Barbarian
Class Feature (Level 5)
You gain the following changes for your class feature from Berserker and Rage
Berserker
Charge: When you move up to 2 spaces before making a Melee Martial Attack, you gain ADV
on the first attack from it
Berserker Defense: You also add +2 on your PD
Fast Movement: You gain an additional +1 speed (so +2 speed)
Mighty Leap: Your jump distance and reducing damage from falling equal to twice your Jump
Distance
Rage
You can now use 1 SP to enter Rage for 1 minute. You also don’t reduce your PD by 5 and you
additionally gain ADV on all Might check when you rage
Class Feature (Level 8)
You gain the following changes for your class feature from Battle Cry
Battle Cry
Fortitude Shout: They gain Resistance (Half) for the duration
Fury Shout: Each creature now deals +1 damage on any creature for the duration
Urgent Shout: Each creature gain +2 speed for the duration
Elemental Fury Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Raging Elements:
- You can choose from any Elemental or Physical Damage and your aura extend to 5 spaces
Elemental Blast: You can now target multiple enemies by attacking their AD instead of their PD.
Also, they take 2 damage instead of 1 from Attack Hit.
Erupting Elements: The Damage increases to 2 instead of 1.
Elemental Fury Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Raging Elements:
- All aura type except Splashing Aura has an additional property: Whenever the creature within
your aura fails a Save forced by you, they take damage equal to 2 Elemental Rage
Splashing Aura: The automatic damage now increases to 2 instead of 1
Spirit Guardian Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Ancestral Guardian
Spiritual Aura: While raging, you now gain Mystical Resistance (Half) and your aura extends to
10 spaces.
Spirit Guardian (Level 9)
You gain the following changes for your subclass feature from Ancestral Guardian:
Spiritual Aura: Once per turn, while you are Raging, you can force any enemies in your aura to
make a Mental Save against your Save DC.
Failure: The creatures are now Taunted by you until the end of your next turn. Enemies that
target any creature other than you deals half damage and heals you the same amount as the
damages dealt on your allies.
Bard
Class Feature (Level 5)
You gain the following changes for your class feature from Font of Inspiration and Remarkable
Repertoire
Font of Inspiration
Ranged Help Attack: When granting your Help Dice to a creature that makes an Attack, it
doesn’t decrease the dice from multiple sources. It would still remain as a d8.
Help Reaction: You can now use your Help Action on a creature that is within 10 spaces on a
Save against an effect.
Remarkable Repertoire
Jack of all Trades: You gain ADV on your skills that have the Expertise
Magical Secret: Learn 1 additional spell from any list
Magical Expression: You gain the ability to choose 1 Spell on your list and can cast it without
Verbal and Somatic Components.
Class Feature (Level 8)
You gain the following changes for your class feature from Bardic Performance
Battle Ballad: You now deal +1 damage against any creature when you allies makes a Attack
check on a creature
Fast Tempo: You now gain +2 Speed instead of 1
Inspiring: You now gain +2 Temp HP at the start of each of your turn
Emotional: You now gain Resistance to all following conditions: Charmed, Frightened, Terrified.
They now end the Condition on their turn if this performance is chosen.
Changing Performance: Once per turn, they can now spend 1 AP as a Reaction to now change
the performance of their liking
Eloquence Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Beguiling Presence:
Enthrall: As part of the “Befriend” spell, it doesn’t need to be sustained by you and the duration
is 10 min instead of 1 min
Misleading Muse: You can now target any creature in your Bardic Performance to use this ability
Mind Games: The damage increases to 2 instead of 1
Eloquence Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Beguiling Presence:
Enthrall: When you cast “Befriend”, you can reduce the MP spend on Mana Enhancement by 1
Misleading Muse: The Duration of the Charmed Condition extends to 1 min
Mind Games: The damage now increases to 3 instead of 2
Jester Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Antagonizing Act:
Heckle: You can now target someone that fails a Check
Distraction: You can now roll 2 Help dice to subtract the result from the creature’s Check
Pratfall: You can now grant ADV on their next Save if you fail a Save against a hostile creature
Jester Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Antagonizing Act:
Heckle: The targets are now Taunted for 1 minute
Distraction: You can now target a creature that is making any Checks or Saves
Pratfall: You can now grant 2 creatures of your choice within your bardic Performance ADV on
their next Check or Save.
