TODO: Add Dragon Magazine (lots of spoiler tags to recode)
Up to Cleric finished, it's a slow process given the Dragon's ACF post format. Like encoding half of the source information as a separate spoiler tag which must be retyped instead of copypasta.
Alternative Class Features
Oppressor [Intimidation] (Dragon312 pg90): Gains Keep Awake, Brutal Grappler, Intimidating Edict, Infamy, Bonus Feats, and Intimidating Presence
Poisoner [Poison] (Dragon312 pg90): Gains Detect Poison, Poison Touch, Poison Use, Save Bonus vs Poison, Blowgun Mastery, Poisoner's Art, Delay Onset, Fact Acting, Quick Hands, Poisonous Sneak Attack, Poison Breath, Poison Gaze, and Poison Immunity
Replacement Killer [Disguise] (Dragon312 pg90): Gains Death Attack, Poison Use, Greater Paralyzing Attack, Uncanny Dodge, Disguise Self, Inconspicuous Disguise, Improved Uncanny Dodge, Undetectable Alignment, Greater Invisibility, Improved Inconspicuous Disguise, and Modify Memory
Dominant Ideal (EC4, web): Enhance primary mantle, do not gain additional secondary psionic mantle.
Elemental Mantles (EC4, web): Replace elemental mantle with four elemental mantles.
Substitute Powers (EC4, web): Add powers to mantles with fewer than ten powers.
Psionic Artificer (MoE, p 42): Replace Knowledge (arcana), Spellcraft, Use Magic Device with Knowledge (psionics), Psicraft, and Use Psionic Device, as well as all references to these skills. Likewise, any ability using magic becomes psionic.
Warforged Artificer Substitution Levels (RE, p 129):
1st level: Infuse Self (+1 to caster level for effects that target yourself)
4th level: Tools of War (whenever targeting a construct or arms and armor with an infusion he can heal his Cha bonus in damage. Also, craft reserve points count for double for constructs, arms, and amor), lose homunculus
5th level: Craft Weapon Familiar (craft an intelligent weapon that acts as a familiar), lose retain essence
Psionic Assassin (SoS, p113): trade spellcasting for psionics
Avenger (web): variant Assassin must be non-chaotic and has different requirements and a different spell list.
Aquatic Barbarian (SW, p 48): fast movement applies to racial swim speed instead of land speed
Berserker Strength (PHB 2, p 33): Lose rage. Gain a rage that activates every time your hp drops to below 5x your barbarian level.
Bonus Feat (SSt, p 44): Gain a bonus feat from a certain list (that you need to meet prerequisites for), lose improved uncanny dodge.
Crafty Hunter (UA, p 58): Gain favored enemy, archery combat style, improved archery combat style, and greater archery combat style. Lose rage and indomitable will.
Duskling Barbarian (MoI, p 43): d10 hitdice, add knowledge: the planes to class skill list
1st level: Incarnum Speed (can channel essentia to greatly increase speed), lose fast movement
7th level: Incarnum Defense (spend essentia to give damage reduction and energy resistance), lose damage reduction
11th level: Incarnum Rage (gain 2 points of essentia while raging), lose greater rageFangshields Barbarian Substitution Levels (CV, p 40): must be nonhumanoid
3rd level: Fast Charge (increased movement when charging), replaces trap sense
5th level: Awesome Charge (make a charge attack as though with Awesome Blow), replaces uncanny dodge
7th level: Raging Vigor (spend rage to heal damage), lose 1 point of DRFerocity (CiS, web): Lose normal rage, gain ferocity which boosts Str and Dex instead of Con.
Goliath Barbarian Substitution Levels (RS, p 150): add knowledge: nature to class list
1st level: Mountain Rage (extra size/strength while raging), replaces normal rage
5th level: Fortification (25% chance to prevent crits and such), lose uncanny dodge
8th level: Skin of Stone (x/adamantine damage reduction instead of normal)Half-Orc Barbarian Substitution Levels (RD, p 159):
2nd level: Reckless Charge (+4 attack while charging, -4 AC), no uncanny dodge
5th level: Insightful Rage (+4 will vs. illusions), no improved uncanny dodge
7th level: Two-Handed Strike (+2 damage with 2 handed weapon), lose damage reduction 1/-Planar Barbarian (PlH, p 28): Add knowledge: the planes to class list
3rd level: Portal Sense replaces trap sense
7th level: Planar Damage Reduction (improved damage reduction vs. outsiders and extraplanar creatures), reduce normal damage reduction
11th level: Menacing Rage (aura weakens extraplanar creatures), lose greater rageRoof Dweller (CiS, web): Instead of fast movement, gain the roof walker feat. At 6th level, gain access to the roof jumper feat without needing to meet prerequisites, but still need to spend a feat slot.
