
Mercy (UA- Subclass 1): Use your ki to heal others.
Open Hand: Become a better warrior, adding special effects to your hits.
Shadow: Be a better ninja with shadow magic.
Sun Soul (SCAG): Be a Dragonball Z character and shoot laser blasts After shooting one blast, can fire a second as a bonus action without spending any ki.
Tranquility (UA): Become a healer and peacemaker, with a pool of healing, regular Sanctuary effects, social bonuses, and so on.
Paladin: Tough and charismatic, they're frontline warriors and leaders with some ability to heal and otherwise support the party. Their magic focuses on smiting and healing. Divine Sense may be used at will. Paladins learn two Cleric cantrips at 1st level and one at 4th, and may select the new Einhander or Tunnel Fighter fighting styles.
Ancients: Gain some control and nature magic and protect your allies from magic.
Conquest (XGtE): Be scary, with fear-related abilities and some domination/buff spells.
Crown (SCAG): Protect your allies by drawing attacks to yourself
Devotion: Power up your attacks and protect your allies from charm
Freedom (GGtG (http://www.giantitp.com/forums/showthread.php?577902-Paladin-Archetype-Oath-of-Freedom)): Fight for liberty with defensive and mobility magic
Heroism (UA- Bard&Paladin): Be a general action hero with buffs for yourself and others.
Oathbreaker (DMG): Be tough and scary and power up your allies' damage.
Redemption (XGtE): Be a paragon of peace with improved social stuff and the ability to take damage for allies.
Vengance: Choose one enemy at a time to really hurt
Watchers (UA- Subclass 1): Guard the world against extraplanar monsters.
Psion (Homebrew (http://www.giantitp.com/forums/showthread.php?593739-Psionics-Reloaded-the-Psion-and-Psychic-Warrior-(PEACH))): Powerful psychics, capable of unleashing all sorts of mental magic
Empath: Telepaths with a special focus on controlling the emotions.
Seer: Precogs and clairvoyants, capable of seeing distant things and predicting the future.
Wu Jen: Elementalists wielding the powers of wind, fire, and more.
Psychic Warrior (Homebrew (http://www.giantitp.com/forums/showthread.php?593739-Psionics-Reloaded-the-Psion-and-Psychic-Warrior-(PEACH))): Tough fighters who augment their physical abilities with mental might.
Lurk: Stealthy rogues with a wide variety of skills.
Shifter: Low-grade shape-changers who use their minds to enhance their own bodies.
War Mind: Battle-leaders who fire the minds of their own allies.
Ranger (Homebrew Revision) (http://www.giantitp.com/forums/showthread.php?592343-Grod-s-Revised-Ranger&p=24025462): Somewhere between a Druid and a Rogue, they're experts in the wild, skilled warriors and minor casters. This version was improved from the PHB version. Their spell list focuses on utility and personal buffs.
Beast (Homebrew Revision) (http://www.giantitp.com/forums/showthread.php?592343-Grod-s-Revised-Ranger&p=24025462): Run around with an animal friend.
Fey Wanderer (UA- Subclass 3): Become a trickster and smite foes with psychic damage.
Gloom Stalker (XGtE): Become a stealthy ambusher with extra attacks on your first round of combat, enhanced abilities in the dark, and some bonus spells.
Horizon Walker (XGtE): Become a planar explorer with the ability to detect portals, turn ethereal, turn your attacks into force damage, and some bonus spells.
Hunter: Become a better warrior with a selection of special perks. Gain bonus spells like the new subclasses: Hunter's Mark, Pass Without Trace, Speak With Plants, Locate Creature, and Hold Monster
Monster Slayer (XGtE):Hunt…mages, really, more than monsters, with the ability to find weaknesses, mess with spellcasting, pick a specific target to fight more effectively, and a few bonus spells. Slayer's Prey refreshes whenever you roll initiative.
Primeval Guardian (UA): Turn into an tree-dude, getting big, slow, and tanky.
Shooting Star (GGtG (http://www.giantitp.com/forums/showthread.php?572151-More-magical-Ranger-Archetype-Shooting-Star-Ranger)): Focus on magic with more spell slots and cantrips.
Skinwalker (GGtG (http://www.giantitp.com/forums/showthread.php?563734-New-Ranger-Subclass-The-Skinwalker)): Consume the flesh of beasts to assume their powers and, eventually, their shapes.
Rogue: Masters of skills, sneakiness, and one-shot, one-kill. They do boatloads of bonus damage if they can catch you by surprise or flank you. They may use Sneak Attack with any non-Heavy weapon, and may choose to learn any one language in place of Thieve's Cant.
Arcane Trickster: Become a minor caster with illusions and enchantments
Assassin: Become better and sneak attacks and imitating others.
Cragtop Archer (GGtG (http://www.giantitp.com/forums/showthread.php?577900-Rogue-Archetypes-Cragtop-Archer-and-Spellwarp-Sniper)): Climb mountains and rain arrows from far away
Inquisitive (XGtE): Be a better scout by getting perception-type abilities and easier Sneak Attack
Mastermind (SCAG/XGtE): Be a better spy and support allies in combat
Swashbuckler (SCAG, XGtE): Be a better warrior by reacting better, landing Sneak Attack more easily and getting hit-and-run abilities
Scout (XGtE): Become a slippery hit-and-run fighter with some added nature-type proficiencies and reaction movement.
Soulknife (UA- Psi Revised): Manifest blades from psychic energy, link your allies together telepathically, and more psychic powers.
Spellwarp Sniper (GGtG (http://www.giantitp.com/forums/showthread.php?577900-Rogue-Archetypes-Cragtop-Archer-and-Spellwarp-Sniper)): Become a minor caster with evocations and conjurations
Surgeon (GGtG (http://www.giantitp.com/forums/showthread.php?564606-Rogue-Subclass-the-Surgeon)): Become a healer with the ability to make and use potent healing and plague items.
Thief: Become a better thief with more mobility abilities, the ability to steal objects as a bonus action, and work with magic items.
