Optional Class Features

These features can be used when creating a character. All optional class features presented in Tasha's Cauldron of Everything are also approved for use.

Artificer

Crafting Expertise

6th-level Artificer feature, which improves Tool Expertise

You are a true artisan, adept at crafting magic items. When you are crafting magical items, you can roll for the material costs and time expended (or number of items made) twice, choosing the result you want.

Bard

Subtle Words

6th-level Bard feature, which replaces Countercharm

When you cast a spell through an instrument, you can expend a Bardic Inspiration die to attempt to conceal the somatic and verbal components of the spell as part of the performance. When you do so, you make a Performance check against onlookers' passive Perception (creatures who can cast spells have advantage, giving them a +5 bonus). Creatures whose passive Perception is lower than the result of your check does not notice a spell has been cast (although the effects might still be noticeable, depending on the spell).

Master of Your Craft

20th-level Bard feature, which replaces Superior Inspiration

Your connection with the weave has left you with a deeper understanding of the world. Your proficiency bonus increases by 1. Additionally, when you use your Jack of All Trades feature, you can round up instead of down.

Barbarian

Improved Rage

1st-level Barbarian feature, which improves Rage

Cantrips and spells that do not require spell slots, such as those gained from your race or a feat, can still be cast while raging. While you are raging, you still cannot cast spells using spell slots, and you cannot concentrate on any spells (even ones you can cast while raging).

Welcome to the Gun Show

3rd-level Barbarian feature

When you make an Intimidation check, you can use your Strength modifier instead of your Charisma modifier, and you can expend a use of Rage to gain advantage on the check.

Blood Frenzy

3rd-level Berserker feature, which improves Frenzy

You activate Frenzy by spending two of your Hit Dice when you activate Rage, but you no longer incur Exhaustion when your Frenzy ends. The first time you deal a killing blow to an enemy during your Frenzy, you regain a Hit Die.

Intimidating Roar

10th-level Berserker feature, which replaces Intimidating Presence

When you enter a Frenzy, you let out a terrifying roar. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Strength modifier), or become Frightened of you until the end of your next turn.

Totem of the Ape

Totem Warrior additional features

At 3rd level, you can choose the following totem spirit:

Ape: When you make an attack with a Thrown weapon you can benefit from Reckless Attack, and you can apply your Rage damage bonus. Additionally, you gain a climbing speed equal to your walking speed.

At 6th level, you can choose the following aspect:

Ape: You gain proficiency in one language of your choice and one tool of your choice. Additionally, you have advantage on all Intelligence checks.

At 14th level, you can choose the following attunement:

Ape: When you deal a critical hit with a weapon attack, the target becomes Restrained (escape DC equals 8 + prof + str) until the end of your next turn, as your attacks pin them down.

Cleric

Poorfellow's Defense

1st-level Cleric feature

Your beliefs prevent you from wearing armor. You give up any armor and shield proficiencies you have, and instead gain an AC equal to 10 + your Wisdom modifier + your Dexterity modifier while you do not wear armor or a shield.

Channel Divinity: Twilight Sanctum

2nd-level Twilight Domain Cleric feature, which justly nerfs Twilight Sanctuary

Instead of granting the benefits to creatures who end their turn in the sphere, you can use a bonus action on your turn to grant the benefits to one creature within range.

Druid

Wild Shape

See Wild Shape for a feature that replaces Wild Shape with a template system, as well as an overhaul to the Circle of the Moon subclass.

Monk

Martial Arts

1st-level Monk feature

You have mastered combat styles that use monk weapons, which are unarmed strikes and any weapons you are proficient with that do not have the Heavy property. While you are benefitting from Unarmored Defense and are wielding only monk weapons, you gain the following benefits:

  • Your monk weapons gain the Finesse property.
  • When you roll damage for your monk weapons, you can use your Martial Arts die.
  • When you take the Attack action, you can make one Unarmed Strike as a Bonus Action.

Improved Unarmored Movement

2nd-level Monk feature that improves Unarmored Movement

You have learned to use your opponents strength against them in combat. When you make a Grapple or Shove attempt, you can make an Acrobatics check instead of an Athletics check. Additionally, you can use your Dexterity instead of your Strength when you determine the distance you can jump.

