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Giegue
2019-11-05, 10:33 PM
So in the recent Unearthed Arcana, Wizards released what ammounts to ACFs for 5e, called "alternate class features." While a lot of these where pretty cool, it was fairly bare bones and a lot of "no brainer" options where missing outright. As a result, I decided to expand upon this concept further and create more variant class features that return some old favorite character concepts and features from 3.5e to 5e in new forms, and add some new ideas to the mix as well. Note that this is a major work in progress, and a lot of it is unfinished and likely not perfectly balanced. Likewise, since I am crunched for time as I post this, most classes might be missing initially; don't worry, I will get to all the classes, eventually. I plan to knock off all the caster classes first, since I have more experience with them, and then move to the martials. If your favorite class is not in the OP hold tight, as it will be added later as I think of ideas. So, without further hesitation, lets get some new variant class features rolling..

If your GM is allowing variant class features from the variant class features Unearthed Arcana article, Bards may add the following variant class features to those they can choose from (in addition to those from the article):

Bard of the Hand

While many bards are musicians, not all bards focus on the art of song. Some bards instead master a visual art or other form of craft, pouring the same passion into their art that more traditional bards put into their performances. You gain proficiency with one type of Artisans Tools of your choice at 1st level.

This replaces the three instrument proficiency you would gain from the Bard class at 1st level.

Bard of the Word

While many bards are musicians, not all bards focus on the art of song. Some bards instead master the word, either spoken or written, and turn storytelling, public speaking, debate or even writing into a form of performance or art that can hold just as much magic as music. You gain proficiency with two languages of your choice at 1st level.

This replaces the three instrument proficiencies you would gain from the Bard class at 1st level.

Bardic Knowledge

As a Bard, you are able to collect an extensive amount of knowledge from the stories, gossip, and lore you pick up in your travels. Starting at 2nd level, when an opportunity where a character could make an Arcana, History, Nature, or Religion check to recall knowledge about a topic arises, you can instead make a Bardic Knowledge check to do so, even if you don’t have proficiency in the proper skill to make that check. To make a Bardic Knowledge check, you roll a d20 and add the sum of your Proficiency Bonus and spellcasting ability modifier (If you have the Lorekeeper variant class feature this would be your Intelligence modifier, not your Charisma modifier) to the roll.

This feature replaces the Jack of All Trades feature of the bard class.

Legendary Inspiration

Your ability to inspire your allies is the stuff of legends. Starting at 20th level, your Superior Inspiration feature lets you roll 3d6 instead of a d12 whenever you would roll a Bardic Inspiration die, in addition to its other effects.

This feature alters the Superior Inspiration feature of the Bard class.

Lorekeeper

While you are still a performer or artist of some sort, your magic comes not from your performances or art but instead the vast amount of obscure and esoteric arcane lore you've collected in your travles. Starting at 1st level, you use Intelligence as your Bard spellcasting ability instead of Charisma (meaning you would use your Intelligence modifier, not Charisma modifier, to determine your Bard spell attack modifier and Bard spell save DC) and gain proficiency with Intelligence saving throws. Additionally, any Bard class feature that would use your Charisma modifier for its effects normally (including features of your Bardic College) instead uses your Intelligence modifier for those effects. Also, you can use an Arcane Focus instead of an instrument as a spellcasting focus for your bard spells. If you wish, you may gain an Arcane Focus in your starting equipment in place of the instrument you would gain normally.

This alters the Spellcasting feature of the Bard class and replaces the Charisma saving throw proficiency of the Bard class..

Spell List Expansion

The following additional spells are added to the Bard spell list at the levels listed below (in addition in the variant class features Unearthed Arcana article, not instead of):

1st

Animal Friendship
Speak with Animals

2nd:

Beast Sense
Magic Weapon
Summon Beast

3rd:

Aura of Vitality
Beacon of Hope
Conjure Animals
Counterspell
Haste
Revivify
Summon Fey

4th:

Aura of Purity
Aura of Life
Dominate Beast

5th:

Dance Macabre

6th:

Conjure Fey
Heal

9th:

Mass Heal

If your GM is allowing variant class features from the variant class features Unearthed Arcana article, Clerics may add the following variant class features to those they can choose from (in addition to those from the article):

Cloistered Cleric

While most clerics train in the use of weapons and armor to crusade for their god on the front lines of battle, some instead devote themselves more to contemplation, meditation, study, or even evangelism and political intrigue, foregoing martial training to gain greater skill in other areas of expertise. At 1st level, you gain Expertise with two Intelligence or Charisma based skills of your choice (same as the Rogue's Expertise feature).You also gain proficiency with daggers, darts, slings, quarterstaffs, and light crossbows.

