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by Tom Miskey
version 1.1
These are a variety of additional players options for D&D 5e. With additional sub-races, new
archetypes for every class, new feats, and more Background choices, there should be something useful
in here for every character. Version 1.1 includes corrections and changes made due to feedback.
Sub-Races:
Not every race in 5e has sub-race options, so I limited myself to only those that already have them,
with 1 exception. At our game table, we always specified what type of Elf a Half-Elf's parent is, and so
I wanted that option in 5e as well.
Arctic Dwarves
Ability Score Increase: Your Strength score increases by 1.
Arctic Adaptation: You gain Resistance to all cold damage and have Advantage on saving throws
against the effects of cold. In addition, you are considered proficient in Survival checks in Arctic
environments.
Aquatic Elves
Ability Score Increase: Your Constitution score increases by 1.
Webbed Fingers: You are able to swim at your normal movement speed instead of half speed, and you
have Expertise on all swim checks instead of your normal Atheltics proficiency.
Gills: You can breathe underwater.
Aquatic Elven Weapon Training: You have proficiency with the trident, spear, and net.
Ghostwise Halflings
Ability Score Increase: Your Wisdom score increases by 1.
Shun Death: You have Resistance to all Necrotic damage, and you get Advantage on saving throws vs
life draining effects.
Ghostwise: Incorporeal creatures are unable to pass through you, and take the damage for
materializing in a solid object if they try. You are immune to any abilities that require the immaterial
creature to inhabit your space, such as possession.
Deep Gnomes
Ability Score Increase: Your Wisdom score increases by 1.
Underground Dwellers: You have Expertise in Survival checks related to living underground.
Cave Crawling: You have Expertise in Stealth when you are in caves or other natural underground
settings, instead of any normal Proficiency that would apply.
Specific Half-Elves
The same as a regular Half-Elf except for the following:
Ability Score Increase: Your Charisma only increases by 1 and you have 1 point that you may put in
any other attribute. In addition, you'll receive 1 point in a specific stat from the chosen Elf sub-race.
Skill Versatility: This only gives you 1 skill of your choice, not 2, and you don't get a free language.
Elf sub-race: In exchange, you may select an Elf sub-race and gain all the benefits of it (High, Wood,
Drow, or Aquatic)
Classes:
Presented below is one new archetype for each class in the Player's Handbook. I have tried to balance
each archetype overall with those from the book, though individual abilities may be slightly weaker or
stronger than one gained at the same level in a different archetype.
punishment to those who have wronged others. They will often use their Weapon of Judgement ability
to determine the guilty from the innocent, or to extract informarion about a crime or the location of a
criminal.
Tenets of Justice:
Work within the law when possible, but the cause of justice superceeds mortal laws.
Justice without force is powerless; force without justice is tyrannical.
It is better to risk saving a guilty person than to condemn an innocent one.
Moderation in the pursuit of justice is no virtue.
Oath Spells:
3rd Compelled Duel, Comprehend Languages
5th Detect Thoughts, Zone of Truth
9th Clairvoyance, Speak with Dead
13th Divination, Guardian of Faith
17th Dispel Evil and Good, Geas
Channel Divinity: Weapon of Judgement: At 3rd level you may empower your melee weapon with
your Channel Divinity. For 1 minute, all attacks that hit their target add your Charisma modifier to the
damage in addition to your Strength mod. In addition, you may demand the answer to a question from
your target before you attack (it must be a relatively short question with a short answer, such as yes, no,
or a few words like a name or place). If the target answers truthfully, your attacks will automatically
miss and you will know that it was the truth. If the target refuses to answer or tells a lie, you gain
advantage on your attacks against the target. If the target was unable to hear or understand you (it
doesn't speak your language, for instance), or you decide not to ask a question, you attack normally.
Channel Divinity: Swift Justice: Also at 3rd level you may expend a use of Channel Divinity to give
all allies within 30' of you a 10' increase to their speed for 1 minute.
Blind Justice: At 7th level, you gain Blindsight in a 10' radius. At 18th level this increases to a 30' r.
Uncorruptable Justice: At 15th level, you are immune to fear, charm, and possession, and you gain
Advantage on all Wisdom saving throws.
Reveal the Truth: At 20th level, you may cast True Seeing once per day.
Ranger: Warden
A Warden Ranger focuses on improving spellcasting and abilitiers centered around your favored
terrain. Wardens are protectors of their natural areas and the animals and plants native to them.