Thug (GGtG (http://www.giantitp.com/forums/showthread.php?573380-Thug-(Strength-Rogue-Archetype)&p=23495173)): Be a big scary brute with improved armor and battlefield control.
Sorcerer: Mages with inherited magic, they know fewer spells than many others but can use Sorcery Points and Metamagic to fine-tune them to taste. Their spell list focuses on blasting and buffing. Use the Bard table to determine spells known. Once per day, regain Sorcery Points equal to your Charisma Modifier during a short rest.
Aberrant Mind (UA-Sorc&Warlock): Be kind of gross and mutated and psychic.
Clockwork Soul (UA- Subclass 2): Bring order to the world thanks to the power of your ancestors from the plane of Mechanus.
Draconic: Become tougher and a more damaging caster, and eventually grow wings.
Divine Soul (XGtE): Drawn on celestial heritage to learn Sorcerer spells and become more resistant to… stuff.
Fey Origin (GGtG (http://www.giantitp.com/forums/showthread.php?578545-Three-New-Sorcerer-Origins-Fey-Fiends-and-Titans&p=23636348)): Emulate your fey ancestors by charming and tricking foes.
Fiend Origin (GGtG (http://www.giantitp.com/forums/showthread.php?578545-Three-New-Sorcerer-Origins-Fey-Fiends-and-Titans&p=23636348)): Make like a demon by stealing life from dying enemies.
Giant Soul (UA): Draw upon giant ancestors to be tough and learn some of their trademark magic.
Phoenix Sorcery (UA): Draw on phoenix ancestry to be fiery and resurrect when killed. Learn Produce Flame as a bonus cantrip at 1st level. You may activate Mantle of Flame for 1 Sorcery Point
Psionic Soul (UA- Psi Revised): Pull your magic from the mind itself, becoming a master enchanter and diviner.
Sea Sorcery (UA): Draw on the power of the ocean to breathe underwater, power up your cantrips with curses, and take on liquid forms.
Shadow Magic (XGtE): Summon darkness and a shadow-hound to serve you, and eventually teleport through the shadows.
Storm Sorcery (SCAG): Create wind and thunder and lightning when you cast spells and eventually control the weather.
Titan Origin (GGtG (http://www.giantitp.com/forums/showthread.php?578545-Three-New-Sorcerer-Origins-Fey-Fiends-and-Titans&p=23636348)): Draw on the blood of titans to smash faces.
Wild Magic: Roll on a big table of random spell effects sometimes, and get some reroll type effects. Flat ban
Steelsworn (GGtG (http://www.giantitp.com/forums/showthread.php?565529-The-Steelsworn-Grod-s-obligatory-arcane-half-caster-%28and-anti-Ranger-%29)): Defenders and champions of civilization, they bind enchantments into their weapons or armor and go toe-to-toe with dangerous threats. Their spell list focuses on personal buffs.
Shieldbearer: Protect yourself and others with defensive abilities
Industrialist: Champion the forge and factory with fire magic.
Ghost Rider: Summon a phantom horse and defend the boundaries of life and death.
Summoner (GGtG (http://www.giantitp.com/forums/showthread.php?576195-Summoner-Base-Class)): Bind extraplanar entities to do your dirty work. You get a powerful pet and minor casting.
Celestial Alignment: Summon angels and other holy creatures
Elemental Alignment: Summon elemental spirits
Fey Alignment: Summon fairies of all sorts
Fiend Alignment: Summon demons and devils.
Warlock: Mages who bargain for power, they have limited spells available for casting, but their magic recharges quickly and is always at full power. They also get a variety of magical Invocations to supplement their spells. Their spell list focuses on damage and control. Pacts grant a bonus invocation at 5th, which must be Pact-Specific. Blade Pact grants proficiency in medium armor and shields. I also have an option for a non-spellcasting Warlock (http://www.giantitp.com/forums/showthread.php?569312-Spell-Less-Warlock-Redesign).
Archfey: Be more of a trickster with charm and teleport type magic
Celestial (XGtE): Be more of a healer with extra pools of healing and temporary hit points, and bonus damage with fire and light spells.
Dragon (GGtG (http://www.giantitp.com/forums/showthread.php?563755-The-Dragon-Patron-%28Dragonfire-Adept-adaptation%29)): Be an old-school “dragonfire adept” with a breath weapon instead of Eldritch Blast.
Fiend: Be more dangerous with fire magic and temporary health
Great Old One: Be a telepath with, well, telepathy and enchantment magic
Hexblade (XGtE): Be a force for ill luck with curse-type abilities. Doesn't gain Hex Warrior, and learns different spells: Bane, Dissonant Whispers, Blindness/Deafness, Phantasmal Force, Bestow Curse, Slow, Confusion, Phantasmal Killer, Cone of Cold, Contagion
Lurker in the Deep (UA- Sorc&War): Gain aquatic abilities and summon tentacles to smash things.
Noble Genie (UA- Subclass 1): Tie yourself to an ally and gain (and share) power with them.
Raven Queen (UA- War&Wiz): Be a better scout with a magic raven buddy.
Undying (SCAG): Become more undead, with necromancy spells and resistance to undead attacks.
Wizard: Mages who study for power, they have spellbooks with many spells known and prepare a limited subset each day. They're the best ritual casters around, and their spell list covers every role but healing.
Arcane Savant (GGtG (http://www.giantitp.com/forums/showthread.php?572760-Arcane-Savant-(Generalist-Wizard-Lore-Mastery-rework))): Be a magical expert, learning spells from other lists.
Artificer (UA: Eberron): Use your spell slots to create potions, scrolls, enchant items and so on.
Bladesinger (SCAG): Become a better warrior with a magical battle-trance and second attack.. Gains +1 HP/lv and proficency in all non-heavy weapons. Bladesong provides no AC boost, but lets you Dash or Disengage as a bonus action. Instead of Extra Attack, you get to make a melee weapon attack in place of a melee spell attack-- if you hit, you deal both normal weapon damage and the normal effect of the spell
Abjuration: Be a better defensive caster, including a ward of temporary hit points
Conjuration: Be a better summoner and teleporter, and conjure up small objects at will.