Your deeper contemplation of your faith also strengthens your spellcasting power. Starting at 1st level, you can use your magic to harness your zealous belief that you god will protect you as armor and shield; your AC equals 13 + your Dexterity modifier while you are wearing no armor and not carrying a shield. Additionally, you gain the following Channel Divinity option at 2nd level, in addition to Turn Undead (or Rebuke Undead, if applicable) and those you gain from your Divine Domain:

Channel Divinity: Replenish Magic. You beseech your deity to replenish your reserves of magical power. You can use this Channel Divinity as a part of a short rest, uttering prayers to your deity during that short rest to do so. When you do this, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Cleric level (rounded up), and none of the slots can be 6th level or higher. You can’t use this Channel Divinity option again until you finish a long rest. For example, when you are a 4th-level Cleric, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slot.

However, while your deep contemplation of your faith leaves you magically powerful, it comes at the cost of losing the time needed to strengthen your body with physical training. You gain 6 + your Constitution modifier Hit Points at 1st level instead of the 8 + your Constitution modifier Hit Points you would normally, and you use d6s as your Cleric Hit Dice instead of D8s. You also use a d6 instead of a d8 to determine the hit points you gain at Cleric levels after 1st. You also lose all weapon, armor, and shield proficiencies you would gain from both the Cleric class and your Divine Domain (if-applicable), except the weapon proficiencies gained from this variant class feature.

This feature replaces the weapon, armor and shield proficiencies you would gain from both the base cleric class and your divine domain (if applicable) and alters the Hit Dice and Hit Points of the Cleric class.

Exemplar

While most clerics draw their magic from their connection to their god, you instead draw yours from the strength of your own convictions, much like a Paladin. Starting at 1st level, you use Charisma as your Cleric spellcasting ability instead of Wisdom (meaning you would use your Charisma modifier, not Wisdom modifier, to determine your Cleric spell attack modifier and Cleric spell save DC). Additionally, any Cleric class feature that would use your Wisdom modifier for its effects normally (including features of your Divine Domain) instead uses your Charisma modifier for those effects. Also, you use your Charisma modifier in place of your Wisdom modifier when determining how many Cleric spells you can prepare. Due to the fact you gain your magic in the same way a Paladin does, your GM might require you to uphold an Oath or Vow similar to those Paladins swear. Work with your GM to determine the tenants of this Oath or Vow, though it typically should have four tenants (same as most Paladin Oaths.).

This feature alters the Spellcasting feature of the Cleric class.

Infused Spellcasting

You learn to infuse your cleric cantrips with holy or unholy magic, making them stronger. Starting at 8th level, you Cleric cantrips that deal damage deal additional damage equal to your spellcasting ability (which would be Charisma, not Wisdom, if you have the Exemplar variant class feature) modifier. If you are good-aligned or a neutral-aligned worshiper of a good-aligned deity, this additional damage is radiant. If you are evil-aligned or a neutral worshiper of an evil-aligned deity, this additional damage is necrotic. If you are a neutral worshiper of a neutral-aligned (in respects to good/evil) deity, you choose whether this additional damage is radiant or necrotic when you gain this feature, and cannot change your decision afterwards.

This feature replaces the 8th level Divine Domain feature of the Cleric class.

Rebuke Undead

Prerequisite: Must be an evil Cleric, or a neutral Cleric who worships an evil deity.

While most clerics gain the ability turn away and destroy undead, those who serve evil deities sometimes gain the ability to cow and dominate them instead. When you gain your Channel Divinity feature at 2nd level, instead of Turn Undead you gain the following Channel Divinity option:

Channel Divinity: Rebuke Undead. As an action, you present your holy symbol and speak a prayer that exerts your divine authority over the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is rebuked for 1 minute or until it takes any damage. A rebuked creature falls to their knees (effectively becoming prone) and cowers in awe of you.