Favored Terrain Spells: At 3rd level when you take this archetype, you gain 2 Druid cantrips of your
choice that you may cast at will. In addition, you receive a number of bonus spells based upon your 1st
Favored Terrain. Use the lists for the Druid of the Land, but you get the first 2 spells at 5th level, the
next 2 at 9th level, the 3rd pair at 13th level, and the last pair at 17th level due to the slower Spell Slot
progression of a Ranger.
Heightened Senses: At 7th level, while you are in one of your Favored Terrains, you have Advantage
on Initiative rolls and you are never Surprised.
Resist the Elements: At 11th level, you gain fire and cold resistance, as you are used to the extremes
of nature. If you are already resistant to fire and/or cold, you may instead choose lightning, thunder, or
poison.
Nature's Bond: At 15th level, once per day when you take a short rest, you may regain up to 3 levels
of Spell Slots that you had previously used that day. If you are within a Favored Terrain, you instead
regain 5 levels of used Spell Slots. In addition, you may Speak with Animals from your Favored
Terrains at will.
Rogue: Con-Artist
Some Thieves lie and cheat to get their ill-gotten gains rather than climb in a window or pick a lock.
Bonus Proficiencies: At 3rd level, you gain Proficiency in 2 of the following: Insight, Deception,
Persuation, or the disguise kit. If you are already Proficient in a skill, you may choose to increase it to
an Expertise instead.
Smooth-Talker: At 3rd level, you may cast the spells Charm Person and Disguise Self as 1st level
spells once per day each. The saving throw against them is 8 + your Proficiency bonus + Charisma
mod.
Haggling: At 6th level, you are especially skilled at selling recovered loot for more than usual. You
may sell equipment for 75% of its value instead of 50%. You also gain Advantage on Charisma
(Persuation) tests if it involves exchanging goods, services, information, or other things of value.
Tricky Maneuvers: At 9th level, you gain the Martial Adept stunt for free, but you must choose from
the following maneuvers: Distracting Strike, Feinting Attack, Goading Attack, or Rally. You get 2
Superiority dice instead of 1 to make up for the limited selection of maneuvers.
The Long Con: At 13th level, you always remember to plan ahead during a con job, even when it isn't
clear just what you'll need. Once per day, you may retroactively say that you prepared for a particular
eventuality, whether that means hiding a piece of equipment somewhere, or setting up a safe house to
retreat to, or starting a specific rumor in town, or having scouted the guards patrol routine. The action
must be something that you could have physically done, even if you never said you had done so until
now. If the action would have required a skill roll, make it when it is declared to see how successful it
was. In addition, you gain 1 more Superiority die (3 total now) and they increase to d8's.
Consumate Liar: At 17th level, you may cast either Mislead or Glibness once per day. In addition,
your Superiority dice increase to d10's, and if you have no Superiority dice when you roll initiative,
you regain 1 of Superiority die.
Feats
Call of the Wild (Req: must have an animal companion)
You may select a beast of up to size large instead of just medium, and up to 1/2 CR instead of 1/4. In
addition, it's hit points are your level x5 instead of x4, and if you are ever separated from your
companion, you always know which direction your animal companion is in, and it knows the direction
to you. Each of you can also sense when the other is in danger or if they have been killed. You may
call for your companion to come to you with a special yell, which it can hear up to a mile away.
Cleave: This feat gives you 2 benefits. First, your Strength score increases by 1, to a maximum of 20.
Second, when you do enough damage to drop an enemy to 0 hps with a melee attack, you may make an
additional attack to transfer any remaining damage to another enemy within range. For example, if you
did 12 points of damage and your target only had 3 hps left, you may then attack a different enemy with
that melee weapon. If you hit, don't roll damage, you simply transfer the other 9 points left over from
your previous attack to it. You may only attempt this once per round, and it is a free action.
Master Craftsman: This feat includes several benefits. First, increase your Strength, Dexterity, or
Intelligence (your choice) by 1 point, not to exceed a score of 20. Second, you are able to craft much
faster than most other people. Each day you may create 25gp of items, rather than a mere 5gp.
Finally, you may recognize high quality (and likely magical) weapons, armor, and equipment at a
glance. If you spend time examining them and testing them for 1 day of downtime each, you gain the
effects of the Identify spell with no material component cost.
Two-Weapon Fighting Master: This feat grants 2 benefits. First, increase either your Str or Dex
score by 1, to a maximum of 20. Second, when you attack with a weapon in your off-hand that would
normally require a Bonus Action to use, you may instead use it 1 time as part of your regular Attack
Action. That is 1 off-hand attack for the entire Action, not 1 per attack you get with your main weapon.