Divination: Be better at spying, and pre-roll two d20 every day— for anyone you want.
Enchantment: Become better at charming
Evocation: Do more damage and exclude targets from AoEs
Illusion: Be a much better illusionist, boosting your Minor Illusion cantrip and letting you alter existing illusions
Necromancy: Heal by killing targets and raise better undead minions
Onomancy (UA- Cleric,Druid,Wizard): Learn the true names of creatures, and use them to augment your spells.
Transmutation: Transform matter and be better at shapeshifting, and make a philosopher's stone
War Magic (XGtE): Become a sturdier caster with boosts to defense, initiative, and
Wildling (Homebrew (http://www.giantitp.com/forums/showthread.php?585774-The-Wildling-%28Shapeshifting-Base-Class%29)): Turn into all sorts of creatures with at-will wild shape, and subclasses to provide access to new creature types.
Deviant: Turn into impossible aberrations
Doppleganger: Turn into all sorts of humanoids and giants
Savage: Turn into terrifying monstrous beasts
Character Creation
You my use the standard array (15/14/13/12/10/8), 27 point buy (http://1-dot-encounter-planner.appspot.com/point-buy-calculator.html), or you may roll 4d6 and take the best 3 for each stat...rolled in order.
You don't get racial ability modifiers. Instead, everyone gets +2 to one ability score of their choice and +1 to another.
Custom backgrounds are a-okay. Pick two skills, two tools or languages, one minor noncombat ability, one equipment pack, and 15 gp worth of minor items.
No ability score requirements for multiclassing.
Characters start with one free feat.
Gameplay
If you are proficient in a skill, roll with Advantage.
Critical hits double all damage, not just dice.
If you drop to zero HP, you suffer a level of exhaustion. Level 3 Exhaustion also grants opponents Advantage on saves against your spells or abilities. Lesser Restoration cures 1 level; Greater cures all.
Aarakocra (EEPC): Half-men, half-bird creatures who hail from the Elemental Plane of Air, they exhibit many bird-like behaviors and have a fiercely communistic society where the idea of owning an object or space simply does not exist. They're agile and have talons, but their main schtick is that they can fly.
Aasimar (Volo): Mortals with the blood of celestials, they look like perfect members of their parent race— maybe too perfect. They're charismatic and resistant to both necrotic and radiant damage, and have a handful of holy magic. Once per day, they can tap into their heritage an assume an extra-power angelic state where they do extra damage.
Protector-- Can fly in their angelic state
Scourge-- Radiate holy power in their angelic state, damaging those nearby
Fallen-- An aasimar who turned to evil, they become extra-scary in their angelic state.
Bugbear (Volo): The largest of the savage goblinoids, they're surprisingly stealthy and strong. They boast exceptional reach as well.
Centaur (Ravnica): You’re a big ol’ horse dude. You’re big and strong and can run quick and kick people.
Changeling (Eberron): Humans with the blood of dopplegangers, they're capable of minor shapeshifting. If you use your Shapechanger ability to grow fangs, claws, or other natural weapons your unarmed strikes do 1d4+Str; if you use it to grow scales or other natural armor your base AC becomes 12+Dex.
Dragonborn: Descended from dragons, they're strong and resistant to one element, and have a limited use breath weapon. Breath weapon may be used as a bonus action
Dwarf: Tough and combat-trained.
Hill— Even more hit points grants increased ability with locks.
Mark of Warding (Eberron)-- Magical mark
Mountain¬— Strong and trained in armor use
Duergar (SCAG/MGtF)— Dwarves who live their whole lives deep beneath the earth, they can use magic to grow and turn invisible, but are sensitive to the sun.
Elf: Agile, perceptive, trained for war and with little need for sleep.
High— Gain a Wizard cantrip
Wood— Fast and good at hiding
Drow— Magic and different weapons, but sensitive to sun.
Eldarin (MGtF)—Elves from the Feywild, can teleport short distances. Eldarin also get a bonus cantrip, based on what season they’re attuned to that day: Friends for Autumn, Chill Touch for Winter, Minor Illusion for Spring, and Fire Bolt for summer, with casting based off Charisma
Mark of Shadows (Eberron)-- Magical mark grants enhanced stealth.
Sea Elves (MGtF)—Aquatic elves who can breathe water and talk to fish.
Shadar-Kai (MGtF)—Elves from the Shadowfell, can teleport short distances.
Firbolg (Volo): Peaceful forest giants, they seek to live in harmony with nature, rarely leave their communities, and more in that vein. They have a limited ability to communicate with nature and some small bits of illusion magic.
Githyanki (MGtF): Once slaves of the mind flayers and now their fierce enemies. Now they live on the Astral Plane, ruled by a god-queen, where they train for war and raid other weaker races.
Githzerzai (MFtF): Once slaves of the mind flayers and now their enemies. They live on the plane of Limo, where they seek peace, order, and enlightenment.Your unarmed strikes are finesse weapons, and deal +1 damage. Use your Wisdom to determine how far you can jump, rather than Strength.
Genasi (EEPC): Mortals with the blood of elemental genies, they resemble their parent race except for unusual skin and hair colors. All are exceptionally hearty.
Air— Agile and flighty, they can hold their breath as long as they want and can fly
Earth— Strong and stolid, they can more easily across any earthen terrain.
Fire— Clever and volatile, they're resistant to fire and can throw fire around.
Water— Wise and independent, they can breathe water, swim well, and have some water control powers.
Gnome: Clever, tricky, and bursting with energy. Gnomes are smart and magic resistant.
Forest Gnome-- Capable of speaking with small woodland beasts and creating minor illusions
Rock Gnome-- Good with magic items, and capable of making small mechanical devices
Deep Gnomes (Svirfneblin) (SCAG)—Gnomes who live their whole lives deep beneath the earth, they hide well in stone and have access to a special feat that gives them some sneaky magic.
Mark of Scribing (Eberron)--Magical mark grants enhanced scholarship.