Instead of learning to destroy undead, you discover how to control them. Starting at 5th level, when a Undead of CR 1/2 or lower fails its saving throw against your Rebuke Undead feature, the creature is commanded for 1 minute instead of rebuked. While commanded by you an undead cannot harm you, or creatures you designate.

As an action, you may issue a simple command, such as “stay here”, “go there”, “attack him”, or “guard this area” to any undead you have commanded. Once given a command, the undead will continue that course of action as long as they remain commanded, or untiol you issue them a new command with your action. At 8th level, the CR of undead that are commanded by your Rebuke Undead instead of Rebuked increases to CR 1, and then increases by 1 again at 11th, 14th, and 17th level, to a maximum of CR 4 at 17th level. For this feature's effects, any undead with an Intelligence score below 8 is considered "mindless."

This feature replaces the Turn Undead channel divinity option and Destroy Undead feature of the Cleric class.

Spell List Expansion

The following additional spells are added to the Cleric spell list at the levels listed below (in addition in the variant class features Unearthed Arcana article, not instead of):

Cantrips:

Chill Touch
Produce Flame

1st

Animate Corpse *

2nd:

Desecrate *
Flame Blade
Flaming Sphere
Heat Metal

3rd:

Summon Lesser Demons

4th:

Blight
Summon Greater Demon

5th:

Dance Macabre
Infernal Calling
Negative Energy Flood

6th:

Circle of Death
Investiture of Flame
Summon Fiend

7th:

Fire Storm
Finger of Death

8th:

Sunburst

* (These spells are new spells, detailed under the "New Spells" spoiler tag below)

Animate Corpse
1st-level Necromancy
Casting Time: 1 action
Range: 30ft
Components: V, S, M (A pinch of grave dirt and a small token from a corpse, such as a severed finger or the knucklebone of a skeleton)
Duration: Concentration, up to 1 hour

When you cast this spell, you raise an undead creature from a single corpse you can see within 30ft. The undead creature you create can be any type of undead (including incorporeal undead), as long as it’s CR doesn’t exceed this spell's level divided by 4. The undead remains reanimated for 1 hour, or until you dismiss it with a bonus action (whichever comes first). When an undead you create with this feature dies or is dismissed, it crumbles to dust or discorporates, leaving it unable to be reanimated again if it was corporeal. The undead you create with this feature cannot create spawn or other undead.

You can command these undead to move freely (no action required), but to have them take an action of any kind you must command them to do so with a bonus action. You can command any other undead under your control with this same bonus action. These undead always act immediately after your initiative in combat. If you lose concentration on this spell, the raised undead is not destroyed or dismissed; it instead immediately becomes uncontrolled and hostile to all living creatures (including yourself), and will immediately start attacking the closest living creature.

At higher levels. When you cast this spell in a slot of 2nd level or higher, you increase the CR of undead you can create to the level of that slot divided by 4.

Desecrate
2nd level necromancy
Casting time: 1 hour
Range: Personal
Duration: Until dispelled
Components: V. S, M (a holy symbol of an evil deity or other artifact worth at least 25 gp, which is consumed as a part of the spell’s casting)

You perform a vile ritual that taints a 30ft raided area of terrain centered on you with unholy power, causing it to become desecrated. Any creature that dies within this desecrated terrain, or any corpse or bone pile buried there, rises as an uncontrolled skeleton or zombie (as-applicable) within 1d4 days. These skeletons and zombies have indifferent dispositions towards evil creatures, but are hostile to all other creatures and will typically leave the desecrated area to hunt down living creatures to terrorize or kill after rising. Additionally, if there is an altar dedicated to an evil deity or powerful fiend within the desecrated terrain, any undead creatures animated, summoned, or created on or within the desecrated terrain increase their hit point maximums by your level, and add 1d4 bonus necrotic damage to their weapon attacks. When you cast this spell, you may dedicate an altar within the terrain to be desecrated to an evil deity or fiend you worship or otherwise serve as a part of its casting.