Martial Stance

2nd-level Monk feature

Your body is the only weapon you need, and you have mastered several martial styles. When you roll initiative, you can assume one of the following combat stances.

  • Tiger Stance: Your Martial Arts die increases by one die size, up to a maximum of 1d12.
  • Eagle Stance: You make the additional attack from Martial Arts as part of the triggering Attack action.
  • Bear Stance: You gain a +2 bonus to your AC and saving throws.

This feature only functions while you benefit from Unarmored Defense and wield no weapons.

The math on Tiger and Eagle stance is pretty similar across most levels. Tiger is good for subclasses that benefit from the bigger MA die, and Eagle enables more tactical use of other bonus actions at the cost of more Ki.

Pressure Points

10th-level Monk feature

You have gained an instinctive knowledge of where to strike your opponents to inflict maximum damage. Attacks with monk weapons deal additional damage equal to your Wisdom modifier.

Grappling Holds

13th-level Monk feature

You have advantage on all checks made to Grapple or Shove a creature, or to escape Grapples and other restraints.

Moment of Zen

20th-level Monk feature, which replaces Perfect Self

You have learned to ready yourself for what is about to come. When you roll initiative and you have less than half your maximum amount of Ki points, you regain Ki points until you have half your maximum.

Born of Shadow

3rd-level Way of Shadow Monk feature, which replaces Shadow Arts

You can spend 2 Ki points to cast Darkness, Pass Without Trace, Silence, or Disguise Self, and you learn the Minor Illusion cantrip.

Additionally, you gain darkvision to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. When you cast Darkness with this feature, your darkvision can pierce through the darkness created by the spell.

Fighter

Improved Indomitable

9th-level Fighter feature, which enhances Indomitable

Uses of Indomitable are only consumed if the reroll turns the result of the saving throw into a success, and you can add your proficiency bonus to the reroll if it is not already included.

Improved Arcane Shot

3rd-level Arcane Archer feature, which enhances Arcane Shot

You can use your Arcane Shots a number of times equal to your proficiency bonus between rests. Your features also work with any ranged weapon, not only bows.

Paladin

Smite the Heretics

2nd-level Paladin feature, which improves Divine Smite

When you hit with a melee attack, you can use your bonus action to cast a Smite spell and immediately apply its effects. If the spell's effects are instantaneous, you do not need to concentrate on the spell when you cast it like this. You cannot do this and use Divine Smite on the same attack.

Quick Prayer

3rd-level Oath of Devotion feature, which improves Channel Divinity

You can use your Channel Divinity: Sacred Weapon as a bonus action.

Ranger

Foe Stalker

1st-level Ranger feature, which replaces Favored Enemy

You learn the Hunter's Mark spell, and it does not count towards the number of ranger spells you know. You can cast it a number of times equal to your proficiency bonus without using a spell slot, regaining all uses when you finish a long rest. Creatures marked by the spell counts as a Favored Enemy.

When you reach 6th level in this class, Hunter's Mark no longer requires concentration for you, and when you reach 14th level, the damage dealt by Hunter's Mark increases to 1d8.

Know your Enemy

20th-level Ranger feature, which replaces Foe Slayer

Through bloody experience, you have learned your enemies' weak spots. You can add your Wisdom modifier to all damage rolls you make against your Favored Enemies.

Rogue

Opening Moves

7th-level Rogue feature

On the first turn of combat, you can trigger Sneak Attack against any target that hasn't taken a turn in combat yet unless you have disadvantage on the attack.

Psychic Blade Mastery

3rd-level Soulknife feature, which improves Psychic Blades

You can conjure a Psychic Blade for any attack you make, including opportunity attacks.

Sorcerer

Bloodline Spells

1st-level Sorcerer feature

You learn additional spells when you reach certain levels in this class, as shown on the Bloodline Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Sorcerer LevelDraconic Bloodline spellsDivine Soul spellsStorm Sorcery spellsShadow Magic spells
1Chromatic OrbGuiding BoltThunderwaveDisguise Self
3Dragon's BreathLesser RestorationGust of WindDarkness
5FearSpirit GuardiansCall LightningSummon Shadowspawn
7Fire ShieldDeath WardStorm SphereShadow of Moil
9Summon Draconic SpiritMass Cure WoundsMaelstromSeeming

Magical Conduit

1st-level Sorcerer feature, which changes Spellcasting

Instead of using Spell Slots and Sorcery Points, you can use the Spell Point system from the DMG to power both your spells and your metamagic.