Spell Sense (CM, p 35): Lose trapsense. Gain AC bonus vs spells.
Spiritual Totem (CC, p 46): Lose fast movement, gain one of the following:
Bear Totem: Improved Grab ability
Eagle Totem: +4 bonus to search and spot
Fox Totem: +4 bonus to Hide and Move Silently
Lion Totem: Gain Pounce ability
Wolf Totem: +2 to attack rolls while flanking
Streetfighter (CiS, web): Lose damage reduction to gain special abilities and benefits while charging.
Totem Barbarian (UA, p 48): Ten various animal totems, each trades various features.
Totem Manifestation (CC, p 46): Lose damage reduction, gain one of the following:
Bear Totem: 1 hp/level
Eagle Totem: +1 to spot and search each level you would normally get damage reduction
Fox Totem: +1 to hide and move silently each level you would normally get damage reduction
Lion Totem: Roar, every creature within 30' must save or be shaken. Once per day, gain an additional use per day every time your damage reduction would normally increase
Wolf Totem: Gain track, and +2 to survivalTrapkiller (DS, p
: Lose trapsense, gain trapfinding. Use survival to find traps, attack rolls to disable.
Uncanny Bravery (DrM, p 14): Gain immunity to draconic presence and resistance to fear instead of improved uncanny dodge.
Unholy Fury (EoE, p 22): must be CE; lose fast movement; gain smite vs. non-CE creature once every rage
View Spirit World (CC, p 46): lose uncanny dodge, once per day gain darkvision and a bonus to spot and search checks.
Wastelands Damage Reduction (SSt, p 44): gain DR 1/- against wasteland creatures and hazards that stacks with normal DR, lose 1 rage/day.
Whirling Frenzy (UA, p66): Rage increases Strength, Ref saves and AC, and allows an extra attack each turn, instead of normal benefit.
Implacable (Dragon 330 pg84): Loses Fast Movement, gains rage with DR and heavy armor proficiency. Instead of normal rage bonuses, gain +4 to Dexterity, +2 to Constitution, +2 to Will Saves, and damage reduction 1/-. This temporary damage reduction stacks with the permanent damage reduction the implacable gains at higher levels. At 11th level, the bonuses increase to +6 Dexterity, +6 Constitution, and DR 2/-. At 20th level the bonuses improve to +8 Dexterity, +8 Constitution, and DR 3/-.
Horselord (Dragon338 pg88): Gains Battle Ecstasy, Animal Companion (Mount), Improved Mounted Archery; Loses all Rage
Racial Barbarian (Dragon 341 pg92~93)
Dwarf Barbarian: Lose Stonecunning and Bonus vs Orcs/Goblins to get +1 attack/damage vs aberrations and undead while raging
Elf Barbarian: -2 on Initiative, but gain Rapid Shot while raging
Gnome Barbarian: Lose normal SLAs, gain Cure Minor Wounds, Guidance, Jump and Resistance (self only) as SLAs
Half Elf Barbarian: Switch +2 bonuses on Diplomacy and Gather Information to Intimidate and Survival
Half Orc Barbarian: Become permanently illiterate and never take Knowledge skills; gain +2 on Intimidation and Survival
Halfling Barbarian: Lose bonuses to Climb, Jump, Move Silently; gain scaling bonus to Hide
Halfling Barbarian (Dragon 342 pg90)
1st level: Lose +1 Size to AC and gain Powerful Build while raging
3rd level: +Intimidation instead of Trap Sense)
5th level: No penalty on Intimidation from size instead of Uncanny Dodge
City Brawler (Dragon349 pg92): Lose proficiency with martial weapons, medium armor, shields; gain Improved Unarmed Strike (but not monk's damage), Two-Weapon Fighting while unarmed with Improved later
Dashing Step (Dragon349 pg92): Lose trap sense; No penalty on AC on charges
Unshakable (Dragon349 pg92): Lose improved uncanny dodge; gain immunity to fear
Devil's Luck (Dragon349 pg92): Lose DR; gain luck bonus to saves equal to amount of DR you would have had
Fearsome Gaze (Dragon349 pg92): Lose Indomitable Will, Trap Sense reduced by 1; +4 on Intimidation, use Strength for Intimidation
Relentless Smash (Dragon349 pg92): Lose Mighty Rage; If you confirm a critical or hit an enemy three times in a round, they're stunned (no save) for 1d3 rounds AND they make a fortitude save (DC 10+Damage Taken) or be knocked proneBardic Knack (PHB 2, p 35): Lose bardic knowledge, gain the ability to use half your class level in place of skill ranks.
