Tasha’s Cauldron of Everything. All expanded class options and spell lists in TCoE are available to each class (pg 24-78).
Experimental Elixir. You do not need to roll to randomly determine the type of elixir you create. You can create a number during a long rest equal to your Intelligence modifier (minimum one).
Potion Brewer. You may create one of the following potions as one of your infusions: Animal Friendship, Climbing, Diminution, Fire Breath, Giant Strength (Hill giant), Growth, Healing (common), Poison, Resistance, or Water Breathing. You choose the type of potion to make each time you create the infusion. Until consumed, the potion counts against your number of items infused.
Alchemical Savant. In addition, when casting a cantrip that deals one of the specified damage types, you may add your artificer level in place of your Intelligence modifier to the damage roll.
Athletic Fury. At 7th level, while raging, you double the distance of your long and high jumps. You also gain a climbing and swimming speed of 20 feet during your rage.
Brutal Critical. In addition to the extra damage dice, when you score a critical hit with a melee attack, the target, and any additional creatures you choose within five feet of the target need to make a Wisdom save or be frightened until the beginning of your next turn. The DC is 8 + your Strength modifier + your proficiency bonus.
At level 13 the range of the frightening effect extends to 10 feet, and to 15 feet at 17th level.
Howl. At 9th level, when you enter your rage, any creatures you designate within 10 feet of you must succeed on a Wisdom saving throw or be frightened until the beginning of your next turn. The DC is 8 + your Constitution modifier + your proficiency bonus. The radius increases to 20 feet at 13th level and 30 feet at 17th level.
PATH OF THE BERSERKER
Frenzy. You only gain a level of exhaustion at the end of your rage if you use this ability more than once before finishing a long rest. While raging, you may take the Dash action as a bonus action. Any time you reduce a creature to 0 hit points while raging, you gain temporary hit points equal to your proficiency modifier.
Wild Shape. Being reduced to 0 hit points in wild shape gives the Druid a level of exhaustion in addition to changing them back to their normal form.
CIRCLE OF THE MOON
Wild Shape. The Moon Druid is limited to forms of CR 1/2 until level 5.
True Grit. At 7th level, when you use your Second Wind feature, you may spend up to a number of Hit Dice equal to half your level, healing the amount rolled. You gain resistance to one damage type of your choosing for one minute.
Indomitable Will. At 10th level, you gain proficiency in either Intelligence, Wisdom, or Charisma saving throws.
Martial Arts. In addition to the normal abilities, you may use the Power Attack ability (see Combat under 5E House Rules document) with any unarmed strike you make, even as a bonus action.
Ki. Step of the Wind does not require ki. At 4th level Patient Defense does not require ki if you are not wearing armor or using a shield. if Both still take a bonus action, as normal.
Ability Score Improvement. You also gain an ability score improvement at levels 10 and 14.
OPTIONAL CLASS FEATURES
Force of Will
1ST-level monk feature
When taking your first level, you may choose to use Charisma in place of Wisdom for determining Unarmored Defense, Ki save DC, or other class features. Once made, you cannot change this decision.
WAY OF THE FOUR ELEMENTS
Disciple of the Elements. In addition to the normal abilities, you one extra elemental discipline at levels 3, 6, 11, and 17. This grants you a total of two elemental disciplines at each of those levels, plus Elemental Attunement at 3rd level.
Elemental Disciplines. Each elemental discipline with a ki point cost can be used one time without paying the cost. For disciplines normally costing 4 or more ki points, this use is regained after a long rest. For disciplines costing 3 ki points or fewer, this use is regained after a short or a long rest.
Any Elemental Discipline with a level requirement of 11 is reduced to 6, and any with a requirement of 17 is reduced to 11. The ki costs remain unchanged. You may ignore the Maximum Ki Points for a Spell entry when casting a spell at its minimum level.
Elemental Attunement. In addition to the normal abilities, you learn any two of the following cantrips from XGtE: Control Flames, Gust, Mold Earth, and Shape Water. At level six, you learn the other two.
Roguish Architype feature. You gain your second feature at level 6 instead of 9, your third at level 10 instead of 13, and the final feature at level 14 instead of 17.
Blindsense. You gain this ability at level 9 instead of 14. At 13th level, the range extends to 30 feet.
Improved Uncanny Dodge. At level 17, you may use Uncanny Dodge without using your reaction.
Subclass spells. Each subclass now grants you two new spells known at levels 1, 3, 5, 7, and 9, similar to the Aberrant Mind and Clockwork Soul subclasses in TCoE (pg 66 – 69). At each of these levels, pick two sorcerer spells of a level you can cast that are thematically appropriate for your subclass and character, as approved by the DM.
Spell Slots. Increase the number of spell slots to 2 at 1st level, 3 at 5th, 4 at 9th, 5 at 13th, and 6 at 17th.
Expanded Spells. At levels 1, 3, 5, 7, and 9, you add one of your Expanded Spell List spells to your list of spells known. This does not count against your total known. In addition, you may swap one of these spells known for another from the list at these levels. In both cases, you cannot select a spell too high a level for you to cast.
Pact of the Blade. In addition to the normal benefits, this pact boon also grants you proficiency in medium armor and shields. In addition, when attacking with your pact weapon, you may use your Charisma modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.
Hex Warrior. Only grants proficiency with martial weapons (the rest is moved to Pact of the Blade).
Hex Ward. You learn the Blade Ward cantrip and may cast it as a bonus action a number of times equal to your proficiency bonus. You regain these uses after a long rest. You learn the Hex spell. It does not count against your number of spells known.