Champion
Class Feature (Level 5)
You gain the following changes for your class feature from Fighting Spirit and Master-At Arms
Fighting Spirit:
Brace: You gain the additional benefit of the Disengage Action on top of the other action
Advance: You gain the additional benefit of the Shove Action on top of the other actions
Second Wind: You now regain 4 HP and 2 SP instead of 2 HP and 1 SP
Master-At-Arms
Weapon Master: Whenever you are switching weapon, you gain ADV on the first Attack Check
with it
Maneuver Master: Once per Combat, you can use 1 Maneuver for free. The cost of the
Enhancement still applies
Technique Master: You can now reduce the SP for the Enhancement by 2 instead of 1.
Class Feature (Level 8)
You gain the following changes for your class feature from Adaptive Tactic
Assault: You now gain ADV when performing this ability
Deflect: The creature now gain DISAdv when performing this ability
Hero Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Hero Resolve:
Adrenaline Boost: You now gain ADV when performing the Second Wind and last until the end
of your next turn.
Cut Through: Your Martial Attacks that score Heavy and Brutal Hits ignore the target’s Physical
damage Resistances and Immunity.
Unyielding Spirit: You now gain 2 Temp HP instead of 1
Hero Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Hero Resolve:
Adrenaline Boost: You now gain +10 instead of +5
Cut Through: It now ignores the target’s Mystical Damage Resistance and Immunity
Unyielding Spirit: You now gain 3 Temp HP instead of 2
Stalwart Protector Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Stalwart Protector:
Steadfast Defender: Once per Combat, you can use your Deflect Tactics to reduce the damage
by half if you or your allies ever get hit by the attack (minimum of 1).
Not on my Watch: Creature “Taunted” by you now deals 2 less damage instead of 1.
Defensive Bash: If they fail the Physical Save against your Attack Check, they are knocked
prone as well.
Stalwart Protector Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Stalwart Protector:
Steadfast Defender: Instead of reducing the damage by half, they suffer no damage (still once
per combat).
Not on my Watch: Creatures “Taunted” by you deals half damage instead of 2 less damage
Defensive Bash: If they fail the Physical Save against your Attack Check, they are pushed away
1 more space (+5) and Taunted
Cleric
Class Feature (Level 5)
You gain the following changes for your class feature from Cleric Order and Divine Blessing
Cleric Order
Divine Domain: You gain 1 additional Divine Domain of your Choice
Divine Blessing
If your Spell targets more than 1 creature, you can now do such.
Class Feature (Level 8)
You gain the following changes for your class feature from Channel Divinity:
You can now this Feature twice per Short Rest
Divine Rebuke: They have DISAdv on the Save against your Spell Check
Lesser Divine Intervention: The Range increases to 10 spaces instead of 5. You also regain 2
MP instead of 1
Inquisitor Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Vanquish Heresy:
Iron Resolve: You can now end the Charmed, Intimidated and Taunted Conditions on your turn.
Rebuke Heretics: The target gains the Frightened Condition if they fail the Save against your
Spell Check.
Chastise: You now deal +2 Divine damage instead of 1
Inquisitor Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Vanquish Heresy:
Iron Resolve: You are now Immune to the Charmed, Intimidated and Taunted Condition
Rebuke Heretics: The duration now increases to 10 mins instead of 1 min
Chastisme: You now deal +3 Divine Damage instead of 2
Priest Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Sanctification:
Divine Barrier: Any Temp HP gained from this ability now expires after a Short Rest.