Bardic Sage (UA, p 49): Adds additional spells and bonus to knowledge in exchange for reduced Bardic music abilities.
Divine Bards (UA, p 50): Wisdom used to determine if you can cast a spell, Charisma used for all other factors, some spells added to the the bard spell list.
Drow Bard (DU, p 57): Gain poison use, lose bardic knowledge and 1 bardic music use/day.
Eberron Bard (ECS, p 34): Trade new bardic music for feats.
Gnome Bard Substitution Levels (RS, p 147):
1st level: Gnome Cantrips (swap some 0-level spells), Counter Fear (replaces countersong)
3rd level: Inspire Defiance (resistance to mind-affecting), lose inspire competence
6th level: Phantasmal Song (fear-like song), lose suggestion
11th level: Secrets of Bardic Trickery, lose a 4th level spell known, get new spells
Half-Elf Bard Substitution Levels (RD, p 157):
1st level: Soothing voice, no countersong
6th level: Command, no suggesion
8th level: Secrets of the Diplomat (bonus spells known), lose 4th level spell known
Healing Hymn (CC, p 47): lose fascinate, boost natural healing and healing spells.
Hymn of Fortification (CC, p 47): lose inspire competence, use bardic music to generate protection from evil type effects.
Inspire Awe (DrM, p 13): Gain ability to inspire awe instead of courage.
Inspire Hatred (EoE, p 21): lose inspire greatness, gain inspire hatred
Inspire Turning (ECR, p 206): Replace Inspire Competence with the ability to boost an ally's ability to turn undead by spending a bardic music attempt they gain +2 levels on their turn check.
Loresong (DS, p 8): Give up bardic knowledge. Once per day (more at higher levels) add +4 bonus to an attack, save, or check roll.
Mimicking Song (DS, p 8): Give up countersong. Use bardic music to give allies a +2 bonus on move silently.
Nature Bard (UA, p 58): gain animal companion, nature sense, resist nature's lure, and wild empathy as a druid. Lose bardic knowledge, inspire courage, inspire competence, inspire greatness, and inspire heroics.
Planar Bard (PlH, p 29):
3rd level: Planar Inspiration (can use music to protect people from planar effects), lose inspire competence
6th level: Planar Dissonance (can temporarily redirect portals to new locations), lose suggestion
12h level: Planar Discordance (can use bardic music as a precipitate breach spell), lose song of freedom
Repel Domination (ECR, p 206): Lose suggestion power. +2 bonus on saves vs mind affecting spells and abilities of the undead, if you succeed in the save they become shaken.
Savage Bard (UA, p 50): Must be chaotic, good fortitude and will save, poor reflex. Modified skill and spell list. Illiterate.
Spellbreaker Song (CM, p 35): Lose countersong, can use bardic music to disrupt casters, giving them 20% spell failure chance.
Spellscale Bard Substitution Levels (RDr, p 110):
1st level: Draconic Bardic Knowledge (bonus on bardic lore checks involving dragons)
3rd level: Inspire Arcana (music gives +1 caster levels), no inspire competence
6th level: Superior Suggestion (higher DC's with suggestion)
Undead Bardic Knowledge (ECR, p 206): Replace Bard Knowledge with specialized knowledge about the undead, works like normal bardic knowledge but with a +5 competence bonus.
Bard Schools (Dragon 332 pg85): Gain +1 bonus to two skills at expense of treating two other skills as cross-class.
Harbinger (Dragon 337 pg93): Bardic Music grants Instill Fear, Encourage Failure, Dishearten, Dirge of Binding, Drain Prowess.
The Ties that Bind (Dragon341 pg68): new Visages; Kas the Bloody Handed, Primus the one and the Prime.
Gazing into the Abyss (Dragon 357 pg66): New Vestiges; Ansitif the Befouler, Astaroth, Cabiri the Watching Master.
Azurin Cleric (MoI, p 42): add knowledge: the planes
1st level: Channel Incarnum (replace turn undead with the ability to increase your essemtia pool), can only cast alignment spells that match cleric's alignment
4th level: Soultouched Weapon (weapon becomes aligned, and can be improved with essentia), lose a second level spell slot
9th level: Distribute Incarnum (sacrifice a spell to boost allies' essentia), lose the ability to spontaneously cast cure spells higher than 5th level.
Blasphemous Incantation (EoE, p 20): must be evil; lose rebuke undead, gain ability to sicken good creatures
Champion Cleric (UA, p 58): Gain smiting and aura of courage as a paladin, lose turn undead.
Cloistered Cleric (UA, p 50): d6 hitdice, poor BAB, only light armor. Modified skill list. Receives knowledge as a bonus domain, 'bardic' lore, and extra spells on spell list.