Goblin (Volo): They're small and nimble and have some inbred Rogue-y abilities
Goliath (EEPC and Volo): Mountain-dwelling giants, they're strong, nomadic, independent and fiercely driven. They're exceptionally strong and tough.
Half-Elf: Charismatic and skilled
Mark of Detection (Eberron)-- Magical mark enhances investigation and lets you cast some Detect spells as rituals.
Mark of Storm (Eberron)-- Magical mark grants enhanced agility and wind magic.
Elven Heritage (SCAG)— Instead of bonus skill proficiencies, you can get one trait from your elf parent.
Halfling: Agile and lucky.
Lightfoot— Can hide behind bigger allies
Mark of Healing (Eberron)--Magical mark grants minor healing abilities.
Mark of Hospitality (Eberron)--Magical mark grants enhanced persuasion skills and magic.
Stout— Poison-resistant
Half-Orc: Strong and scary, they hit hard and are difficult to kill
Mark of Finding (Eberron)--Magical mark enhances hunting skills and grants darkvision.
Hobgoblin (Volo): The most disciplined and militant of the goblinoids, they're well-trained and work better in groups. They also gain proficiency in medium armor or shields
Humans: Versatile. Only Variant Humans are allowed, but your racial feat must be a half-feat (ie, those that also offer +1 stat).
Mark of Finding (Eberron)--Magical mark enhances hunting skills and grants darkvision.
Mark of Handling (Eberron)--Magical mark enhances abilities with animals.
Mark of Making (Eberron)--Magical mark grants the ability to enchant minor items.
Mark of Passage (Eberron)--Magical mark makes you faster and grants minor teleportation.
Mark of Sentinel (Eberron)--Magical mark makes you a better bodyguard.
Kalashtar (Eberron): Human offshoots linked to dream-spirits.
Kenku (Volo): Birdfolk who were long ago cursed to lose their ability to fly, they once served demons and still are frequently found in servile roles. They're expert mimics, but lack the ability to create anything new-- including sentences. They usually speak in sound effects. They retain enough use of their wings that they never take falling damage
Kobold (Volo): They're small and cowardly, but good at fighting in groups. Darkvision range doubled to 120ft.
Lizardfolk (Volo): Somewhat detached, cold-blooded scaly lizard-men. Their society tends towards the utilitarian, and they often pity "soft ones" born without scales and fangs. They're also surprisingly good artisans and swimmers.
Swamp Lizardfolk: As per standard
Desert Lizardfolk: Trade the swim speed and Hold Breath for a climb speed and Advantage on Con saves against heat and fatigue.
Loxodon (Ravnica): Big tough elephant dudes, with Con-based AC and prehensile trunks. Ask and we'll talk about how to make the setting fit
Minotaur (Ravnica): Strong, savage, and honorable. Minotaurs compete in a trial by combat known as the Circle to determine their place in society. They're strong and armed with powerful horns they can use to gore and shove. You may use Goring Rush and Hammering Horns as part of the same action.
Orc (Volo, Eberron): Strong, tough, and scary. Use the Eberron version-- it's much less ****ty.
Shifter (Eberron): Humans with the blood of lycanthropes (werewolves and suchlike), they can't fully change to animal form but can take on aspects of the beast, becoming tougher and gaining certain animalistic features.
Beasthide-- Become tougher while Shifting
Longtooth-- Gain a bite attack while Shifting
Swiftstride--Become faster while Shifting
Wildhunt--Gain senses while shifting
Simic Hybrid (Ravnica): Magically-created hybrids of natural races and animals. Also gain the non-subrace features of their base race; talk to me if the base race doesn't have any
Tiefling (PHB/MGtF): Mortals with the blood of fiends, they're charismatic and possess fire magics.
Asmodeus—As PHB; Thaumaturgy and fire spells
Baalzebul--Thaumaturgy and curse spells.
Dispater: Thaumaturgy and infiltration spells.
Fierna: Friends and enchantment spells
Glaysa: Minor Illusion and illusion spells
Levistus: Ray of Frost and Ice spells
Mammon: Mage Hand and looting-focused spells
Mephistopheles: Mage Hand and fire spells
Zariel: Thaumaturgy and smite spells.
Triton (Volo): Prideful guardians of the deep ocean, they know little beyond their own wars against deep-sea monsters and portals that others have never heard of. They're amphibious and have some water magic.
Vedalken (Ravnica): Logical, detached elf-like humanoids who master a specific skill and tool.
Warforged (Eberron): Living constructs created as soldiers, they're immune to many common ailments and can incorporate tools and weapons into their bodies.
Yuan-Ti Pureblood (Volo): Charming snake-people, resistant to magic and poison. Instead of Magic Resistance, they may reroll a save against a spell once/short rest.
Close Quarters Shooter: You don't suffer disadvantage when making ranged attacks while within 5ft of an enemy, and your ranged attacks ignore half and three-quarters cover against enemies within 30ft.
Einhander: When you are wielding a versatile melee weapon, you deal +1 damage when wielding it in two hands, and +1 AC when wielding it in one hand with no weapon or shield in the other.
Mariner: When not wearing heavy armor or using your off-hand to wield a weapon or shield, you gain +1 AC and a swim and climb speed equal to your land speed.
Tunnel Fighter: Creatures provoke opportunity attacks whenever they move more than 10ft while within your reach.
Artificer (Eberron): Master craftsmen who work magic through their tools. They're half-spellcasters like Paladins and Rangers, who can also place a handful of semi-permanent enchantments on the party's weapons and armor.
Alchemist: Work with healing and poison alike
Armorer (UA- Subclass 3): Enhance your armor to...be Iron Man. It's Iron Man: the subclass, and it doesn't even pretend otherwise.
Artillerist: Through fire and lightning around, and create tiny eldritch cannons to bombard your foes.
Battle Smith: Become a better warrior, with the support of a small construct.
UA: Subclasses 3 also contains several new Infusions.
Barbarian: A hearty warrior with a berserker rage. They hit hard and often, and can and do accept lots of hits in return.
Ancestral Guardian (XGtE): Ancestral spirits join you when you rage, offering protection to yourself and your teammates.