Spare the Dying: The HP restored is now increased by an amount equal to twice your Prime
Modifier
Hand of Salvation: The Range increase to 10 space instead of 5
Priest Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Sanctification:
Divine Barrier: Any Temp HP gained from this ability now expires after a Long Rest
Spare the Dying: You can now bring back someone to life that has died within 1 min when using
a Healing Spell. By doing such, you gain 2 Level of Exhaustion
Hand of Salvation: You now spend 1 AP to do this ability
Commander
Class Feature (Level 5)
You gain the following changes for your class feature from Commander’s Call and Inspiring
Presence
Commander’s Call
Attack: They can now spend SP, MP, AP and other resources
Move: They ignore Difficult Terrain when performing the Move Action
Dodge: If one of the attacks misses them, they can perform an Melee Attack with a weapon or a
Spell with the reach of Touch for free
Inspiring Presence
Whenever you spend SP while in combat, you can now restore an amount of HP equal to twice
SP spent instead of once.
Class Feature (Level 8)
You gain the following changes for your class feature from Commanding Aura:
Bolster: You can now use the Help Action for any Check or Save
Rally: You now grant creatures 2 Temp HP instead of 1
Reinforce: You can now perform the “Parry” or “Raise Shield” as part of the same Reaction.
Crusader Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Virtuous Vanguard:
Courage: You and your allies can now end the Frightened, Intimidated and Terrified Conditions
on your turn while being in the Commanding Aura.
Protective Orders: You now gain Resistance (Half) instead of Resistance (1) (still for the next
attack)
Restoring Rally: You can use this ability when someone is in Death Doors
Crusader Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Virtuous Vanguard:
Courage: You and your allies are now immune to the Frightened, Intimidated and Terrified
Conditions while being in your Commanding Aura
Protective Orders: You gain Resistance (Half) for every attack landed on you
Restoring Rally: You don’t need someone to be Bloodied to use this ability
Warlord Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Offensive Tactics:
Morale Breaker: Once per Combat is now changed to Once per Turn.
Battlefield Tactics: Your allies now deals +2 damage instead of 1
Priority Target: You can now choose an additional creature within your Commanding Aura
Warlord Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Offensive Tactics:
Morale Breaker: You can now choose an additional creature within 15 spaces of you
Battlefield Tactics: Your allies now deals +3 damage instead of +2
Priority Target: You can now choose 2 additional creatures within your Commanding Aura
Druid
Class Feature (Level 5)
You gain the following changes for your class feature from Druid Domain and Wild Form
Druid Domain
Domain Spaces: Creature that are Immune to Difficult Terrain doesn’t gain that feature when
being in the Druid Domain and they are Slowed (2) instead of Slowed (1). Additionally, once per
combat you can do one of the 2 following options without spending MP:
1. You can make a domain 5 spaces away from you and without having to be touched by
you.
2. Your druid domain can now target creatures within 5 spaces to grapple them in the air.
The targeting creature need to make a Physical Save against your Save DC
Failure: They are Grappled by your druid domain.
Losing Domain: A Domain Space also disappears if you end your turn farther than 30 Spaces
away from it or you die.
Nature’s Grasp: The creature is now considered Restrained when succeeding against its
Physical Save. The spaces to move a creature increases to 4 instead of 2
Wild Growth: They regain 2 additional HP while being in the Druid Domain instead of 1 and
regains 2 HP per turn instead of 1
Wild Form
Wild Form HP: Your max HP increase to 5 instead of 3
Natural Weapon: You Natural Weapon gain the Impact Property
Traits: You gain 2 Additional Traits Point for your Wild Form
Class Feature (Level 8)
You gain the following changes for your class feature from Nature’s Torrent:
The Nature’s Torrent now follows the targeted creature as being in an Aura and targets all
enemies within it. The also Sphere Radius increases to 2 instead of 1. Additionally, The
Vulnerability (1) changes to Vulnerability (Double).
