Subclass Options Currently this is a first draft of a few subclasses designed for D&D 5E. These have not been playtested and C&C is sought after. Barbarian - Marauder Path The Barbarian is already ideally suited for a quick combatant, but those who follow the path of the Marauder become known and feared as fast raiders. Able to get in, take what they want, and get out before any real defense can be mounted, they are a terror feared in civilised land. The real strength of the Marauder is not that they are the most powerful of Barbarians, but that they are perhaps the quickest to violence. Both metaphorically with how rapidly they resort to brutality and fear to achieved their ends, and literally as their speed into the frey should not be underestimated. Marauder Path Features Barbarian Level Feature 3rd Eager for Blood 6th Surrender and Live 10th Unstoppable Advance 14th Furious Assault Eager for Blood When you choose this path at 3rd level, you gain an eagerness for combat that can let you embrace rage at the first sight of blood. When you are hit by a melee or ranged attack that would cause damage you may use your reaction to go into a Rage. You go into the rage before the damage from the attack is calculated, meaning any resistances you have may be used if applicable. Surrender and Live From level 6 onwards, your fearsome nature makes those who face you hope and wish you may offer them a bloodless way out. You have advantage on Charisma(Intimidation) ability checks against a creature that is not friendly to you. Unstoppable Advance From level 10 you may take the Dash action as a bonus action. In addition if you use your bonus action to make an attack, you also gain extra movement equal to half your speed for this turn. Furious Assault Once you reach level 14, if you have already hit a target with a melee weapon attack on your turn, for the remainder of the turn on any further hits on the same target you may double your strength modifier and rage bonus damage. For example if you have a strength modifier of +4 and bonus Rage damage of +3, instead of adding +7 to your damage roll you may add +14. This additional damage only lasts for the turn, not the round. So it may be applied to a second attack, and any attack you may make with your bonus action, but it may not be applied to an attack of opportunity after your turn has passed.

Cleric - Revelry Domain Across many cultures there are divine figures that either focus on, or have some aspect dedicated to revelry and generally encouraging people to have a good time. Be they divine figures of love that espouse more base desires, or dieties of wine and excess, they typically exist to offer the mortal an escape from their wordly woes. As a cleric of such a domain, your duties are to give people a chance to relax and cut loose, even if only for a while. Depending on the cultures involved you could function as a matchmaker, or a brewer, but needless to say when you call for drinks the whole bar cheers. This gives a cleric of Revelry a function not many other divine practitioners have: acting as a Social hub. Revelry Domain Features Cleric Level Feature 1st Domain Spells, Bonus Proficiencies, Bonus Cantrip 2nd Channel Divinity: Intoxicating Touch 6th Quick Recovery 8th Divine Strike (1d8) 14th Divine Strike (2d8) 17th The Show Must Go On Domain Spells You gain domain spells at the cleric levels listed in the Revelry Domain Spells table. See the Divine Domain class feature for how domain spells work. Revelry Domain Spells Cleric Level Feature 1st Charm Person, Sleep 3rd Suggestion, Mirror Image 5th Tongues, Feign Death 7th Confusion, Dimension Door 9th Dominate Person, Modify Memory Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency with the Brewer's Kit. Bonus Cantrips When you choose this domain at 1st level, you gain the Vicious Mockery cantrip if you don't already know it. This does not count against the number of cantrips you know, and it counts as a Cleric spell cast using your Wisdom. In addition you also learn the Minor Illusion cantrip if you do not already know it. However this cantrip can only be used to create audible illusions that fit in with reveling rather than visual ones, typically used to create the sound of a band or singer. Channel Divinity: Intoxicating Touch Starting at 2nd level you can use your Channel Divinity to intoxicate a living creature with a touch. The target must make a constitution saving throw against your cleric spellcaster DC or be intoxicated for an hour. While intoxicated the target has disadvantage on all wisdom ability checks and saving throws against charm effects, and all deception and persuasion skill checks they make are made at disadvantage. Unless you specifically inform them, the target is completely unaware that you are the cause of this intoxication. Hair of the Dog that Bit you Starting at 6th level, during a short rest when creatures friendly to you within 60 feet are rolling hit die to recover hit points, they may add your wisdom modifier to the die roll in place of their constitution modifier if they wish. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. While for most Clerics of Revelry this extra damage comes from a wall of sonic energy bursting from their weapons, there are rumours of some clerics who's strikes are accompanied by tuneful, unknown stringed instruments that have no obvious source. The Show Must Go On At 17th level, once per long rest you may use your action to cause all creatures of your choosing within 120 feet of you, who are currently unconscious, to immediately gain a number of hit points equal to your wisdom modifier plus their constitution modifier (minimum 0 from their constitution modifier) plus the highest possible roll of one of their hit die. This does not cost a hit die from the creature. For example if you have a wisdom modifier of +4, and are using this on a rogue (d8 hit die) with a constitution modifier of +1, the Rogue immediately regains 4+1+8 hit points. Creatures affected immediately stand up and are considered to be under the effect of the Dodge action until their next turn.