Battlerager (SCAG): Wear spiked armor and go nuts with it while raging. You don't need to be a dwarf.
Beast (UA- Subclasses 1): Gain animalistic features when you rage, and even spread your rage to others.
Berserker: All about the rage. You become even stronger and scarier while raging. Disadvantage on attacks for 1 minute after their Frenzy ends, rather than Exhaustion
Fist (GGtG (http://www.giantitp.com/forums/showthread.php?574886-Path-of-the-Fist-(Barbarian-Subclass))): Punch and wrestle things to death with your bare hands.
Shifting Fury (GGtG (http://www.giantitp.com/forums/showthread.php?574731-Path-of-Shifting-Fury-(Transforming-Barbarian-subclass))): Literally transform into a monstrous form while raging.
Spell Eater (GGtG (http://www.giantitp.com/forums/showthread.php?574740-Path-of-the-Spell-Eater-(Barbarian-subclass))): Fling throwing axes and shut down spellcasters, hard.
Sohei (GGtG (http://www.giantitp.com/forums/showthread.php?568006-Path-of-the-Sohei)): Turn your rage into a state of hyper focus.
Storm Heralds (XGtE): Radiate (and later resist) elemental power when raging. Pick a different aura each time they rage, and they activate once each turn automatically. The Storm Aura bonus doubles with each upgrade, instead of getting +1
Totem: Channel the power of nature to commune with the wild and choose from a variety of animal-themed special powers. (More options in SCAG)
Wild Soul (UA- Barb&Monk): Tap the powers of the Feywild to enhance your rage with chaotic magic.
Zealot (XGtE): Devote yourself to the gods to radiate holy power while raging and to better resist attacks that would leave you dead.
Bard: A jack-of-all-trades and party support caster, they excel at social skills, enchantments, illusion, and inspiration. Their spell list focuses on illusion and enchantment spells.
Cantor (GGtG (http://www.giantitp.com/forums/showthread.php?585663-College-of-the-Cantor)): Become a holy singer with cleric-type abilities
Creation (UA- Subclass 2): Draw on the powers of creation to animate objects and augment your Bardic Inspiration.
Eloquence (UA- Bard&Paladin): Become a master orator and diplomat.
Glamour (XGtE): Become more charming and inspirational with enchantment type effects.
Lore: Become better at casting, skills, and inspiration.
Satire (UA): Be a better thief with new proficiencies and acrobatics.
Storms (GGtG (http://www.giantitp.com/forums/showthread.php?568003-College-of-the-Storm-(Bard-Subclass))): Become a better blaster with wind, thunder, and lightning magic.
Swords (XGtE): Be a better swordsman with an assortment of special combat moves fueled by your Inspiration, along with your second attack and a fighting style. Can also pick the Einhander and Mariner fighting styles
Valor: Become a warrior, with more weapons and armor skills, your second attack, and eventually the ability to mix spells and attacks.
Whispers (XGtE): Become a better spy with poisoned weapons, manipulation skills, and the ability to steal identities.
Virtuoso (GGtG (http://www.giantitp.com/forums/showthread.php?577557-The-Bard-s-Bard-College-of-the-Virtuoso)): Become a master of music and inspiration.
Cleric: Sturdy fighters and party support casters, especially good against undead. Their domains add additional spells and bonus damage to either cantrips or weapon attacks. Their spell list focuses on support spells and radiant/necrotic damage. Clerics may pick either Potent Spellcasting or Divine Strike at 8th, no matter their domain.
Ambition (Amonkhet): Become a better, sneakier caster.
Arcane (SCAG): Be a better caster and learn wizard cantrips
Death (DMG): Be a better warrior and affect extra targets with necromancy
Famine (GGtG (http://www.giantitp.com/forums/showthread.php?575091-New-Cleric-Domains-Famine-and-Ocean)): Become a better caster with abilities that drain and starve out your foes.
Forge (XGtE): Be a better crafter and warrior
Grave (XGtE): Be a better… healer, strangely enough, as well as some debuffs.
Knowledge: Become a skill user and a more potent caster. You may choose to use Intelligence instead of Wisdom for Cleric abilities and spellcasting.
Life: Become a better healer and warrior
Light: Become a better, blastier caster.
Nature: Pretend to be a Druid and be a better warrior.
Ocean (GGtG (http://www.giantitp.com/forums/showthread.php?575091-New-Cleric-Domains-Famine-and-Ocean)): Become a better warrior and sailor with aquatic spells and abilities.
Order (Ravnica): Become a better leader and enchanter.
Protection (UA: Cleric): Become a better warrior and defender
Solidarity (Amonkhet): Become a better warrior and supporter, with augmented Help and healing stuff.
Strength (Amonkhet): Become a better warrior and strongman. Also a Druid cantrip.
Tempest: Become a better warrior, and better at blasting with thunder and lightning
Trickery: Be sneaky and help others do the same. Also gain proficiency with the same weapons as the Rogue, and two of the following skills/tools: Deception, Sleight of Hand, Stealth, of Thief's Tools)
Twilight (UA: Cleric,Druid,Wizard): Be a better warrior with general soothing darkness and sleep stuff.
Unity (UA- Subclass 2): Tie your allies together to protect everyone.
War: Go whole hog on the better warrior thing
Zeal (Amonkhet): Become a better gish, with warrior-skills and blasty spells.
Druid: Shapeshifting casters with a natural bent and the power to transform into animals. Their spell lists center on control and summon spells. All Druids add Find Familiar to their spell list.
Avenger (GGtG (http://www.giantitp.com/forums/showthread.php?550878-Druid-Circle-of-the-Avenger&p=22836621#post22836621)): Become a better warrior, augmenting your attacks with elemental power.
Dreams (XGtE): Become a better healer, with a non-spell based source of healing and some teleportation
Land: Become a better caster, with more spells prepared and cast each day
Moon: Become a better shapeshifter, with more powerful beast forms. Wild Shape is always limited to Beasts whose CR is no greater than 1/3 your Druid level.