Phoenix Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Flames of Rebirth:
Fiery Form: You gain Resistance (Half) to Fire damage
Cleansing Flames: They can remove the Condition while being in your Druid Domain without
using Wild Growth
Rolling with Fire: The Damage increase to 2 instead of 1
Phoenix Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Flames of Rebirth:
Fiery Form: You gain Resistance (Immune) to Fire Damage
Cleansing Flames: You can remove All Following Conditions; Impaired, Dazed, Burning, while
being in your Druid Domain without using Wild Growth
Rolling with Flames: The Damage increase to 3 instead of 2
Rampart Growth Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Overgrowth:
Plant Form: You now become immune to the “Grapple” Condition
Vineguard: You now gain the benefit of ¾ Cover in your domain
Thorny Grasp: They start Bleeding when an enemy starts their turn in your Domain
Rampart Growth Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Overgrowth:
Plant Form: You now become immune to the “Restrained” Condition
Vineguard: You now gain the Full Concelled in your Domain
Thorny Grasp: You can stack an Additional Bleeding Condition on an already bleeding creature
Hunter
Class Feature (Level 5)
You gain the following changes for your class feature from Hunter’s Mark and Favored Terrain
Hunter’s Mark
- You always know where the target is without needed to make a Awareness or Survival
check (still need to be in the same Plane of Existence)
- You now ignore EDR
- Whenever you hit the target, you automatically grant a Help Die (d8) to the next Attack
made against the target before the start of your next turn.
Favored Terrain
You gain 2 additional Favored Terrain of your choice and when you want to hide in these terrain,
you don’t need cover to do so.
Class Feature (Level 8)
You gain the following changes for your class feature from Hunter’s Strike:
All options from Hunter’s Strike now deal 3 Damage instead of [Link] target now has DISadv on
the Save against your Hunter’s Strke [Link] you use Hunter’s Strike on the target of your
hunter’s mark, the target makes the Save at DisADV
Monster Slayer Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Monstrous Concoctions:
Concoction Recipes: You learn 1 more Concoction Recipe and you can do a Short Rest instead
of a Long Rest to make these Concoction Recipes.
Concoctions: You now can benefit from the effect of 2 Concoction recipes at a time
Monster Slayer Subclass Feature (Level 9)
Concoction Recipes: You learn 1 more Concoction Recipe and you don’t need to do a Rest to
make the Concoction Recipes
Concoctions: You now can benefit from the effect of 3 Concoction recipes at a time instead of 2.
Trapper Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Dynamic Traps:
Creating Traps: You can now do a Short rest to craft the traps instead of a Long Rest. You can
make 1 additional trap as part of a Quick Rest
Setting a Trap: The DC to discover or disarm the Trap is made at DISAdv. The trap is not
unstable anymore
Triggering a Trap: You can now trigger the Trap within 10 Spaces instead of 5 spaces
Recovering the Trap: You don’t need to spend 1 AP and don't lose any damage and effects of
your Hunter’s Mark (if applicable).
Trapper Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Dynamic Traps:
Creating Traps: You don’t need to do a Rest to craft the Traps and you can now spend 1 AP to
craft a Trap while being in or out Combat. The Save against these traps are made with DISAdv
Triggering a Trap: You can now trigger the Trap within 15 Spaces instead of 10 spaces
Setting a Trap: The DC to discover or disarm the Trap is impossible unless its you that set the
trap
Monk
Class Feature (Level 5)
You gain the following changes for your class feature from Monk Stance and Monk Training
Monk Stance
You learn 1 Monk Stances from the list below. Once per Combat, you can also change to a
different stance without spending SP as a Reaction.
