Variant Class Features/House Rules

No game is perfect, and while the developers of Dungeons and Dragons did a stellar job with 5th edition, there are some tweaks I recommend. At the very least, these are interesting changes for your consideration.

## Wizards...

...can make their own spells. Given 1 week of practice and research per level of the intended spell and a successful Arcana check (DC = 10 + the level of the created spell), a Wizard may produce a spell of their own design. Such a spell should follow rough guidelines; I recommend those listed here: https://www.dandwiki.com/wiki/Spell\_Design\_(5e\_Guideline)#Wizard

Obviously this can be a tricky thing to balance, but with an experienced (and I suppose somewhat lenient) DM, the new spell should be well balanced and interesting in play. This feature adds to the studious and magical mastery flair of Wizards and gives them another clear variation from Sorcerers, whom they struggle to outplay in many situations.

## Sorcerers...

...don't need arcane focuses. So much of a Sorcerer's flavor comes from their natural affinity toward magic, and not requiring them to have an arcane focus or material components (although I recommend requiring material components that have a GP cost) gives them an edge on Wizards, who they often have trouble separating themselves from in terms of flavor. It enhances their identity somewhat innate spellcasters and gives them a minor advantageous feature that adds to the class flavor as a whole. I also recommend allowing a Sorcerer PC to use an arcane focus if they *choose* too, as some provide buffs to spells or attack rolls.

## Fighters...

...all learn Manuevers as a Battle Master would. Effectively, all Fighters should benefit from the features granted by the Battle Master archetype (which I suggest they should first access at 4th level, gaining the Battle Master's Combat Superiority Feature and Maneuvers at that level instead of at 3rd level, since they will also have a subclass granting them features). This archetype plays perfectly into the flavor of the class and doesn't really add much beyond versatility in combat (which Fighters sorely lack), flavor (which they also tend to lack), and a bit of extra damage now and then.

Now, this variant feature is somewhat controversial, and for obvious reasons: it gives a class the abilities of two subclasses. (one chosen by the PC, and the Battle Master) However, I would argue that this is a worthwhile choice. As a party gains levels, Fighters often slip into a sort of one-trick-pony roll of shooting or smacking whatever is in front of them. Even with 2 more extra attacks than most classes, they struggle *hard* to keep up with other classes in terms of versatility, combat maneuverability, and damage (which they are supposedly good at), especially when compared to a Paladin or a Rogue. While Rogues and Paladins (and other spellcasters) benefit from their flavor-based abilities, Fighters' flavor comes from being masters of martial combat, which (without Manuevers) devolves alarmingly quickly into smack-and-be-smacked.

If any DM is hesitant about this change, they should be; its a big one. I believe it to be worth a shot, with plenty of room for customization and nerfing as you see fit.

## Bards...

...can harmonize. Let me explain. In addition to being a real-world musical concept, harmonization would offer a way for a group of Bards to cast higher levels spells and magical effects. It would work like this:

If two Bards with only 1st level slots want to harmonize, both would make a performance check (DC = 10 + the level of the spell being attempted), beginning a 1-minute ritual. On each turn of this minute (10 times), they must both repeat the check, succeeding only if they each succeeded more times than they failed. If they succeed, they could both expend a 1st level slot to cast a 2nd level Bard spell they are both at least somewhat familiar with. The same process would be carried out if two 5th level bards wanted to cast a 4th level spell, and so on, as long as both Bards have a spell slot of one less than the attempted spell.

Optionally, the same ritual could be carried out by 4 Bards attempting to cast a spell 2 levels higher than their shared highest slot level. The math continues, so 8 Bards with a 1st level slot could hypothetically work together to cast a 4th level spell, each of them expending a 1st level slot. If a spell being cast through harmony has a casting time of 1 minute, the ritual takes 10 minutes but only requires the same number of checks. The same goes for a casting time of 10 minutes, whose ritual would take an hour. If the casting time is an hour, the ritual would take 8 hours. A casting time of 8 hours requires a 24-hour-long ritual.

Harmonies are an interesting concept in real-world music theory, and it fits perfectly into the described abilities of a musician who's songs "echo the music of creation." This feature would be largely situational but could provide wonderful opportunities for role play, variable encounters, and special moments for a class that is sometimes difficult to take seriously. Humor is great, but having cool moments *and* being funny is better.