Mechanics

The following are the specific rules that are used over the normal version of the classes for D&D 2014 and any sourcebooks I use. Some of these are imports from D&D 2024, or 5.5e. If they seem familiar, now you know why! :D

D&D Classes

Artificer


Bard

Countercharm: At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).


Barbarian

Brutal Critical: Beginning at 9th level, you can roll your weapon's damage dice one additional time when determining the extra damage for a critical hit with a melee attack. For example, scoring a critical hit with a greatsword means rolling the critical damage (4d6), and an additional 2d6.

This increases to two times at 13th level and three times at 17th level.


Cleric

Divine Intervention: You can call on your deity or pantheon to intervene on your behalf. As an action, choose any Cleric spell of level 5 or lower that doesn't require a reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.


Druid


Fighter


Monk


Paladin

Divine Smite: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot and your bonus action to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.


Ranger

Ranger gains the following in it's Spellcasting feature:
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.

Favored Foe, Deft Explorer, & Nature's Veil are the default, and Favored Foe is no longer concentration.


Rogue


Sorcerer


Warlock

Pact of the Blade: As a bonus action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.

Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type. Your bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.

Hex Warrior: At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

Pact of the Chain: You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot. When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar's stat block).

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.


Wizard

Savant features for Wizard subclasses: Choose two Wizard spells from the [MAGIC] school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the [SCHOOL] school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Evocation: Switch Potent Cantrip to Level 2 feature, and Sculpt Spells to Level 6 feature.