Classes
Cleric
Domains. You may choose
two domains available to your deity. For each spell level, you may prepare two domain spells. You may change the domain spells prepared according to your available domains whenever you prepare a new list of spells. The domain spells that you do not prepare as a domain spell can be prepared normally, counting against the normal number of cleric spells that you can prepare. For all other domain-dependent features, you choose one feature from either domain.
Rogue
Sneak Attack. You deal extra sneak attack damage on
all attacks on which you have advantage on the attack roll (but only on the first attack when you flank the enemy).
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Game Mechanics
GeneralProficiency bonus. Proficiency bonus is equal to character level (or HD for monsters, max 20). Anything that doubles proficiency bonus (i.e. grants expertise) instead adds 1/2 of proficiency bonus (round down). This bonus only applies once. If you gain skill/tool proficiency from more than one source, you may choose to gain another proficiency from those available based on your class and background. If no more such proficiency is available, you may choose one of the same type so long as it is appropriate for your character history.
Armor class. Add a fraction of proficiency to AC if character is proficient with armor: 1/4 for light armor (or mage armor), 1/3 for medium armor and 1/2 for heavy armor.
Saves. Add 1/2 of proficiency to all non-proficient saves.
Concentration. All spells with maximum duration longer than 1 minute (not including 1 minute) no longer require concentration, with the following exceptions: Detect/Find/Locate X, Polymorph, Wall of Force and any spell that deals damage, creates a negative status effect, controls one or more creature(s) or modifies the battlefield (e.g. Fog Cloud). DM reserves right to rule that additional spells require concentration (e.g. Invulnerability).
Spell points. Use the spell point variant rules as found on DMG p.288.
SpecificBanishment. Does not work on plane natives. Duration: concentration up to 3 rounds, after which the target is permanently banished.
Counterspell/Dispel Magic. Requires opposed spell attack rolls (proficiency + casting ability), adding spell level *2. (Abjurers have expertise on this check.) Advantage if counterspeller has same spell prepared/known.
Legendary resistance variant. Recharge 4-6. PCs may decide on the variant before each campaign starts.
Removed