Änderungen an Klassen

## Bard

College of the Wayvern Rider: Trained Rider,  Encouraging Friendship, Defensive Command, Soul Mate (?)

## Cleric

### Twilight Domain

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. **You can choose creatures equal to half your cleric level, with a minimum of one, whom can benefit from this sanctuary.** Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
* You grant it temporary hit points equal to 1d6 plus your cleric level.
* You end one effect on it causing it to be charmed or frightened.

## Druid

### Circle of the Empire of Tides

*Circle of the Land - completely reworked*

**Thorny Wrath**
When you choose this circle at 2nd level, you learn the Thorn Grasp Cantrip as well as one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
**Natural Recovery**
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
**Circle Spells**
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

## Fighter

### Dragon Knight

*too lame to play* -> Du hast Ideen diese Subclass spielbarer zu machen? Immer her damit :)

## Monk

At ~~9th~~ **5th** level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
[Wähle in DnDBeyond den Feat "EoT - Unarmored Movement"]

## Sorcerer

### Mehr Spells always prepared

Was ist besser als einen weiteren Zauber zu bekommen? Genau - mehr Zauber

Die in der Tabelle angegebenen Zauber haben die jeweiligen Subclasses always prepared.

### Witch Origin

Your magic comes from a line of witches and within yourself. Spell Casting Ability: Wisdom

**Witch's Hex**
You know one additional cantrip and learn the find familiar spell. These don't count against the number of spells you know. You may consider taking a witchy spell from the extended spell list.
**Witch's Cat.... or another Companion**
Every Witch needs a magical friend. You can cast the find familiar spell with the following changes:
* Your familiars Intelligence, Wisdom, and Charisma scores are increased by 6.
* Your familiar adds their Wisdom modifier to their AC.
* Your familiar understand all languages you know and you can communicate telepathicalls within 120ft of each other.
* Your familiar is created with a fraction of your soul. If your familiar is reduced to 0 hit points, you immediately take psychic damage equal to half your maximum hit points.
* After your first level up in this class, your familiars form doesn't change anymore. Resummoning them doesn't cost you anything but a spell slot.

**Witch's Hex**
You know one additional cantrip and learn the find familiar spell. These don't count against the number of spells you know. You may consider taking a witchy spell from the extended spell list.

**Magical Brew**
Starting at 3rd level as you've learned to use nature and your circle spells, you can brew spell potions. Magical brews can be made of spells with a range of self, touch or one requiring a saving throw. Spells that require concentration can be brewn into potions that don't require concentration and halfed duration. These brews effects end early if the creature is targeted with a concentration spell. Brewing takes 30 minutes. A magical brew’s magic only affects the drinking creature and still takes effect even if the creature that consumed it did so unwillingly or unknowingly. If a creature that has consumed a magical brew needs to make a saving throw to avoid the effect of the brew they do so with disadvantage. Drinking a magical brew requires a bonus action.
You can have a number of magical brews equal to your wisdon modifier active at a time. Also your brews can consist of one 5th, one 4th, one 3rd, one 2nd and 1st level spells.
**Collapsible Cauldron**
Jedey kann nen Zauberstab oder Orb als Fokus haben - einen Kessel, das kann nur ne Witch.
At 3rd level, you gain the ability to take a cauldron with you wherever you go by reducing it to the size of a thimble. As an action, you can collapse or expand your cauldron from its thimble size to its full size or vice versa. It takes a minute for the cauldron to complete the collapsing or expanding process. The cauldron’s weight when collapsed in its thimble form is negligible, and in its expanded form it weighs 70 lbs. You can make any cauldron worth at least 20 gold pieces become a collapsible cauldron by concentrating on it for 1 hour. Once a new cauldron becomes collapsible, the old one loses its collapsible property and reverts to its full size if it was in thimble form.
**Witch's Broom**
Starting at 7th level, you can spend one spell slot of third level or higher to enchant any broom of your choice. This broom automatically becomes a Broom of Flying and possesses all the traits and abilities of said magic item. The enchantment ends whenever you finish a long rest, enchant another broom, or the broom is destroyed. You cannot have more than one enchanted broom at a time. In addition, at level 14, the broom's flying speed increases by 30 feet (10 if it carrying over 200 pounds) for a maximum of 80/minimum of 40 feet.
**Protective Familiar Bond**
Your bond with your spirit companion has grown stronger, and each others very presence helps to protect both of you. Starting at 14th level, both of you gain a +1 to AC and Saves while within of 120 feet of each other and not wearing heavy armor. If your familiar dies this protection ends. In addition to this, you can use an action to dismiss your familiar.

## Warlock

Warlocks learn the language of their patrons. To apply this choose the "EoT - Patron Tongue"-Feat. If the language is unknown or one you already know, skip this option.