In order to choose this feature, Sorcerer must be your first class, and you are not able to take levels in another class later.

Sorcerous Recovery

3rd-level Sorcerer feature

When you finish a short rest, you can recover sorcery points equal to half your sorcerer level. Once you use this feature, you need to finish a long rest before you can do so again.

Metamagic

The following metamagic options are improved:

  • Careful Spell (1 sorcery point): When you cast an area-of-effect spell that forces other creatures to make a saving throw, you can weave the spell around a creature. That creature automatically succeed on their saving throws against the spell, and if they would normally take half damage, they instead take none. You can apply this metamagic up to three times on a single spell.
  • Extended Spell (2 sorcery point): When you cast a spell with a duration below 1 hour, you have advantage on saving throws to maintain concentration on that spell. When you cast a spell with a duration of 1 hour, it lasts until you finish a short rest. When you cast a spell with a duration of 8 hours or longer, it lasts until you finish a long rest.

Metamagic Master

20th-level Sorcerer feature, which replaces Sorcerous Restoration

You have become a master of bending your innate magic to your will. All metamagic options are now available to you, and their costs decrease by 1 (to a minimum of 1).

Warlock

Pact Warrior

3rd-level Warlock feature, which improves Pact of the Blade

You can use Charisma for the attack and damage rolls of any weapon you summon with Pact of the Blade, and you can summon your weapons as a bonus action.

Additionally, you gain proficiency with medium armor and shields.

Elemental Remnant

6th-level Hexblade feature, which replaces Accursed Specter

You can extract the elemental essence of creatures that you slay. When you slay a creature, you can cause its spirit to coalesce into a mephit, a small remnant of chaotic elemental energy. Roll on the table below to see what type of mephit the spirit forms (depending on the slain creature, the DM may decide which form the mephit takes instead). The mephit acts on your turn, obeying your verbal commands to the best of its ability.

d6Mephit
1Dust Mephit
2Magma Mephit
3Steam Mephit
4Ice Mephit
5Smoke Mephit
6Mud Mephit

The following changes are made to the Mephit's statblock:

  • Its alignment changes to that of the warlock.
  • It understands Common, but can't speak it.
  • When the mephit appears, it gains temporary hit points equal to half your warlock level.
  • Any attack roll the mephit makes is done using the warlock's spell attack modifier.
  • Any saving throw it causes other creatures to make uses the warlock's spell save DC.
  • Any ability the Mephit has with (recharge X) instead becomes (1/Short Rest).

The mephit remains in your service until the end of your next long rest, at which point the magic that holds it dissipates. Once you bind a spirit with this feature, you can't use the feature again until you finish a long rest.

Wizard

Abjurer's Ward

2nd-level School of Abjuration feature, which replaces Arcane Ward

You gain temporary hit points equal to your Intelligence modifier at the end of each of your turns. If you cast a levelled abjuration spell on that turn, you increase the amount of temporary hit points you gain by an amount equal to your level in this class.

Empowered Ward

6th-level School of Abjuration feature, which replaces Projected Ward

If you take damage and your Abjurer's Ward takes part of the damage, you automatically succeed on any Constitution saving throws you make to maintain concentration on a spell, even if the ward does not absorb all of the damage.

Necromantic Pursuits

6th-level School of Necromancy feature, which replaces Undead Thralls

You add the Summon Undead spell to your spellbook, or another wizard spell of your choice if you already know it. You gain the following benefits when you cast Summon Undead:

  • You can replace the material component with an arcane focus.
  • Your spell slots count as one level higher when determining the summoned creature's statistics, but not above your highest level spell slot.
  • Any damage your summoned creature deals counts as magical for the purposes of overcoming resistance and immunity to non-magical damage.

Leap Second

10th-level Chronurgy Magic feature, which replaces Arcane Abeyance with a more balanced feature

After you roll initiative, you can swap your initiative score with any other creature in the initiative order. Once you do this, you cannot do so again until you finish a short or long rest.