Seasons (GGtG (http://www.giantitp.com/forums/showthread.php?573103-Circle-of-the-Seasons-(offensive-Druid-subclass)&p=23488275)): Become a more destructive caster, with access to a rotating set of elemental attack spells.
Shepherd (XGtE): Become a better summoner and animal friend—talk with animals, summon spirits to buff your teammates, and summon more powerful creatures
Spores (Ravnica): Become a better warrior with the ability to use your Wild Shape to enhance your base form, along with shooting poison spores and doing some necromancy. Halo of Spores can be used once on your turn as a free action against a target within 10ft, no save; Symbiotic Entity only grants 2 temp HP/level but does not end prematurely
Stars (UA- Subclass 3): Embrace the power of the stars to become a better spellcaster and diviner.
Twilight (UA: Druid): Become a bit of a necromancer with bonus spell damage and some speak-with-dead-ing
Vermin (GGtG (http://www.giantitp.com/forums/showthread.php?577410-Druid-Archetype-Circle-of-Vermin)): Turn into giant bugs and eat people
Wildfire (UA-Cleric,Druid,Wizard): Use the cleansing power of fire to blast things and summon a little fire elemental buddy.
Fighter: The most skilled of the basic warriors, they can shrug off damage and attack more often than anyone else. Fighters may pick any of the new fighting styles.
Arcane Archer (XGtE): Become a magical archer with enchanted arrows 3 shots/short rest, not 2.
Balefire Knight (GGtG (http://www.giantitp.com/forums/showthread.php?577150-Fighter-Archetypes-Balefire-Knight-and-Marshal)): Replace your normal attacks with blasts of fire (or another element)
Battle Master: Gain superiority dice and use them to power a wide variety of special moves
Bladebound (GGtG (http://www.giantitp.com/forums/showthread.php?575946-Fighter-Archetypes-Mutation-Warrior-and-Bladebound)): Wield a signature magic weapon with an animating spirit.
Brute (UA: Three): Plain and simple—hit harder and be tougher. Pick either Str or Dex as your key ability score. Brute Force die are added to damage rolls and ability checks made using that score. At 10th level, gain 5+Con temp HP each round, rather than a Fighting Style
Cavalier (XGtE): Become a mounted warrior with new proficiencies and basic superiority dice
Champion: Replaced by the (modified) Brute above
Eldritch Knight: Become a minor caster
Marshal (GGtG (http://www.giantitp.com/forums/showthread.php?577150-Fighter-Archetypes-Balefire-Knight-and-Marshal)): Project auras of inspiration to buff your allies.
Monster Hunter (UA): Become a better hunter with extra skills, Perception bonuses, some minor magics, and a basic superiority dice.
Mutation Warrior (GGtG (http://www.giantitp.com/forums/showthread.php?575946-Fighter-Archetypes-Mutation-Warrior-and-Bladebound)): Brew potions that augment your physical power.
Psi Knight (UA: Psi Revisted): Augment your physical abilities with psionic talen
Purple Dragon Knight (SCAG): Be a leader and extend some of your fighter features to nearby allies. Rallying Cry may be used 3/Short Rest; affected allies add your Cha bonus to their next damage roll
Samurai (XGtE): Become a stereotypical Samurai with some attack and Wisdom save boosts.
Scout (UA: Kits): Become a Ranger with new proficiencies, favored terrain, and a basic superiority dice
Sharpshooter (UA: Fighter): Become a better archer
Magewright (GGtG (http://www.giantitp.com/forums/showthread.php?573870-Artificer-Base-Class-Grod_the_giant-edition&p=23507826)): Master craftsman who outfit themselves and their fellows with magic items.
Alchemist: Mix potions and chuck acid at people
Rune Knight: Wield enchanted weapons and armor and be a warrior
Wandsmith: Craft wands and blow everything up.
Monk: Master martial artists, they can move quickly around the battlefield and stun foes with their bare hands.
Astral Self (UA- Barb&Monk): Summon ghostly limbs and other sorts of spirit augmentations.
Bow (GGtG (http://www.giantitp.com/forums/showthread.php?573598-Way-of-the-Bow-%28Monk-Archetype%29)): Become an archer of uncanny skill.
Drunken Master (XGtE): Be a more evasive warrior by combining Flurry with Disengage, redirecting attacks, and bonuses on saves.
Four Elements: Be the Avatar and spend your ki on elemental magic. Elemental Attunement can simulate Control Flames, Gust, Mold Earth, and Shape Water; you learn two disciplines at each level instead of 1, and a total of three at level 3. After using a discipline to cast a spell, you may make an unarmed strike as a bonus action.
Kensei (XGtE): Extend your martial arts techniques to weapons, picking several non-heavy weapons to count as new Monk weapons and getting added benefits when using them.
Iron Hand (GGtG (http://www.giantitp.com/forums/showthread.php?570533-Way-of-the-Iron-Hand-(armored-Monk-tradition))): Do kung-fu in armor and be a better tank.
Long Death (SCAG): Be tougher and scarier and steal life from dying creatures to heal
Mercy (UA- Subclass 1): Use your ki to heal others.
Open Hand: Become a better warrior, adding special effects to your hits.
Shadow: Be a better ninja with shadow magic.
Sun Soul (SCAG): Be a Dragonball Z character and shoot laser blasts After shooting one blast, can fire a second as a bonus action without spending any ki.
Tranquility (UA): Become a healer and peacemaker, with a pool of healing, regular Sanctuary effects, social bonuses, and so on.
Paladin: Tough and charismatic, they're frontline warriors and leaders with some ability to heal and otherwise support the party. Their magic focuses on smiting and healing. Divine Sense may be used at will. Paladins learn two Cleric cantrips at 1st level and one at 4th, and may select the new Einhander or Tunnel Fighter fighting styles.
Ancients: Gain some control and nature magic and protect your allies from magic.
Conquest (XGtE): Be scary, with fear-related abilities and some domination/buff spells.