Monk Training
Iron Palm: Your Unarmed Strike now gains the Guard Property. You still keep the Impact
Property
Patient Defense: You now gain +2 to your AD while not wearing armor
Step of the Wind: You now gain +2 Speed and Jump Distance instead of +1
Class Feature (Level 8)
You gain the following changes for your class feature from Spiritual Balance
Deflect Attack: You can redirect the attack to a creature within 10 spaces instead of 5 spaces
Slow Fall: You now reduce the fall damage by twice the amount
Uncanny Dodge: When someone is making an Attack on you, you can impose DISAdv on
attacks against you until the start of your next turn
Astral Self Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Astral Awakening
Astral Arms: You can now interact with creatures and objects. When using this feature, you gain
ADV on Martial Check when grappling someone with the arms
Astral Deflect: You can now use Deflect Attack on any missing Martial Check that is within 2
space of you
Astral Self Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Astral Awakening
Astral Arms: You can now use the arms with the Impact Property
Astral Deflect: You can now use Deflect Attack on any Check that targets you (even Spell
Check)
Shifting Tides Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Ebb and Flow
Ebb: You now don’t provoke opportunity attack while making the 2 space of movement
Flow: You now have ADV when making the opportunity attack
Changing Tides: The Size now increases to Huge instead of Large. You can now deal Attack to
2 other creature within 1 Space instead of 1 creature
Shifting Tides Subclass Feature (Level 9)
Ebb: You gain 2 additional space of movement
Flow: You now don’t spend 1 AP to make the opportunity Attack
Changing Tide: The Size now increases to Gargantuan instead of Huge. The spaces to redirect
the attack increases to 2 spaces instead of 1 spaces
Psion
Class Feature (Level 5)
You gain the following changes for your class feature from Psionic Mind and Telekinesis
Psionic Mind
Daze: The target now become “Disoriented” instead of “Dazed”
Psionic: The Spell doesn’t require Verbal AND Somatic Component
Telekinesis
The range of the Telekinesis increases to 10 spaces instead of 5
Object: You can now pull or push a lever, interact with a button to push it within range
Shove: You can now target 2 creature instead of one when using this ability
Grapple: You can now target 2 creatures instead of one when using this ability.
Grapple Maneuvers:
Body Block: You can now drag one creature that is Grappled by you close to 1 space of you to
use the Body Block Maneuver.
Throw Maneuver: You can throw the 2 creatures within the same Action
Class Feature (Level 8)
You gain the following changes for your class feature from Mind Sense
The Duration extends to 10 mins instead of 1 min and creatures are not considered seen by
you.
Invade Mind:
Read Emotions: They now have DISAdv on Charisma Check against you
Read Thought: You now also gain ADV on Attack checks against them
Oracle Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Foresight
When using this feature, you can roll a d20 instead of your usual 10 by default. You choose
whenever the rolled dice or the default result is the best for you before anything is added to the
roll.
Oracle Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Foresight
You roll an additional d20 for this feature. If you use your 10, you can keep the rolled dice for
another Check or Save. The rolled dice made by the creature is not kept anymore
Psi Knight Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Psionic Combatant
Combat Training: You gain 1 additional Maneuver of your choice.
Psionic Strike: You can now make creatures having DISAdv on Spell Attacks
Psionic Barrier: You now gain 3 Temp HP instead of 2
Psychometabolism: Creature has DISAdv on Opportunity Attack when you take the Move
action.
Psi Knight Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Psionic Combatant
Psionic Strike: You can now make creatures having DISAdv on Checks
Psionic Barrier: You now gain 4 Temp HP instead of 3
Psychometabolism: You don’t provoke Opportunity Attacks when you take the Move action.
Rogue
Class Feature (Level 5)
You gain the following changes for your class feature from Debilitating Strike and Roguish
Finesse
Debilitating Strike
The Duration now increases to 1 minute instead of until the end of your next turn. You can
impose 2 effect instead of 1
Roguish Finesse
Cunning Action: You now gain movement of 4 spaces when performing the Disengage, Feint or
Hide Action instead of 2
Skill Expertise: Your Skill Mastery Limit increases for 2 Skills of your choice
Multi-Skill: You gain 1 additional Skill Point
Class Feature (Level 8)
You gain the following changes for your class feature from Cheap Shot
You now deal +2 damage instead of 1. You also gain ADV on the first Martial Check against the
creature if you are flanking a creature
Long Death Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Thousand Cuts:
They have DISAdv when making the Save to end the Condition.