If you get a 2nd Action for some reason (such as an Action Surge), you may use the off-hand weapon
again in that new Attack Action. When you use this feat, you may not use your Bonus Action to utilize
the weapon again, but you may use your Bonus Action for other purposes. For instance, a Rogue could
now use it to Dash, Disengage, or Hide without giving up his off-hand attack.
Backgrounds:
Below are 15 new Backgrounds for players to choose. Rather than create lists for Personality, Ideals,
Bonds, and Flaws, I suggest either creating ones that fit your character personally, or rolling on existing
tables that are relatively similar (an Envoy, for example, is close enough to a Noble that you could use
the Noble tables if you'd like).
Bodyguard
Skill Proficiencies: Intimidation, Perception
Tool Proficiencies: Land vehicles, 1 type of gaming set
Equipment: Common clothes, a club or dagger, 1 gaming set, belt pouch with 15gp
Feature: "You saved me!" Several people owe you their life thanks to your skills as a bodyguard.
The people that can afford to hire bodyguards tend to be the rich and powerful, from mayors to
merchants, and possibly criminal bosses as well. You can call in these favors or utilize them as
contacts. You also know how security is typically set up in various places and situations.
PIBF: Make up your own or use the Soldier
City Guard
Skill Proficiencies: Insight, Investigation
Tool Proficiencies: 1 type of gaming set
Languages: 1 of your choice
Equipment: Guard's uniform, common clothes, club, several wanted posters, map of the city, a belt
pouch with 10gp
Feature: Guard of [insert city]: You are generally known around town as a member of the guard
even if you aren't in uniform, which may get you favorable treatment from shop owners and citizens,
but suspicion from criminals. Fellow guards might look the other way if you are in a bar brawl or for
other minor criminal activities in town.
PIBF: Make up your own or use the Soldier
Courtier
Skill Proficiencies: Deception, Insight
Tool Proficiencies: 1 type of gaming set, 1 type of musical instrument
Equipment: Fine clothes, 1 gaming set, 1 musical instrument, pouch with 20gp
Feature: Information is power: As an advisor, assistant, entertainer, or other functionary, you have
or had a position in the court of some king, queen, prince, or other royal. The past-time of courtiers is
gathering favors and knowledge of allies, enemies, and schemes, and so you know about such things in
the royal court, and to a lesser extent, neighboring seats of power. You also have a few favors owned to
you from other courtiers that you may call in when needed.
PIBF: Make up your own or use the Noble or Charlatan
Envoy
Skill Proficiencies: Insight, Persuasion
Languages: 2 of your choice
Equipment: Fine clothes, map of the area, scroll of introduction, pouch with 20gp
Feature: Diplomatic Immunity: You possess minor diplomatic immunity as an envoy, but it only
applies for lesser infractions. Moderate crimes will be punished with banishment back to your home,
while major crimes like murder will likely be punished the same as anyone else because your home
country will usually disavow you. They may agree to a prisoner swap at some point after the heat has
died down though.
PIBF: Make up your own or use the Noble
Explorer
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Navigator's tools or cartographer's tools, land or sea vehicles
Equipment: Navigator's or cartograper's tools to match proficiency, traveler's clothes, maps, 50' of
Farmer/Rancher
Skill Proficiencies: Animal Handling, Nature
Tool Proficiencies: 1 type of Artisan's tools, land vehicles
Equipment: Common clothes, 1 set of artisan's tools, waterskin, pouch with 10gp
Feature: Work the land: You know when, where, and how to plant and tend to crops. You know
how to herd domesticated animals, how to break a horse, shear sheep, milk cows, and much more. You
can find work on a farm, or start one of your own if you wish.
PIBF: Make up your own or use the Folk Hero
Grave Robber
Skill Proficiencies: Religion, Stealth
Tool Proficiencies: Thieve's Tools, carpenter's tools
Equipment: Thieves' Tools, carpenter's tools, dark clothes, shovel, torch, crowbar, pouch with 5gp
Feature: Secrets of the Dead: You know hidden ways in and out of the cemetery and mausoleums,
and you have often used them to hide. You know how to make a body disappear quietly, whether that
means burying them in someone else's grave or selling the cadaver to medical schools or necromancers
in town, you know who is interested in the dead.
PIBF: Make up your own or use the Criminal
Highwayman
Skill Proficiencies: Stealth, Survival
Tool Proficiencies: Land vehicles, Thieves' tools
Equipment: Traveler's clothes, Thieves' tools, club, bedroll, sack, 50' rope, signal whistle, pouch with
10gp
Feature: Bandit Code: While Highwaymen and bandits don't have as strict or elaborate a code as
pirates, there are certain courtesies that many follow. As a Highwayman yourself once, you know the
proper way to ask for a meeting with their leader, how to request a contest or duel that will allow you to
leave with all your goods and posessions if you win, and so on. Not all Highwaymen abide by these
codes, though the ones that don't tend to be looked down upon by the others.