Destroy Undead (ECR, p 206): Destroy undead (deal 1d6 damage per cleric level, save for half) instead of turning them.
Divine Counter Spell (CM, p 33): Lose turn undead, instead channel energy to counter spells.
Divine Magician (CM, p 33): lose one of your domains, instead pick spells known for wizard list in the schools: abjuration, divination, or necromancy.
Divine Restoration (DS, p 9): Lose a domain granted power. Gain the ability to spontaneously cast restoration spells.
Dragonblood Cleric Substituion Levels (RDr, p 106)
1st level: Turn Energy (energy resistance instead of turn undead)
5th level: Energy Barrier (make walls of energy, lose 3rd level slot)
9th level: Energy Sustenance (use turns to heal), lose a 5th level slot
Drow Cleric (DU, p 57): Rebuke vermin instead of undead.
Dwarf Cleric Substitution Levels (RS, p 146): d10 hitdice, add Knowledge: dungeoneering
1st level: Smite Giants, lose turn undead
4th level: Hammer Specialist (weapon proficiency, +2 damage with hammers), lose 2nd level spell slot
8th level: Earthen Spell Power (+1 caster level for earth spells), lose 4th level spell slot
Eberron Cleric (ECS, p 35): Can choose to worship the pantheon of the Sovereign Host rather than specific deity. Choose two domains from among all offered by the pantheon.
Planar Cleric (PlH, p 30):
4th level: Planar Dismissal (Can use turn attempts to attempt to dismiss summoned planar creatures, but turns undead at -3 levels)
7th level: Planar Domain (give up two domains to gain a planar domain)
11th level: Planar Banishment (lose the ability to spontaneously cast cure spells higher than 6th level, can instead spontaneously cast banishment)
Pool of Healing (CC, p 47): lose 4th level spell slot, gain a pool of healing to use at will (equal to 5 time your divine caster level +1)
Positive Healing (ECR, p 207): Lose one domain granted power. Spend a turn attempt to gain fast healing 2 for 5 rounds.
Purple Staff Substitution Levels (CV, p 47):
4th level: Spontaneous Faith Healing, lose 2nd-level spell slot
6th level: Imbue with Spell Ability, lose 3rd-level spell slot
9th level: Turn Invader (turn enemies at country border)
Raptorian Cleric Substitution Levels (RW, p 160): d6 hitdice
1st level: Air Master (air creatures take a penalty while attacking), lose heavy weapon proficiency
3rd level: Air Summoning Talent (add air creatures to summon monster list, remove earth creatures)
7th level: Open the Wind Gate (can call more powerful air creatures with planar ally spells, can't use planar ally to call other creatures)
Rebuke Dragons (DrM, p 14): Instead of turn undead, instead gain the ability to rebuke dragons.
Spontaneous Domain Casting (PHB 2, p 37): Lose the ability to spontaneously cast cure spells, cast domain spells instead.
True Daylight (ECR, p 207): Lose one domain granted power. Spend a turn attempt to channel positive energy into a daylight spell that you cast.
Faces of Faith (Dragon 311, p 47): Variant cleric progressions with different class features.
Ancestral Speaker: Gains divination-type bonuses, does not need a Divine Focus, Resurrection spells cause target to lose less experience, bonus on skills interacting with spirits
Arcane Disciple: Gains one arcane spell every level from the bard or wiz/sorc spell list one level lower than your maximum and gains all the spells of the Magic domain automatically.
Aspirant: Gains ability to spontaneously convert one spell into another a limited number of times per day, divine counterspell, Shield of the Divine (Bonus AC scaling with level)
Benevolent: Can spontaneously convert spells into a wider range of spells, Luck rerolls as per Luck domain power several times per day.
Crusader: +4 bonus vs enemy god's worshippers, turn enemy's worshippers instead of undead, Bonus feats, Smite
Evangelist: Domains and more domains, also has spontaneous casting like sorcerer, including spells known
Peripheral Beliefs (Dragon 328, p86): Take flaw-like restrictions for minor benefits as a cleric such as always knowing north, save bonus vs sleep, save bonus vs poison/disease, cha bonus vs a sacred animal, cha bonus vs other followers of your god
Rage Cleric (Dragon 333, p 86): Lose Turning, Domains, some weapon and armor proficiencies; Cannot be lawful, gains Rage, Greater Rage, Indominable Will, Tireless Rage, Mighty Rage, and cleric & barbarian stack for rage progression
Improved Domains (Dragon 342, p 21): Take the Improved Power feat to gain an improved granted power of a chosen domain.
