Optional Class Features

You gain class features in the Player’snHandbook when you reach certain levels inyour class. This section offers additional features that you can gain as a barbarian.

Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically. Consulting with your DM, you decide whether
to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, both, or none of them.

## Barbarian

### Primal Knowledge

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

### Instinctive Pounce

*7th-level barbarian feature*

As a part of the bonus action you take to enter your rage, you can move up to half your speed.

## Bard

### Additional Bard Spells

The spells in the following list expand the bard's spell list in the *Player's Handbook*.

**1st Level**

Color Spray

Command

**2nd Level**

Aid

Enlarge/Reduce

Mirror Image

**3rd Level**

Mass Healing Word

Slow

**4th Level**

Phantasmal Killer

**5th Level**

Rary's Telepathic Bond (ritual)

**6th Level**

Heroes' Feast

**7th Level**

Prismatic Spray

**8th Level**

Antipathy/Sympathy

**9th Level**

Prismatic Wall

### Magical Inspiration

*2nd-level bard feature*

If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

### Bardic Versatility

*4th-level bard feature*

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

* Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise
* Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list

## Cleric

### Additional Cleric Spells

The spells in the following list expand the cleric spell list in the *Player's Handbook*.

**3rd Level**

Aura of Vitality

**4th Level**

Aura of Life

Aura of Purity

**6th Level**

Sunbeam

**8th Level**

Sunburst

**89th Level**

Power Word Heal

### Harness Divine Power

*2nd-level cleric feature*

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on your level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

### Cantrip Versatility

*4th-level cleric feature*

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

### Blessed Strikes

*8th-level cleric feature, which replaces the Divine Strike or Potent Spellcasting feature*

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage you can't use this feature again until the start of your next turn.

## Druid

### Additional Druid Spells

The spells in the following list expand the druid spell list in the *Player's Handbook*.

**1st Level**

Protection from Evil and Good

**2nd Level**

Augury (ritual)

Continual Flame

Enlarge/Reduce

Web

**3rd Level**

Aura of Vitality

Elemental Weapon

Revivify

**4th Level**

Divination (ritual)

Fire Shield

**5th Level**

Cone of Cold

**6th Level**

Flesh to Stone

**7th Level**

Symbol

**8th Level**

Incendiary Cloud

### Wild Companion

*2nd-level druid feature*

You gain the ability to summon a spirit that assumes an animal form; as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

### Cantrip Versatility

*4th-level druid feature*

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

## Fighter

### Fighting Style Options

*1st-level fighter feature*

When you choose a fighting style, the following styles are added to your list of options.

**Blind Fighting**

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

**Interception**

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus. You must be wielding a shield or a simple or martial weapon to use this reaction.

**Superior Technique**

You can learn one maneuver of your choice frmo among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

**Thrown Weapon Fighting**

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

**Unarmed Fighting**

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

### Martial Versatility

*4th-level fighter feature*

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice.

* Replace a fighting style you know with another fighter style available to fighters.
* If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

### Maneuver Options

If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters, but also to characters who have a special feature like the Superior Technique: fighting style or the Martial Adept feat.

**Ambush**

When you make a Dexterity(Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

**Bait and Switch**

When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

**Brace**

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

**Commanding Presence**

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check you can expend one superiority die and add the superiority die to the ability check.

**Grappling Strike**

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check.

**Quick Toss**

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

**Tactical Assessment**

When you make an Intelligence(Investigation), an Intelligence(History), or a Wisdom(Insight) check, you can expend one superiority die and add the superiority die to the ability check.

## Monk

### Dedicated Weapon

*2nd-level monk feature*

You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet this criteria:

* The weapon must be a simple or martial weapon.
* You must be proficient with it.
* It must lack the heavy and special properties

### Ki-Fueled Attack

*3rd-level monk feature*

If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

### Quickened Healing

*4th-level monk feature*

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

### Focused Aim

*5th-level monk feature*

When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

## Paladin

### Additional Paladin Spells

*2nd-level paladin feature*

The spells in the following list expand the paladin spell list in the *Player's Handbook*.

**2nd Level**

Gentle Repose

Prayer of Healing

Warding Bond

### Fighting Style Options

*2nd-level paladin feature*

When you choose a fighting style, the following styles are added to your list of options.

**Blessed Warrior**

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

**Blind Fighting**

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

**Interception**

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus. You must be wielding a shield or a simple or martial weapon to use this reaction.