Long Death Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Thousand Cuts:
When the creature gets the Bleeding Condition, they also suffer the Vulnerable (Double)
Condition to any Physical Damage. (This even works with magical items)
Swashbuckler Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Renegade Duelist:
Flourishes: You now gain ADV when using the “Disarm” Action and you gain the Full Dodge
Action instead of the Dodge Action
Taunting Shot: While Taunted by you, you gain ADV on all Attack Check you make against
them.
Riposte: You now gain ADV on the Opportunity Attack
Swashbuckler Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Renegade Duelist:
Flourishes: When using the “Disarm” Action, you don’t get DISAdv if they are larger than you
and they don’t get ADV if they wield their weapon with 2 hands. As part of the Full Dodge, you
also inflict the Flanked Condition on any creature within 1 spaces even if there is no other allies
nearby
Taunting Shot: You can still apply your Cheap Shot damage while forcing the creature to make
the Charisma Save against your Save DC
Riposte: You can now provoke Opportunity Attack on any Check that misses you (You need to
reach them to attack them, so maybe changing to your “Ranged” weapon when someone is far
away)
Sorcerer
Class Feature (Level 5)
You gain the following changes for your class feature from Innate Power and Overload Magic
Innate Power
You can now use a 2 MP Enhancement without spending any MP
Overload Magic
You now gain +5 to Save while being in this state. You now lose all Exhaustion gained from this
feature after a Short or when you roll for initiativeShort Rest and when you roll for initiative
Class Feature (Level 8)
You gain the following changes for your class feature from Meta Magic:
You gain 2 additional Meta Magic. Once per combat, you can forgo the MP cost of the Meta
Magic.
Angelic Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Celestial Spark:
Your light now emits within 10 radius spaces.
Celestial Origin: You gain 2 additional Ancestry Points that can only be spent on Angelborn
Traits.
Celestial Protection: When using “Careful Spell”, they now gain Resistance (1) to the damage
until the end of your next turn
Celestial Overload:
The Range increases to 10 spaces instead of 5
Healed: They now regain 2 HP instead of 1
Seared: They take 2 Radiant instead of 1
Angelic Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Celestial Spark:
Creatures within your light radius are now considered Revealed while you use this feature.
Celestial Origin: You gain 2 additional Ancestry Points that can only be spent on Angelborn
Traits.
Celestial Protection: When using “Careful Spell”, they now gain Resistance (half) to the damage
of the spell until the end of your next turn
Celestial Overload:
Healed: They now regain 3 HP instead of 2
Seared: They take 3 Radiant instead of 2
Draconic Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Draconic Spark:
Draconic Origin: You gain 2 additional Ancestry Points that can only be spent on Dragonborn
Traits.
Draconic Overload: While Overloaded, you now gain Resistance (Half) to Physical damage and
your Draconic Origin damage type.
Draconic Transmutation: You now deal +1 damage if you change the damage type to your
Draconic Origin damage type.
Draconic Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Draconic Spark:
Draconic Origin: You gain 2 additional Ancestry Points that can only be spent on Dragonborn
Traits.
Draconic Overload: While Overloaded, you now gain Resistance (Immune) to your Draconic
Origin damage type.
Draconic Transmutation: You now deal +2 damage if you change the damage type to your
Draconic Origin damage type.
Spellblade
Class Feature (Level 5)
You gain the following changes for your class feature from Spellblade Disciplines and Bound
Weapon
Spellblade Discipline
You learn 1 Additional Spellblade Disciplines
Bound Weapon
Illuminate: The Radius increases to 10 spaces
Smite: The Damage from the Bound Weapon increase to +2 instead of +1 (Will be +1 in 0.10 or
I’ll change it to gain the benefits of 1 Maneuver for free)
Recall: When recalling your weapon within your 20 space line to recover it, you can spend 1
Action Point to make an Attack Check against an enemy, targeting its PD.
Hit: The creature suffers the weapon’s damage and you can’t use the Smite as part of this
action.
Class Feature (Level 8)
You gain the following changes for your class feature from Spellstrike
Converged Action: You can now use this feature with the “Recall” Option from the Bound
Weapon when performing the Attack Check.