If your GM is allowing variant class features from the variant class features Unearthed Arcana article, Paladins may add the following variant class features to those they can choose from (in addition to those from the article):

Blackguard

Prerequisites: Must have an Evil alignment

While most Paladin’s souls shine with radiant goodness; yours instead is awash in darkness. Your Divine Smite and Improved Divine Smite features deal Necrotic damage instead of Radiant damage, if they would deal Radiant damage normally. Instead of dealing extra damage against Fiends and Undead, your Divine Smite and Improved Divine Smite features deal that extra damage against Celestials and Fey. However, when you select your sacred oath, you can choose from only the Oath of Conquest, Oath of the Crown, Oath of Vengeance, and Oathbreaker Sacred Oath options, and do not need to have broken your oath to select Oathbreaker. You can stack this feature with other variant class features that alter your Divine Smite (such as Divine Hunter), ignoring any rules or restrictions that would prevent you from doing so.

Additionally, as a Blackguard you add the following spells to the Paladin spell list at the indicated levels, but remove all spells that deal radiant damage from the Paladin spell list:

1st:

Animate Corpse *
Armor of Agathys
Bane
Cause Fear
Hellish Rebuke
Inflict Wounds

2nd:

Blindness/Deafness
Crown of Madness
Command Undead *
Desecrate *

3rd:

Animate Dead
Bestow Curse
Fear
Magic Circle
Summon Lesser Demons
Vampiric Touch

4th:

Blight
Evard’s Black Tentacles
Phantasmal Killer
Summon Greater Demon

5th:

Dance Macabre
Dominate Person
Enervation
Infernal Calling
Negative Energy Flood
Planar Binding

* (Indicates a new spell, detailed under the new spells spoiler in the Sorcerer spoiler tag.)

This feature alters the Divine Smite, Improved Divine Smite, and Sacred Oath features of the Paladin class.

Chaplin

While most Paladins draw their magic from their own convictions, some instead have a direct connection to their deity. Starting at 2nd level, you use Wisdom as your Paladin spellcasting ability instead of Charisma (meaning you would use your Wisdom modifier, not Charisma modifier, to determine your Paladin spell attack modifier and Paladin spell save DC). Additionally, any Paladin class feature that would use your Charisma modifier for its effects normally (including features of your Sacred Oath) instead uses your Wisdom modifier for those effects. You also use your Wisdom modifier instead of your Charisma modifier when determining how many Paladin spells you can prepare.

This feature alters the Spellcasting feature of the Paladin class.

Divine Hunter

While most Paladins rush to the front lines of battle to protect their allies, you instead focus on supporting them from afar, combining divine magic with skill at archery. Starting at 2nd level, your Divine Smite and Improved Divine Smite features apply to ranged attacks instead of melee attacks. Additionally, you add Archery to the list of Fighting Styles you can select when choosing your Paladin Fighting Style. Also, any Paladin spell your cast that specifically adds to or requires you to make a melee weapon attack (Such as Wrathful Smite) can instead be added to a ranged weapon attack or have you make a ranged weapon attack (such spells increases their range to the range of your ranged weapon when you do this).

This feature alters the Divine Smite and Improved Divine Smite features of the Paladin class.

Spell List Expansion

The following additional spells are added to the Paladin spell list at the levels listed below (in addition in the variant class features Unearthed Arcana article, not instead of):

1st:

Guiding Bolt
Healing Word

2nd:

Aid
Magic Weapon
Spiritual Weapon

3rd:

Beacon of Hope
Mass Healing Word
Spirit Guardians

5th:

Greater Restoration
Mass Cure Wounds

(WIP/More to come soon)

If your GM is allowing variant class features from the variant class features Unearthed Arcana article, Sorcerers may add the following variant class features to those they can choose from (in addition to those from the article):

Origin Spells

While many Sorcerers only scratch the surface of the power their origin holds, you tap its full potential, gaining access to special magics unique to your origin as a result. At 1st level, you gain the feature listed below for your Sorcerous Origin (In addition to those you gain from it normally):


Draconic Spells

You gain access to bonus spells tied to your Dragon Ancestor (as-per your Dragon Ancestor feature). At 1st, 3rd, 5th, 7th, and 9th levels, you gain the spells for your dragon ancestor of those levels as bonus spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table). The spells for each Draconic ancestor are listed below:

Red Dragon

1st: Cause Fear, Chromatic Orb
3rd: Dragon Breath, Suggestion
5th: Fireball, Fly
7th: Elemental Bane, Wall of Fire
9th: Dominate Person, Immolation

Blue Dragon

1st: Cause Fear, Chromatic Orb
3rd: Dragon Breath, Suggestion
5th: Fly, Lightning Bolt
7th: Elemental Bane, Storm Sphere
9th: Control Winds, Dominate Person

Green Dragon

1st: Cause Fear, Chromatic Orb
3rd: Dragon Breath, Suggestion
5th: Stinking Cloud, Fly
7th: Blight, Elemental Bane
9th: Cloudkill, Dominate Person

Black Dragon

1st: Cause Fear, Chromatic Orb
3rd: Dragon Breath, Suggestion
5th: Fly, Vampiric Touch
7th: Elemental Bane, Vitriolic Sphere
9th: Dominate Person, Enervation

White Dragon

1st: Cause Fear, Chromatic Orb
3rd: Dragon Breath, Suggestion
5th: Fly, Sleet Storm
7th: Elemental Bane, Ice Storm
9th: Cone of Cold, Dominate Person

Gold Dragon

1st: Cause Fear, Chromatic Orb
3rd: Dragon Breath, Ray of Enfeeblement
5th: Fireball, Fly
7th: Elemental Bane, Wall of Fire
9th: Geas, Immolation

Silver Dragon

1st: Cause Fear, Chromatic Orb
3rd: Dragon Breath, Hold Person
5th: Fly, Sleet Storm
7th: Elemental Bane, Ice Storm
9th: Cone of Cold, Geas

Copper Dragon

1st: Cause Fear, Chromatic Orb
3rd: Dragon Breath, Melf's Acid Arrow
5th: Fly, Slow
7th: Elemental Bane, Vitriolic Sphere
9th: Geas, Legend Lore

Bronze Dragon

1st: Chromatic Orb, Thunderwave
3rd: Dragon Breath, Warding Wind
5th: Fly, Lightning Bolt
7th: Elemental Bane, Storm Sphere
9th: Control Winds, Geas

Brass Dragon

1st: Chromatic Orb, Sleep
3rd: Dragon Breath, Enhance Ability
5th: Fireball, Fly
7th: Elemental Bane, Wall of Fire
9th: Geas, Skill Empowerment

Chaotic Spells

You gain access to bonus spells that allow you to harness and exploit the primal chaos of the multiverse. At 1st, 3rd, 5th, 7th, and 9th levels, you gain the chaotic spells for those levels as bonus spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table) The chaotic spells you gain are listed below:

1st: Chaos Bolt, Color Spray
3rd: Enlarge/Reduce, Mirror Image
5th: Blink, Haste
7th: Polymorph, Dimension Door
9th: Animate Objects, Mislead

Affinity Spells

You gain access to bonus spells that draw on the power of your divine magic affinity (as-per your Divine Magic feature). At 1st, 3rd, 5th, 7th, and 9th levels, you gain the spells for your affinity of those levels as bonus spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table). The spells for each affinity are listed below:

Good Affinity

1st: Guiding Bolt, Healing Word
3rd: Aid, Prayer of Healing
5th: Mass Healing Word, Revivify
7th: Aura of Purity, Death Ward
9th: Flame Strike, Raise Dead

Evil Affinity

1st: Animate Corpse*, Hex
3rd: Crown of Madness, Scorching Ray
5th: Animate Dead, Fireball
7th: Evard's Black Tentacles, Summon Greater Demon
9th: Infernal Calling, Negative Energy Flood

* (This indicates a new spell, found under the New Spells spoiler tag in the Cleric spoiler tag)

Law Affinity

1st: Command, Shield of Faith
3rd: Hold Person, Warding Bond
5th: Counterspell, Dispel Magic
7th: Guardian of Faith, Otiluke’s Resilient Sphere
9th: Geas, Hold Monster

Chaos Affinity

1st: Chaos Bolt, Disguise Self
3rd: Alter Self, Crown of Madness
5th: Blink, Haste
7th: Confusion, Polymorph
9th: Animate Objects, Mislead