Crown (SCAG): Protect your allies by drawing attacks to yourself
Devotion: Power up your attacks and protect your allies from charm
Freedom (GGtG (http://www.giantitp.com/forums/showthread.php?577902-Paladin-Archetype-Oath-of-Freedom)): Fight for liberty with defensive and mobility magic
Heroism (UA- Bard&Paladin): Be a general action hero with buffs for yourself and others.
Oathbreaker (DMG): Be tough and scary and power up your allies' damage.
Redemption (XGtE): Be a paragon of peace with improved social stuff and the ability to take damage for allies.
Vengance: Choose one enemy at a time to really hurt
Watchers (UA- Subclass 1): Guard the world against extraplanar monsters.
Psion (Homebrew (http://www.giantitp.com/forums/showthread.php?593739-Psionics-Reloaded-the-Psion-and-Psychic-Warrior-(PEACH))): Powerful psychics, capable of unleashing all sorts of mental magic
Empath: Telepaths with a special focus on controlling the emotions.
Seer: Precogs and clairvoyants, capable of seeing distant things and predicting the future.
Wu Jen: Elementalists wielding the powers of wind, fire, and more.
Psychic Warrior (Homebrew (http://www.giantitp.com/forums/showthread.php?593739-Psionics-Reloaded-the-Psion-and-Psychic-Warrior-(PEACH))): Tough fighters who augment their physical abilities with mental might.
Lurk: Stealthy rogues with a wide variety of skills.
Shifter: Low-grade shape-changers who use their minds to enhance their own bodies.
War Mind: Battle-leaders who fire the minds of their own allies.
Ranger (Homebrew Revision) (http://www.giantitp.com/forums/showthread.php?592343-Grod-s-Revised-Ranger&p=24025462): Somewhere between a Druid and a Rogue, they're experts in the wild, skilled warriors and minor casters. This version was improved from the PHB version. Their spell list focuses on utility and personal buffs.
Beast (Homebrew Revision) (http://www.giantitp.com/forums/showthread.php?592343-Grod-s-Revised-Ranger&p=24025462): Run around with an animal friend.
Fey Wanderer (UA- Subclass 3): Become a trickster and smite foes with psychic damage.
Gloom Stalker (XGtE): Become a stealthy ambusher with extra attacks on your first round of combat, enhanced abilities in the dark, and some bonus spells.
Horizon Walker (XGtE): Become a planar explorer with the ability to detect portals, turn ethereal, turn your attacks into force damage, and some bonus spells.
Hunter: Become a better warrior with a selection of special perks. Gain bonus spells like the new subclasses: Hunter's Mark, Pass Without Trace, Speak With Plants, Locate Creature, and Hold Monster
Monster Slayer (XGtE):Hunt…mages, really, more than monsters, with the ability to find weaknesses, mess with spellcasting, pick a specific target to fight more effectively, and a few bonus spells. Slayer's Prey refreshes whenever you roll initiative.
Primeval Guardian (UA): Turn into an tree-dude, getting big, slow, and tanky.
Shooting Star (GGtG (http://www.giantitp.com/forums/showthread.php?572151-More-magical-Ranger-Archetype-Shooting-Star-Ranger)): Focus on magic with more spell slots and cantrips.
Skinwalker (GGtG (http://www.giantitp.com/forums/showthread.php?563734-New-Ranger-Subclass-The-Skinwalker)): Consume the flesh of beasts to assume their powers and, eventually, their shapes.
Rogue: Masters of skills, sneakiness, and one-shot, one-kill. They do boatloads of bonus damage if they can catch you by surprise or flank you. They may use Sneak Attack with any non-Heavy weapon, and may choose to learn any one language in place of Thieve's Cant.
Arcane Trickster: Become a minor caster with illusions and enchantments
Assassin: Become better and sneak attacks and imitating others.
Cragtop Archer (GGtG (http://www.giantitp.com/forums/showthread.php?577900-Rogue-Archetypes-Cragtop-Archer-and-Spellwarp-Sniper)): Climb mountains and rain arrows from far away
Inquisitive (XGtE): Be a better scout by getting perception-type abilities and easier Sneak Attack
Mastermind (SCAG/XGtE): Be a better spy and support allies in combat
Swashbuckler (SCAG, XGtE): Be a better warrior by reacting better, landing Sneak Attack more easily and getting hit-and-run abilities
Scout (XGtE): Become a slippery hit-and-run fighter with some added nature-type proficiencies and reaction movement.
Soulknife (UA- Psi Revised): Manifest blades from psychic energy, link your allies together telepathically, and more psychic powers.
Spellwarp Sniper (GGtG (http://www.giantitp.com/forums/showthread.php?577900-Rogue-Archetypes-Cragtop-Archer-and-Spellwarp-Sniper)): Become a minor caster with evocations and conjurations
Surgeon (GGtG (http://www.giantitp.com/forums/showthread.php?564606-Rogue-Subclass-the-Surgeon)): Become a healer with the ability to make and use potent healing and plague items.
Thief: Become a better thief with more mobility abilities, the ability to steal objects as a bonus action, and work with magic items.
Thug (GGtG (http://www.giantitp.com/forums/showthread.php?573380-Thug-(Strength-Rogue-Archetype)&p=23495173)): Be a big scary brute with improved armor and battlefield control.
Sorcerer: Mages with inherited magic, they know fewer spells than many others but can use Sorcery Points and Metamagic to fine-tune them to taste. Their spell list focuses on blasting and buffing. Use the Bard table to determine spells known. Once per day, regain Sorcery Points equal to your Charisma Modifier during a short rest.
Aberrant Mind (UA-Sorc&Warlock): Be kind of gross and mutated and psychic.
Clockwork Soul (UA- Subclass 2): Bring order to the world thanks to the power of your ancestors from the plane of Mechanus.
Draconic: Become tougher and a more damaging caster, and eventually grow wings.
Divine Soul (XGtE): Drawn on celestial heritage to learn Sorcerer spells and become more resistant to… stuff.
Fey Origin (GGtG (http://www.giantitp.com/forums/showthread.php?578545-Three-New-Sorcerer-Origins-Fey-Fiends-and-Titans&p=23636348)): Emulate your fey ancestors by charming and tricking foes.
