5e Players Options 1.0 PDF
5e Players Options 1.0 PDF
5e Players Options 1.0 PDF
by Tom Miskey
version 1.0
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.
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.
Making Love Out of Nothing at All: At 1st level, you gain Friends as a bonus cantrip.
Power of Love: Also at 1st level, your Enchantments are so powerful that enemies that would
normally get Advantage on the saving throw because you or your allies are engaged in combat with it
do not receive that benefit. If the spell would normally automatically end if you or an ally attacks the
target after it has been enchanted, the target instead is allowed a saving throw with Advantage each
time it is attacked.
Channel Divinity: You're the Inspiration: At 2nd level, you may Channel Divinity to Inspire the
Heart of a target within 30' This has 3 effects: First, it removes any fear effect the target is under.
Second, the Cleric learns one of the target's Personality Traits, Ideals, Bonds, or Flaws. Third, if the
target does not already have an Inspiration point, they receive one.
All Out of Love: At 6th level, you are able to use a variety of tantric secrets (either alone or with a
partner) to regain some spell slots. Once per day when you finish a short rest, you can choose
expended spell slots to recover. The spell slots can have a combined level that is equal to or less than
half your wizard level (rounded up), and none o f the slots can be 6th level or higher.
Channel Divinity: Heartbreaker: At 8th level, you gain the Heartbreaker Channel Divinity option.
Choose 1 living humanoid target within 30' and expend a use of Channel Divinity. The target must
make a Wisdom saving throw or else they are stunned for 1 round and suffer 4d8+ your Cleric level
psychic damage as they see visions of everyone/everything that they have loved and lost. A successful
save reduces the damage by half and negates the stun.
Simply Irresistable: At 17th level, you may cast either Mass Suggestion or Sympathy (not Antipathy)
once per day.
Fighter: Dreadknight
Dreadknights are nearly unstoppable warriors, usually clad in heavy armor, that are able to withstand a
great deal of punishment and keep going. They specialize in staying on their feet long after others
would have fallen. The name is a play on "dreadnaught", but the fact that Dreadknights can seem
unstoppable certainly puts fear into their enemies.
Armor Expertise: At 3rd level, you gain a +1 bonus to AC if you are wearing Medium armor, or a +2
bonus to AC in Heavy armor.
Improved Recovery: At 7th level, when you spend Hit Dice to heal during a Short Rest, you may add
your Proficiency modifier to each die rolled. In addition, when you use your Second Wind ability, you
may add your Proficiency modifier to the total.
Defensive Fighting: At 10th level, you have learned how to fight defensively. You may choose to
suffer disadvantage on all your attack rolls for this round, but anyone attacking you also suffers
disadvantage on their attacks.
Fend Off the Reaper: At 15th level, you get Advantage on all Death saving throws and against
Necrotic attacks and life draining. Additionally, if you have not yet used your Second Wind, you may
use it after you have fallen.
Shrug it Off: At 18th level, you have a chance of resisting critical hits. If you make a DC 20
Constitution save, the blow does only normal damage instead of critical damage. In addition, you may
choose a 2nd Fighting Style, but you must choose either Defense or Protection.
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 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.
Feint: At 9th level, as a Bonus Action you may perform a Feint manuever against an adjacent target
twice per short rest. Your next attack against that target gets Advantage, and if it hits, roll your
weapon's damage die twice.
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.
Consumate Liar: At 17th level, you may cast either Mislead or Glibness once per day.
Invocation of the Vestige: Starting at 1st level, each day you may select an Eldritch Invocation you do
not have that you are qualified for to use for that day. After a long rest, you may change to a different
Invocation.
Spells of the Vestige: At 6th level, you gain the Thaumaturgy Cantrip, which you may use at will. In
addition, the power of the Vestiges grant you 1 additional Spell Slot to use with any spells you know.
This Spell Slot is treated the same as all your other Spell Slots, and may be regained after a short or
long rest.
Experienced Bargainer: At 10th level, your numerous vastige pacts have strengthened your resolve
and honed your influence against unnatural forces. You gain Advantage on all Wisdom and Charisma
saving throws.
Vestige Arcanum: At 14th level, when you select your Invocation of the Vestige, you may also select
an additional 6th or 7th level Warlock Arcanum of your choice. After each long rest you may change
this Vestige Arcanum to a different one.
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. If you have movement left this
round, you may use it to reach another enemy if needed. 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. If you get a 2nd Action for some reason (such as an Action Surge), you may use the off-hand
weapon again in that 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: Get Behind Me! You can use the Help action defensively. If someone is within 5' of you,
you may use your action to cause the next attack directed at them to be at a Disadvantage.
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
rope, dagger, pouch with 10gp
Feature: Journey to [insert place]: You have traveled to some secret, mythical, far off, or otherwise
inaccessible place and returned. You know about that place, its inhabitants, culture, dangers, magic,
etc. You might have returned with some mementos of your journey, as well.
PIBF: Make up your own or use the Hermit or Sailor
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: Seen one corpse, seen'em all: Dead (or undead) bodies are nothing new to you, and your
fear of the dead has been dulled. You gain Advantage on all saving throws against fear due to the
undead.
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 matel 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), if you succeed at a DC
15 Wisdom (Medicine) test they will awaken in 1d4 minutes rather than 1d4 hours. You may also
expend a use of the Healer's kit to treat a person's wounds during a short rest, allowing them to roll 1
additional Hit Die for recovery and discard the lowest die.
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
trained in fighting rats and do +1 damage to all types of rats, were-rats, 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
you are someplace servants aren;t allowed).
PIBF: Make up your own or use the Urchin or Folk Hero
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 the Prestidigitation
cantrip. Intelligence is your casting ability for it.
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.