Lost Ones' Domain Focus (Dragon 347, p 91): Lose one domain, spells on that domain are no longer on your spell list at all; gain double effect on remaining domain granted power (double bonus or double uses)
No Turning (Dragon 353, p 88): Trade Turn Undead for something else
Cultist: +2 bonus on Bluff, immune to spells that discover lies such as Discern Lies
Evangelist: +2 Diplomacy, 2/day Comprehend Languages, 1/day Tongues
Fanatic: +2 Intimidate, 1/day True Strike
Healer: +2 Heal, casting healing spells on other people gives you +2 Sacred AC/+2 Concentration to cast defensively
Justicar: +2 Sense Motive, Creatures you drop to negative HP automatically stabilize
Mystic: One extra spell per day one level lower than your maximum
Relic Hunter: 1+Wisdom to Reflex vs Traps and Knowledge(Dungeoneering), Search are class skills
Sage: +2 Knowledge(Religion), can reroll Knowledge checks
Scribe: Gain Scribe Scroll, make scrolls for less cost
Shaman: Animal companion of half your level
Theologian: +2 Knowledge(Religion), +2 vs Divine Spells while holding holy symbol
Wanderer: Knowledge(Geography), Knowledge(Local), Speak Language and Survival are class skills, Endurance as bonus feat
Warrior Priest: Sudden Quicken 1/day for a spell targeting your weapon, shield or armor
Weaponmaster: +2 Craft(Weaponsmith), do not need a free hand to cast spells while holding deity's weapon
Ectopic Ally (EC4, web): Gain astral construct as psi-like ability, reduce psychic aura.
Hidden Talent (EC4, web): Replace Wild Talent with modified Hidden Talent.
Stygian Path (EC4, web): Expend psionic focus to turn undead, lose divine grace.
Shamanic Invocation (DrM, P 14): Give up an aura, learn a draconic invocation.
Aquatic Druid: (SW, p 50): Choose an aquatic animal companion.
City-Shape (CiS, web): Smaller wild shapes, but gain the ability to change into vermin.
City-Soul (CiS, web): Lose the ability to wild shape into an elemental, turn into animated objects instead.
Crowd-Walker (CiS, web): Exchange woodland stride for the ability to move in crowds more easily.
Deadly Hunter (UA, p 58): Gain bonus to AC when unarmored and fast movement (as monk). Gain favored enemy, track, and swift tracker as a ranger. Lose armor and shield proficiency and wild shape.
Aspect of the Dragon (DrM, p 11): You don't gain wildshape. Instead take on various aspects of dragons.
Drow Druid (DU, p58): Wildshape into a monstrous spider instead of animals.
Druidic Avenger (UA, p 51): no animal companion or spontaneous casting, penalty to wild empathy. Gain fast movement and rage.
Elemental Companion (CM, p 33): Gain an Elemental as a companion instead of an animal.
Go to Ground (CiS, web): Lose trackless step, gain the ability to hide from Urban Tracking.
Halfling Druid Substitution Levels (RW, p 157) add climb, jump, move silently, and hide to skill list (6 skills points per level)
1st level: Spontaneous Casting (Special list of spontaneous spells), Enhanced Link (bonus to ride animal companion)
5th level: Undersized Wildshape (wildshape limited to smaller forms, usable more times per day)
13th level: Camouflage ability, lose thousand faces
Half-Orc Druid Substitution Level (RD, 159): d10 hitdice, add intimidation as class skill.
1st level: Tough Animal Companion (companion gains toughness)
4th level: Bully Animal (use Str instead of Cha for wild empathy), lose resist nature's lure
6th level: Augmented Nature's Allies (+4 Str/Con on SNA's), lose one wildshape/day
Heat Endurance (SSt, p 47): Gain Heat Endurance, lose resist nature's lure.
Iron Constitution (CiS, web): Lose resist nature's lure. Gain the strong stomach feat, and +2 bonus to saves against disease.
Fangshields Druid Substitution Levels (CV, p 40): must be nonhumanoid
4th level: Spontaneous Curing, replaces resist nature's lure
5th level: Wild Shape Hands (form hands while wildshaping)
7th level: Wild Shape (Humanoid), lose 1 use of wild shape
Goliath Druid Substitution Levels (RS, p 151)
1st level: Elemental Bond (better earth summons, can't summon other elements)
6th level: Earth Companion (animal companion gains earth-type and some stat changes
12th level: Earth Wild Shape (change into an earth elemental instead of plant)
Phynxkin Companion (DrM, p 13): Gain a phynxkin instead of your normal animal companion.