Harmonic Strike: The Spell now doesn’t require the Verbal Component
Paladin Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Holy Warrior:
Aura of Protection: The Radius now increases to 5 spaces instead of 2
Divine Strike: You deal +1 Damage when changing the damage for Radiant or Umbral
Lay on Hands: you gain +2 Hit Point on a Critical Success. You can now spend 1 HP to remove
a Poison or a Disease and the range of “Cure” increase to 5 instead of 1
Paladin Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Holy Warrior:
Aura of Protection: The Radius now increases to 10 spaces instead of 5
Divine Strike: You deal +2 Damage when changing the damage for Radiant or Umbral
Lay on Hands: You heal all Poison or Disease when spending 1 HP and the Radius now
increase to 10 spaces instead of 5. The range of “Cure” also changes to 10 spaces instead of 5
spaces
Rune Knight Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Rune Weapon:
You learn 1 additional Rune from the following list. You don’t need a Quick Rest to change your
Rune, but need to spend an Action Point to change it.
Rune Knight Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Rune Weapon:
You learn 1 additional Rune from the following list. You don’t need to spend any Action to
change your Rune.
Warlock
Class Feature (Level 5)
You gain the following changes for your class feature from Pact Boon and Warlock Contract
Pact Boon
Pact Armor:
Armor Mastery: You gain 1 Property Point on your Pact Armor or you remove a -1 Property
Maneuvers: Once per combat, you can use 1 Defensive Maneuver for free
Mystical Armor: You now gain Resistance (Half) to Mystical Damage
Pocket Dimension: While not wearing your Pact Armor, you can summon it by making a Minor
Action as a Reaction when getting attacked by a creature and make the Parry or Raise Shield
Maneuver for free.
New Pact Armor: You don’t need a Quick Rest to change your Pact Armor
Pact Cantrip:
- You now deal +2 damage on Bloodied creature instead of +1.
- The Touch spell’s range increases to 5 instead of 3. If it is already at 5 spaces, increase
it to 10 spaces.
- You can now do a Short Rest instead of a Long Rest to choose a different cantrip spell
Pact Familiar:
Warlock Pact Familiar: Your familiar now gains the Familiar Attack traits from the Unique trait. If
you have it already, you gain 2 Trait Points of your choice from the following traits list: Familiar,
Unique or Beastborn.
Familiar Bond: It now cannot be targeted by any Checks or Save
Shared Telepathy: The Range now increases to 40 spaces instead of 20
Spell Delivery: You gain ADV on the check when performing a Touch Spell with your familiar
Pocket Dimension: You can now dismiss your Familiar for free. It now still carries the item when
dismissed
Shared Senses: While your familiar is within 40 spaces, you can now connect your sense with
your familiar for 1 minute instead of until the end of your next turn. The connection ends early if
either of you moves farther than 40 Spaces from each other.
Pact Weapon:
Weapon Mastery: You gain 1 Property Point on your Pact Weapon or you remove a -1 Property
Maneuvers: Once per combat, you can use 1 Attack Maneuver for free
Weapon Style Passive: You gain 1 additional Weapon Style Passive on your Pact weapon
Pocket Dimension: While not wearing your Pact Weapon, you can summon it by making a Minor
Action as a Reaction when getting attacked by a creature and gain an Opportunity Attack for
free on the creature.
New Pact Weapon: You don’t need a Quick Rest to change your Pact Weapon
Warlock Contract
Desperate Bargain: You now don’t get exposed while using spending 1 AP to recover HP
Hasty Bargain: You can now spend Grit Points instead of HP to gain ADV on Checks. You also
gain +2 Grit Points
Class Feature (Level 8)
You gain the following changes for your class feature from Life Tap
You can now use it twice per Long Rest instead of once. Still regaining the ability on Initiative.