Fell Arcana Spells

You gain access to bonus spells that allow you to harness the fell energies swelling within you. At 1st, 3rd, 5th, 7th, and 9th levels, you gain the fell arcana spells for those levels as spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table) The fell arcana spells you gain are listed below:

1st: Animate Corpse*, False Life
3rd: Blindness/Deafness, Shadow Blade
5th: Animate Dead, Vampiric Touch*
7th: Evard’s Black Tentacles, Shadow of Moil
9th: Dance Macabre, Negative Energy Flood

* (Indicates a new spell, detailed under the new spells spoiler in the Cleric spoiler tag.)

Tempestuous Spells

You gain access to bonus spells that allow you to harness the primal power of wind, rain, thunder, and lightning. At 1st, 3rd, 5th, 7th, and 9th levels, you gain the tempestuous spells for those levels as spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table). The tempestuous spells you gain are listed below:

1st: Fog Cloud, Thunderwave
3rd: Gust of Wind, Warding Wind
5th: Call Lightning, Thunder Step
7th: Elemental Bane, Storm Sphere
9th: Control Winds, Wrath of Nature

This feature alters the Sorcerous Origin feature of the Sorcerer class.

Overflowing Power

You are a wellspring of innate magical power. Starting at 20th level, when your Sorcerous Restoration feature would let you regain 4 spent Sorcery Points, it instead lets you regain all spent Sorcery Points. Additionally, Your Sorcerous Restoration feature also lets you regain 1 spent Sorcery Point each time you roll Initiative and have 0 unspent Sorcery Points.

This feature alters the Sorcerous Restoration feature of the Sorcerer class.

Unfettered Sorcery

While most Sorcerers learn to carefully manipulate their innate magics through the use of arcane foci and measured use of their power, some sorcerers throw caution to the wind, recklessly tapping their innate power through sheer force of will rather than the calculated approach of more traditional sorcerers. This allows them to cast their spells without foci or material components, and even draw more spells from within them than other sorcerers, but often at the cost of their own well-being. Starting at 1st level, you lose the ability to use an arcane focus as a spellcasting focus for your Sorcerer spells, however, if you would cast a spell with a M (or material) component, you do not need to provide that material component.

However, casting a spell with a costly material component requires more intent focus; to cast such a spell you must prepare to cast it by using your bonus action, or your standard action if it has a casting time of 1 bonus action. If you do this, you take 1d6 Necrotic damage immediately after the spell your preparing to cast takes effect, and this damage cannot be prevented or reduced in any way. If the spell has a M component with a cost over 50gp, you also gain one level of Exhaustion when you cast that spell in this way. You must still provide the M components of any spell that cost more than 100gp, and cannot use this feature to ignore those M components.

Your unfettered yet reckless brand of sorcery also lets you dig into yourself to squeeze more spells out of your innate magic than other Sorcerers. Starting at 1st level, you can prepare to cast a Sorcerer spell of 5th level or lower as a bonus action (this can be the same bonus action used to cover the M components of a spell) to cast that spell without expending a spell slot. If you do this, you take 1d6 Necrotic damage per-level of the spell you are preparing to cast, which cannot be reduced or prevented in any way. When you do this, you can choose to cast a spell as-if it was cast in a slot of a level higher than its own as long as you have spell slots of that level; however, you suffer the necrotic damage as if it was a spell of that level instead of one of its original level. If a metamagic ability (such as escalate spell) or other feature would cause a spell you cast this way to be treated as being cast at a higher level, you suffer the necrotic damage as if it was a spell of that higher level. Once you cast a Sorcerer spell without spending a spell slot in this way, you cannot cast that same spell without spending a spell slot again until you finish a long rest.

This feature alters the Spellcasting feature of the Sorcerer class.

New Metamagic Options

The following additional metamagic options are added to the list of metamagic options you can choose from whenever you gain a metamagic power (in addition in those added by the variant class features Unearthed Arcana article, not instead of):

Empower Minions. When you cast a Sorcerer spell that summons one or more creatures (such as Conjure Minor Elemental or Infernal Calling), or a spell that would create one or more undead creatures (such as Animate Dead or Create Undead), you can spend 1 Sorcery Point to have the creatures that spell summons or creates add your Sorcerer level to their hit point maximums, and add your proficiency bonus to their weapon damage rolls.