PIBF: Make up your own or use the Outlander
Messenger
Skill Proficiencies: Animal Handling, Athletics
Tool Proficiencies: Calligrapher's tools
Languages: 1 language of your choice
Equipment: Calligrapher's tools, common clothes, maps of the area, pouch with 10gp
Feature: City Secrets: You know the fastest way to get from one part of town to another, including
through back alleys, side streets, and hidden passages. This is identical to the Urchin's ability.
PIBF: Make up your own or use the Urchin
Miner
Skill Proficiencies: Investigation, Perception
Tool Proficiencies: Carpenter's tools, land vehicles
Equipment: Common clothes, miner's pick, shovel, hooded lantern, waterskin, pouch with 10gp
Feature: Don't need no canary!: As a miner you are able to detect dangerous underground areas
(places where the ceiling, wall, or floor may give way, places with a build-up of gases, etc), as well as
sloped passages, subtle turns, and so on. You know how to build wooden reinforcements, stairs, etc in
a tunnel and how best to destroy such supports. You know how to judge the quality of a metal vein,
how to follow it, and when it is played out.
PIBF: Make up your own or use the Guild Artisan
Physician
Skill Proficiencies: Investigation, Medicine
Tool Proficiencies: Herbalism kit
Languages: 1 of your choice
Equipment: Herbalism kit, fine clothes, healer's kit, pouch with 15gp
Feature: I'm a doctor, not a miracle worker!: When you use a healer's kit to stabilize someone (or
treat them after they have been stabilized but before they regain consciousness), they will awaken in
half the time rolled if you wish. Additionally, you are an expert on anatomy, drugs, diseases, and
dentistry. You can determine a person's physical health and whether they are suffering any maladies
with a few minutes examination.
PIBF: Make up your own or use the Sage
Rat Catcher
Skill Proficiencies: Animal Handling, Stealth
Tool Proficiencies: Poisoner's kit, 1 gaming set of your choice
Equipment: Hunting trap, poisoner's kit, basket, common clothes, hooded lantern, small but vicious
dog, pouch with 5gp
Feature: Sewer navigation: You spend so much time down in the sewers catching rats, you know
your way around them (and the dangers within them) by heart. You never get lost in sewers. You are
also trained in fighting rats and knowledgible in their habits, likes, diseases, varieties, etc
PIBF: Make up your own or use the Urchin
Servant
Skill Proficiencies: Insight, Perception
Tool Proficiencies: 2 artisan's kits of your choice
Equipment: Common clothes, 1 set of artisan's tools, pouch with 5gp
Feature: Born to serve: You are well-trained in adopting the manners of a servant, and servants tend
to talk to other servants. You can often gain information about a household from talking to its servants.
When you are dressed and acting like a servant, many other people will hardly give you notice (unless
Teamster
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: Land vehicles, smith's tools
Equipment: Common clothes, smith's tools, 50' rope, pouch with 10gp
Feature: Yah mule, yah!: You have a way with draft animals (horses, oxen, etc). You can sooth and
calm them with your words, or encourage them to pull longer, harder, or faster than they normally
would. You know how to hitch and unhitch animals to a cart or wagon, and you can make basic repairs
on a land vehicle to get it moving again. You also know most of the local land trade routes and cities,
and what to expect in each one.
PIBF: Make up your own or use the Outlander
Wizard's Apprentice
Skill Proficiencies: Arcana, Sleight of Hand
Tool Proficiencies: Calligrapher's supplies, Herbalism kit
Equipment: Robes, Calligrapher's supplies, Herbalism kit, 1 arcane focus, component pouch, pouch
with 5gp
Feature: My first cantrip!: As a former wizard's apprentice, you have learned how to use magic for
minor household tasks. You can light or snuff a candle, clean a small object, chill, warm, or flavor
food, and so on. In effect, you have the Prestidigitation cantrip, and Intelligence is your casting ability.
PIBF: Make up your own or use the Sage
Optional Rules:
Gaining Hit Points: If you want to preserve some randomness when gaining HPs, but prevent low
rolls from crippling a character, you might say that any roll below the average instead is treated as if
you had rolled the average, and then you apply any Con modifiers. For example, if your Wizard has a
hit dice of 1d6 (or 4), any roll of 1-3 is treated as if you'd rolled a 4 instead.