Planar Druid (PlH, p 31): gain knowledge: the planes as class skill
4th level: Resist Planar Might (+2 bonus to saves to resist spell-like abilities of outsiders), lose resist nature's lure
9th level: Planar Tolerance (become attuned to planes), lose venom immunity
13th level: Counter Summoning (counter summon monster spells), lose thousand faces
Root Walker (DS, p 9): Lose woodland stride, resist nature's lure, and wild empathy. Gain wild empathy towards vermin, move over earth, stone, and rock debris and +4 bonus on saving throws against spell like abilities of abberations.
Sandskimmer (SSt, p 47): Gain Sandskimmer, lose woodland stride.
Shapeshifter (PHB 2, p 39): Lose animal companion and wildshape. Gain the ability to change into several forms, with set bonuses, at will.
Shifter Druid Substitution Levels (RE, p 126): add balance, climb, and jump to class skills
1st level: Beast Spirit (grants powers and abilities as level increase), replaces animal companion
4th level: Reckless Nature (+2 initiative checks and reflex saves, -2 to will saves), replaces resist nature's lure
5th level: Wild Shifting (can use racial shifting an extra time per day, and add wisdom bonus to duration. At 8th level claws are treated as one size larger, at 15th level they are treated as two sizes larger. Gain additional uses each time you would gain more uses of wildshape.), replaces normal wildshape ability. At 16th level, gain the ability to change into an elemental as normal.
Spontaneous Affliction (EoE, p 21): lose ability to spontaneous SNA, gain ability to sicken humanoids.
Spontaneous Rejuvenation (PHB 2, p 39): Lose spontaneous SNA spells. Gain the ability to sacrifice spells to give allies fast healing.
Urban Companion (CiS, web): Instead of a normal animal companion, instead gain something similar to a familiar.
Urban Sense (CiS, web): Lose nature's sense, gain a +2 bonus to sense motive and knowledge: local checks.
Voice of the City (CiS, web): Lose wild empathy to gain the ability to communicate with people who speak languages you do not know.
Waste Vermin Wildshape (SSt, p 47): Wildshape into a wasteland vermin, lose 1 wildshape/day.
Convert Spell to Power (EC4, web): Add Spellcraft to class skills, add spells to repertoire as powers, lose 1st-level bonus feat.
Favored Discipline (EC4, web): Selected discipline's powers are available, lose 1st-level bonus feat.
Mantled Erudite (EC4, web): Gain psionic mantle's granted ability and access to its powers, lose 1st-level bonus feat.
Deity's Favor (PHB 2, p 43): Lose weapon focus and specialization. Grant temporary hitpoints when you cast spells.
Drow Favored Soul (DU, p 58): Gain tremorsense, lose energy resistance.
Favored of Bahamut/Tiamat (DrM, p 13): Lose weapon focus and specialization. Gain claw attacks, add some sorcerer spells to your spells known list, add the dragon touched feat. Grow dragon wings instead of your normal wings. Gain DR 10/epic instead of normal DR.
Favored of the Fiends (EoE, p 20): lose Weapon Focus and Weapon Specialization, gain bite and claw attacks that are treated as evil-aligned
Armor of God (CC, p 48): Lose a bonus feat. As a immediate action, lower your will save to +0 and add your normal bonus to your AC.
Armored Mage (CM, p 32): lose medium and heavy armor, can pick an arcane class and cast in light armor, but only spells level equal to your fighter level +1.
Aligned Strike (CC, p 48): lose bonus feat, gain ability to align your weapon.
Counter Attack (PHB 2, p 45): Lose bonus feat. Use a full round action to make an attack, when you're attacked during that round you may attack your attacker as an immediate action.
Darksong Knight Substitution Levels (CV, p 38): d8 HD, add Perform (dance)
2nd level: Dancing Feint (use Perform (dance) to feint)
6th level: Favored Enemy (yochlol)
8th level: Combat Dancing (+2 dodge bonus against AoOs, +2 attacks using Spring Attack)
Dragonscale Husk (DrM, p 12): lose armor proficiency, gain scaly hide.
Drow Fighter (DU, p 58): Gain +2 initiative and Dex to damage against flat-footed enemies, lose heavy armor and tower shield proficiency.
Dungeon Crasher (DS, p 10): lose bonus feats, gain bonuses to break doors and traps. Gain a bonus on bullrush and do extra damage.
Dwarf Fighter Substitution Levels (RS, p 146): d12 hitdice, gain knowledge: dungeoneering
1st level: Axe Focus (+1 attack with axes), lose feat
2nd level: Racial Foes (+2 damage vs orcs, goblins, and giants), lose feat
8th level: Heavy Armor Expertise (+1 AC in heavy armor), lose a feat
Elusive Attack (PHB 2, p 44): Lose bonus feat. Make a full round action to make one attack and gain +2 dodge bonus to AC, increases with levels.