Fiend Origin (GGtG (http://www.giantitp.com/forums/showthread.php?578545-Three-New-Sorcerer-Origins-Fey-Fiends-and-Titans&p=23636348)): Make like a demon by stealing life from dying enemies.
Giant Soul (UA): Draw upon giant ancestors to be tough and learn some of their trademark magic.
Phoenix Sorcery (UA): Draw on phoenix ancestry to be fiery and resurrect when killed. Learn Produce Flame as a bonus cantrip at 1st level. You may activate Mantle of Flame for 1 Sorcery Point
Psionic Soul (UA- Psi Revised): Pull your magic from the mind itself, becoming a master enchanter and diviner.
Sea Sorcery (UA): Draw on the power of the ocean to breathe underwater, power up your cantrips with curses, and take on liquid forms.
Shadow Magic (XGtE): Summon darkness and a shadow-hound to serve you, and eventually teleport through the shadows.
Storm Sorcery (SCAG): Create wind and thunder and lightning when you cast spells and eventually control the weather.
Titan Origin (GGtG (http://www.giantitp.com/forums/showthread.php?578545-Three-New-Sorcerer-Origins-Fey-Fiends-and-Titans&p=23636348)): Draw on the blood of titans to smash faces.
Wild Magic: Roll on a big table of random spell effects sometimes, and get some reroll type effects. Flat ban
Steelsworn (GGtG (http://www.giantitp.com/forums/showthread.php?565529-The-Steelsworn-Grod-s-obligatory-arcane-half-caster-%28and-anti-Ranger-%29)): Defenders and champions of civilization, they bind enchantments into their weapons or armor and go toe-to-toe with dangerous threats. Their spell list focuses on personal buffs.
Shieldbearer: Protect yourself and others with defensive abilities
Industrialist: Champion the forge and factory with fire magic.
Ghost Rider: Summon a phantom horse and defend the boundaries of life and death.
Summoner (GGtG (http://www.giantitp.com/forums/showthread.php?576195-Summoner-Base-Class)): Bind extraplanar entities to do your dirty work. You get a powerful pet and minor casting.
Celestial Alignment: Summon angels and other holy creatures
Elemental Alignment: Summon elemental spirits
Fey Alignment: Summon fairies of all sorts
Fiend Alignment: Summon demons and devils.
Warlock: Mages who bargain for power, they have limited spells available for casting, but their magic recharges quickly and is always at full power. They also get a variety of magical Invocations to supplement their spells. Their spell list focuses on damage and control. Pacts grant a bonus invocation at 5th, which must be Pact-Specific. Blade Pact grants proficiency in medium armor and shields. I also have an option for a non-spellcasting Warlock (http://www.giantitp.com/forums/showthread.php?569312-Spell-Less-Warlock-Redesign).
Archfey: Be more of a trickster with charm and teleport type magic
Celestial (XGtE): Be more of a healer with extra pools of healing and temporary hit points, and bonus damage with fire and light spells.
Dragon (GGtG (http://www.giantitp.com/forums/showthread.php?563755-The-Dragon-Patron-%28Dragonfire-Adept-adaptation%29)): Be an old-school “dragonfire adept” with a breath weapon instead of Eldritch Blast.
Fiend: Be more dangerous with fire magic and temporary health
Great Old One: Be a telepath with, well, telepathy and enchantment magic
Hexblade (XGtE): Be a force for ill luck with curse-type abilities. Doesn't gain Hex Warrior, and learns different spells: Bane, Dissonant Whispers, Blindness/Deafness, Phantasmal Force, Bestow Curse, Slow, Confusion, Phantasmal Killer, Cone of Cold, Contagion
Lurker in the Deep (UA- Sorc&War): Gain aquatic abilities and summon tentacles to smash things.
Noble Genie (UA- Subclass 1): Tie yourself to an ally and gain (and share) power with them.
Raven Queen (UA- War&Wiz): Be a better scout with a magic raven buddy.
Undying (SCAG): Become more undead, with necromancy spells and resistance to undead attacks.
Wizard: Mages who study for power, they have spellbooks with many spells known and prepare a limited subset each day. They're the best ritual casters around, and their spell list covers every role but healing.
Arcane Savant (GGtG (http://www.giantitp.com/forums/showthread.php?572760-Arcane-Savant-(Generalist-Wizard-Lore-Mastery-rework))): Be a magical expert, learning spells from other lists.
Artificer (UA: Eberron): Use your spell slots to create potions, scrolls, enchant items and so on.
Bladesinger (SCAG): Become a better warrior with a magical battle-trance and second attack.. Gains +1 HP/lv and proficency in all non-heavy weapons. Bladesong provides no AC boost, but lets you Dash or Disengage as a bonus action. Instead of Extra Attack, you get to make a melee weapon attack in place of a melee spell attack-- if you hit, you deal both normal weapon damage and the normal effect of the spell
Abjuration: Be a better defensive caster, including a ward of temporary hit points
Conjuration: Be a better summoner and teleporter, and conjure up small objects at will.
Divination: Be better at spying, and pre-roll two d20 every day— for anyone you want.
Enchantment: Become better at charming
Evocation: Do more damage and exclude targets from AoEs
Illusion: Be a much better illusionist, boosting your Minor Illusion cantrip and letting you alter existing illusions
Necromancy: Heal by killing targets and raise better undead minions
Onomancy (UA- Cleric,Druid,Wizard): Learn the true names of creatures, and use them to augment your spells.
Transmutation: Transform matter and be better at shapeshifting, and make a philosopher's stone
War Magic (XGtE): Become a sturdier caster with boosts to defense, initiative, and
Wildling (Homebrew (http://www.giantitp.com/forums/showthread.php?585774-The-Wildling-%28Shapeshifting-Base-Class%29)): Turn into all sorts of creatures with at-will wild shape, and subclasses to provide access to new creature types.
Deviant: Turn into impossible aberrations
Doppleganger: Turn into all sorts of humanoids and giants
Savage: Turn into terrifying monstrous beasts