Eldritch Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Otherworldly Gift:
Psychic Spellcasting: You deal +1 damage from spell with the Psychic Spells Tags
Warlock Contract: You gain ADV when spending HP to target the other defense on a creature
Forbidden Knowledge: The MP cost is now reduced by 2 instead of 1
Eldritch Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Otherworldly Gift:
Psychic Spellcasting: You now deal +2 damage from spell with the Psychic Spells Tags instead
of +1
Warlock Contract: If your spell require a Save, they make it with DISAdv
Forbidden Knowledge: You additionally gain ADV on the Check when performing your chosen
spell.
Fey Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Fey Aspect:
Can’t Trick a Trickster: You now gain Immunity to your fey aspect
Warlock Contract: You can now target an Additional creature to force the Save against them
Fey Step: The teleportation ranges increase to 5 spaces instead of 2. You now become Invisible
until the end of your next turn
Fey Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Fey Aspect:
Can’t Trick a Trickster: You now gain an 2 space Aura and choose any creature within it to grant
immunity to your Fey Aspect
Warlock Contract: You can target any creature within your Spell or Attack Check
Fey Step: You can now use this feature twice per Long Rest. Still recharging on Initiative
Wizard
Class Feature (Level 5)
You gain the following changes for your class feature from Magic School Initiate and Arcane
Sigil
Magic School Initiate
School Magic: You learn 1 additional Arcane Cantrip and 1 additional Arcane Spell from your
Spell School.
Signature School: The MP cost is now reduced by 2 instead of 1
Arcane Sigil
Using a Sigil: You now gain +1 damage when casting or producing the effects of Spells with the
chosen Spell School or Spell Tag.
Moving a Sigil: You can now spend 1 AP to make a sigil being in a 1 Space Aura centered on
you
Class Feature (Level 8)
You gain the following changes for your class feature from Prepared Spell
Mana Limit Break: The Limit now increases to 2 instead of 1
Rehearsed Casting: Spending 1 MP on Spell Duel increases your check bonus to +2 instead of
+1
Portal Mage Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Portal Magic:
Safe Space: You can now rest up creatures equal to your PRIME in your Portal by spending 1
MP. The location is a 5 by 5 square space in the Ethereal Plane and lasts until you make a Long
Rest. After it, the Portal pushes the creatures out of the Portal and it is now lost.
Linked Magic: The creature you are targeting your spell with gains the Flanked Condition
Teleportation Expert: Once per combat, You can reduce the amount of MP cost by 1 when using
a Spell with the Teleportation Tags, recharges on Initiative
Portal Mage Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Portal Magic:
Arcane Portal: You can now spend 1 AP and 1 MP as part of casting your sigil to make a Portal
to a location that you have known before. If it is in an unknown location, dimension or plane, you
need to succeed on a DC 20. The Portal lasts until you dismiss, destroy or hide it.
Success: You created a Portal to the existing location, dimension or Plane that you choose. You
also gain 1 level of Exhaustion
Failure: Nothing happened and you gain 1 level of exhaustion.
Linked Magic: You don’t need to be next to your portal to cast Ranged Spell or Ranged Attack.
Teleportation Expert: Once per combat, You can reduce the amount of MP cost by 2 instead of 1
when using a Spell with the Teleportation Tags, recharges on Initiative
Witch Subclass Feature (Level 6)
You gain the following changes for your subclass feature from Coven’s Gift:
The creature makes these Saves at DISAdv when using the Hex Enhancement.
Bewitching Hex: The target becomes Deafened, but doesn’t hear any creature other than you
Reaping/Life Hex: The Target cannot regain HP while being in this effect
Vermin Hex: You can now target a Gargantuan size creature and decrease its size each turn to
become Medium
Witch Subclass Feature (Level 9)
You gain the following changes for your subclass feature from Coven’s Gift:
They now do not need to make a Repeatable Save to remove the conditions on themselves.
Bewitching Hex: The target becomes in love with you for the duration and cannot be charmed
by other creatures than you
Reaping/Life Hex: The Target now takes 2 True damage instead of 1 and you regain 2 HP
instead of 1
Vermin Hex: You can now target a Titanic size creature and decrease its size each turn to
become Medium