Half-Elf Fighter Substitution Levels (RD, p 157): d8 hitdice, extra skills
1st level: Blade focus (+1 attack with longsword and rapier), lose a feat
2nd level: Main Gauche (AC bonus from TWF), lose a feat
6th level: Confusing Banter (bluff or diplomacy check while fighting to add to attack), lose a feat
Kobold Fighter Substitution Levels (RDr, p 108): gain profession: miner and search
1st level: Spear focus (+1 attack with spears), Dodge. Lose bonus feat, medium, and heavy armor proficiency
2nd level: Constitution Boost (+2 Con), lose feat
4th level: Strength Boost (+2 Str), lose feat
Overpowering Attack (PHB 2, p 45): Lose bonus feat. Make a full round action to make one attack which deals double damage.
Planar Fighter (PlH, p 32): gain knowledge: the planes as class skill
4th level: Planar Study (+2 bonus damage vs outsiders and extraplanars), lose bonus feat
8th level: Align Puissnance (make weapon aligned), lose bonus feat
12th level: Aura of Stability (dimensional anchor on self), lose bonus feat
Raptorian Fighter Substitution Levels (RW, p 161):
1st level: Encumbered Flight (can carry medium load flying), lose heavy armor weapon proficiency
4th level: Airborne Strike (+2 damage when flying higher than opponent), lose feat
8th level: Fast Flight (+10' to glide speed), lose feat
Resolute (CC, p 48): lose a bonus feat. As an immediate action, reduce your BAB by half and add that amount to your will save.
Stealthy (UA, p 58): Lose bonus feats, gain sneak attack as Rogue. Can explicitly be used with Thug.
Thug (UA, p 51): No first-level bonus feat, only light armor. Extra class skills, adds Urban Tracking to bonus feat list. Can explicitly be used with Stealthy.
Warforged Fighter Substitution Levels (RE, p 130): d12 hitdice. Add craft and intimidate to class skills (both are already on fighter list)
1st level: Battle Hardened (+3 to initiative checks and saves vs fear), lose bonus feat
2nd level: Bonus Warforged Feat, replaces fighter feat
4th level: Body as Weapon (+2 damage with slams or warforged weapons), lose bonus feat
Zhentarim Fighter Substitution Levels (CV, web): Add bluff and diplomacy to class skills.
3rd level: Bonus Feat: Skill Focus(intimidation)
5th level: Extended Intimidation: intimidation lasts longer
9th level: Swift Demoralization: itimidate as a swift action
Dark Companion (PHB 2, p 47): Lose familiar to gain a combat orientated companion.
Drakken Familar (DrM, p 12): Don't gain a normal familiar, gain a familiar with the dragon subtype. It doesn't gain normal special abilities, but can breathe fire instead.
Aasimar Incarnate Substitution Levels (MoI, p 42): must be NG; d8 hitdice, add Diplomacy to class skills
1st level: Martial Weapon (gain proficiency and weapon focus with a weapon)
3rd level: Incarnum Radiance (weapon becomes good aligned, extra damage vs evil if you have the incarnate weapon soulmeld)
7th level: Share Incarnum Radiance (share radiance with any non-evil ally)
Gnome Incarnate Substitution Levels (MoI, p 46): must be NG; add Hide to class skill list
1st level: Racial Defense (bonus damage vs kobolds, goblins, and giants equal to half the number of soulmelds, or equal to number of soulmelds if there's another gnome nearby), lose detect opposition
2nd level: Detect Thoughts (use detect thoughts once per day as long as a soulmeld is bound to the crown chakra)
7th level: Share Incarnum Radiance (grant +4 AC vs giants plus normal benefits to allies)
Tiefling Incarnate Substitution Levels (MoI, p 48): must be NE; add Bluff and Hide to class skills; 4 skill points per level
1st level: See in Darkness (can see through magical darkness, as long as soulmeld occupies brow chakra)
3rd level: Incarnum Radiance (20% concealment when using radiance while not in areas of brightness)
7th level: Telepathy (100', as long as a soulmeld is bound to the crown chakra), replaces share radiance ability
Tracker (EC4, web): Replace lurk augment list with 'tracker' augment list.
True Thief (EC4, web): Replace lurk augment list with 'thief' augment list.
Adrenaline Boost (PHB 2, p 49): Can't grant move actions, instead grant temporary hitpoints.
Aquatic Monk (SW, p 50): Walk across water at slow fall speed, lose slow fall.