### Harness Divine Power

*3rd-level paladin feature*

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class. 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

### Martial Versatility

*4th-level paladin feature*

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

## Ranger

### Deft Explorer

*1st-level ranger feature, which replaces the Natural Explorer feature*

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

**Canny (1st Level)**

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen kill.
You can also speak, read, and write two additional languages of your choice.

**Roving (6th Level)**

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

**Tireless (10th Level)**

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier. You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short res,t your exhaustion level, if any, is decreased by 1.

### Favored Foe

*1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature*

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and 1d8 at 14th level.

### Additional Ranger Spells

*2nd-level ranger feature*

The spells in the following list expand the ranger spell list in the *Player's Handbook*.

**1st Level**

Entangle

Searing Smite

**2nd Level**

Aid

Enhance Ability

Gust of Wind

Magic Weapon

**3rd Level**

Elemental Weapon

Meld into Stone

Revivify

**4th Level**

Dominate Beast

**5th Level**

Greater Restoration

### Fighting Style Options

*2nd-level ranger feature*

When you choose a fighting style, the following styles are added to your list of options.

**Blind Fighting**

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

**Druidic Warrior**

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

**Thrown Weapon Fighting**

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

### Spellcasting Focus

*2nd-level ranger feature*

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

### Primal Awareness

*3rd-level ranger feature, which replaces the Primeval Awareness feature*

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

### Martial Versatility

*4th-level ranger feature*

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

### Nature's Veil

*10th-level ranger feature, which replaces the Hide in Plain Sight feature*

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisibile, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## Rogue

### Steady Aim

*3rd-level rogue feature*

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

## Sorcerer

### Additional Sorcerer Spells

*1st-level sorcerer feature*

The spells in the following list expand the sorcerer spell list in the *Player's Handbook*.

**1st Level**

Grease

**2nd Level**

Flame Blade

Flaming Sphere

Magic Weapon

**3rd Level**

Vampiric Touch

**4th Level**

Fire Shield

**5th Level**

Bigby's Hand

**6th Level**

Flesh to Stone

Otiluke's Freezing Sphere

**8th Level**

Demiplane

### Metamagic Options

*3rd-level sorcerer feature*

When you choose Metamagic options, you have access to the following additional options.

**Seeking Spell**

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

**Transmuted Spell**

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change the damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

### Sorcerous Versatility

*4th-level sorcerer feature*

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

* Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
* Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.

### Magical Guidance

*5th-level sorcerer feature*

You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

## Warlock

### Additional Warlock Spells

*1st-level warlock feature*

The spells in the following list expand the warlock spell list in the *Player's Handbook*.

**5th Level**

Mislead

Planar Binding

Teleportation Circle

**9th Level**

Gate

Weird

### Pact Boon Option

*3rd-level warlock feature*

When you choose your Pact Boon feature, the following option is available to you.

**Pact of the Talisman**

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

### Eldritch Versatility

*4th-level warlock feature*

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following representing a change of focus in your occult studies:

* Replace one cantrip you learned frmo this class's Pact Magic feature with another cantrip from the warlock spell list.
* Replace the option you chose for the Pact Boon feature with one of that feature's other options.
* If you're 12 level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes your ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

### Eldritch Invocation Options

**Bond of the Talisman**

*Prerequisite: 12th-level warlock, Pact of the Talisman feature*

While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

**Eldritch Mind**

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell

**Far Scribe**

*Prerequisite: 5th-level warlock, Pact of the Tome feature*

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

You can cast the Sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching it.

**Gift of the Protectors**

*Prerequisite: 9th-level warlock, Pact of the Tome feature*

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

As an action, you can magically erase a name on the page by touching it.

**Investment of the Chain Master**

*Prerequisite: Pact of the Chain feature*

When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

* The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
* As a bonus action, you can command the familiar to take the Attack action.
* The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
* If the familiar forces a creature to make a saving throw, it uses your spell save DC.
* When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

**Protection of the Talisman**

*Prerequisite: 7th-level warlock, Pact of the Talisman feature*

When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

**Rebuke of the Talisman**

*Prerequisite: Pact of the Talisman feature*

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.

**Undying Servitude**

*Prerequisite: 5th-level warlock*

You can cast Animate Dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.

## Wizard

### Additional Wizard Spells

*1st-level wizard feature*

The spells in the following list expand the wizard spell listi n the *Player's Handbook*.

**2nd Level**

Augury (ritual)

Enhance Ability

**3rd Level**

Speak with Dead

**4th Level**

Divination (ritual)

### Cantrip Formulas

*3rd-level wizard feature*

You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult these formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.