Escalate Spell. When you cast a Sorcerer spell, you can spend any number of sorcery point to treat it as being cast in a slot one level higher for each point spent. You cannot use this metamagic ability to have a spell be cast as-if it was cast in a spell slot of a level to which you do not have access. So, for example, if a 9th level Sorcerer spent 2 Points to apply this metamagic to a Fireball spell cast in a 3rd level spell slot, they would treat that Fireball spell as-if it was cast in 5th level spell slot for its effects.

Spell List Expansion

The following additional spells are added to the Sorcerer spell list at the levels listed below (in addition in the variant class features Unearthed Arcana article, not instead of):

1st:

Animate Corpse *
Arcane Weapon
Cause Fear

2nd:

Command Undead *
Heat Metal
Magic Weapon

3rd:

Animate Dead
Call Lightning
Flame Arrows
Life Transference
Meld Into Stone
Summon Fey
Summon Lesser Demon
Summon Shadowspawn
Summon Undead
Tidal Wave
Wind Wall

4th:

Conjure Minor Elementals
Control Water
Elemental Bane
Stone Shape
Summon Abberation
Summon Construct
Summon Greater Demon

5th:

Conjure Elemental
Control Winds
Dance Macabre
Enervation
Infernal Calling
Maelstrom
Negative Energy Flood
Transmute Rock

6th:

Create Undead
Magic Jar
Summon Fiend
Wall of Ice

7th:

Control Undead *
Whirlwind

8th:

Clone
Control Weather
Feeblenind
Tsunami

9th:

Storm of Vengeance

* (Spells marked with a * are new spells that can be found under the new spells spoiler tags in the Cleric spoiler tag and below,)

Command Undead
2nd-level Necromancy
Casting Time: 1 action
Range: 30ft
Target: 1 Undead creature within range
Components: V, S
Duration: 4 Hours

You harness your dark power to press undead into your service. You target 1 undead creature within range and force it to make a Charisma saving throw. On a failed save, you have influence over the creature. Intelligent undead (those with 8 or more intelligence) who fail their save treat you as their close friend and ally for the spell's duration. They become friendly towards you, and you have advantage on all Charisma checks you make when dealing with them. They will obey your requests and do favors for you as long as those requests or favors do not involve directly fighting for you or otherwise endangering their (un)life. After the duration of this spell ends, any intelligent undead you influenced with this spell remembers that you used magic to command it, and will react accordingly.

If the targeted undead is mindless (has an intelligence under 8), it is instead under your total control for the spell's duration. As an action, you may issue a simple command, such as “stay here”, “go there”, “attack him”, or “guard this area” to any mindless undead you have controlled with this spell. Once given a command, mindless undead will continue that course of action as long as they remain under this spell's effects, or until you spend your action to issue them a new command.

At Higher Levels. For each spell level above first at which you cast this spell, it targets 1 additional undead creature and increases its duration by 3 hours (to a maximum of 24 hours with a 9th level slot.).

Control Undead
7th-level Necromancy
Casting Time: 1 action
Range: 30ft
Target: All Undead within range you can see.
Components: V, S
Duration: Concentration, up to 1 minute.

You invoke your dark power to control the undead. turning them into your obedient slaves temporarily. All undead with CRs lower than your level make a Charisma saving throw. On a failed save, they are friendly towards you and your allies and are under your total control. You may command these undead to move freely (no action required), but in order for them to take an action you must command them to do so with a bonus action. You can use this same bonus action to command any other undead under your control.

At Higher Levels. When you cast this spell in a slot of 8th level, its duration increases to 1 hour. When you cast this spell in a 9th level slot, its duration increases to 8 hours.

(WIP/More Classes to be added with time)

Belac93
2019-11-09, 12:20 AM
This is quite good. You have a fairly elegant blackguard, although I feel like perhaps they should lose something more? Like certain spells and whatnot.

Old Harry MTX
2019-11-09, 03:23 AM
I like the idea of the Divine Hunter, but I still can't figure out an archer in heavy armor...