Broken One Substitution Levels (CV, p 36): add Heal and Survival
3rd level: Lay on Hands, replaces still mind
6th level: Tenacious Tracker, replaces bonus feat
7th level: Locate creature, replaces wholeness of body
Dark Moon Disciple Substitution Levels (CV, web): d6 HD
3rd level: Darkvision: Gain darkvision 60', lose still mind
7th level: Shadow Blend: Gain total concealment in less than full daylight, lose wholeness of body
12th level: Walk the Shadows: Gain dimension door to/from shadow, lose abundant step
Decisive Strike (PHB 2, p 51): Lose flurry of blows, gain ability to make one attack that deals double damage.
Draconic Fist (DrM, p 11): Lose Bonus Feat. Your attacks deal energy damage.
Durable (UA, p 58): Gain damage reduction as barbarian. Lose speed enhancement bonus and bonus to AC (but not wisdom to AC).
Eberron Monk (ECS, p 38)
2nd or 6th: Good or neutral monks may choose Whirling Steel Strike as a bonus feat, evil monks may choose Flensing Strike.
Feign Death (EoE, p 21): lose evasion, gain ability to appear dead
Halfling Monk Substitution Levels (RW, p 158)
1st level: Skirmish (extra damage while moving)
2nd level: Mobility instead of normal bonus feat
7th level: Size Matters Not (bonuses to grapple or use stunning fist on larger creatures), lose wholeness of body
Hin Disciple Substitution Levels (CV, web): d6 HD, halfling only
1st level: Bonus Feat: Stunning Fist or Underfoot Combat;
2nd level Combat Reflexes or Improved Trip
6th level: Blur of Motion: Gain ability to attack a Large or larger foe while using total defense, lose bonus feat, requires 5 ranks of tumble
9th level: The Harder They Fall: Nearby allies can attack a foe you trip while occupying its square, lose improved evasion (and the ability to gain it from other sources)
Holy Strike (CC, p 48): lose ki strike. When hitting an evil creature, your unarmed strike is considered good and does extra damage. Evil monks can reverse this, applying it to good creatures.
Invisible Fist (EoE, p 21): lose evasion, gain ability to turn invisible, gain blink at 9th level
Kalashtar Monk (RE, p 124): gain autohypnosis and knowledge: psionics as class skills
1st level: Psychic Insight (spend power points to improve grapple and stunning fist attacks), replace flurry blow
2nd level: Can select psionic feat as bonus feat
7th level: Wholeness of Body (can spend power points to augment wholeness of body healing)
Phoenix Disciple Substitution Levels (CV, p 46): must be lawful good
1st level: Purifying Flame (add 1d6 fire damage to unarmed attack 1/day per monk level), replaces bonus feat
3rd level: Resistance to Fire (5), replaces still mind
12th level: Fire Stride, replaces abundant step
Planar Monk (PlH, p 32): gain knowledge: the planes as class skill
5th level: Resistant Body (gain energy resistance), lose purity of body
13th level: Axiomatic Soul (gain spell resistance of class level +15), lose diamond soul
16th level: Ki Strike (unarmed attack treated as cold iron), replaces normal ki strike
Prayerful Meditation (CC, p 48): lose still mind. Gain bonus on saves vs spells and effects from chaotic creatures, or those whose alignment is opposite yours.
Skarn Monk Substitution Levels (MoI, p 47): add intimidate to class skills
1st level: Spine Strike (use arm spines instead of normal unarmed attacks)
5th level: Defensive Insight (+1 insight to AC for each point of essentia invested), essentia pool increases by 1, lose normal AC bonus
10th level: Shape Soulmeld, Chakra Bind (arms), replaces lawful Ki strike
Soulwarp Strike (CM, p34): Lose bonus feat. Once per level, can cause sickness with attack.
Spell Reflection (CM, p 35): Lose evasion, gain the ability to reflect spells targeted at you that miss.
Standing Jump (DS, p 10): Reduce fast movement ability to improve jumping ability.
Variant Fighting Styles (UA, p 52): Exchange bonus feats for select styles of learning.
Wall Walker (DS, p 11): Lose slowfall, gain the ability to run up and down walls.
Warforged Monk (ECS, p.38): Can use wholeness of body to repair damage.
Warforged Monk Substitution Levels (CoS, p121):
5th level: Harmonious Form (meditate for 8 hours to recover 2x character level in hit points), replaces Purity of Body
11th level: Shifting Steel (unarmed strikes can do bludgeoning, piercing, or slashing damage), replaces Diamond Body
Aquatic Paladin (SW, p 51): Gain aquatic special mount.
Avenging (UA, p 58): Gain favored enemy as ranger. Lose lay on hands, remove disease, and turn undead.
Berronar Valkyrie Substitution Levels (CV, p 35): female dwarf only
3rd level: Everbright Blessing (equipment is immune to acid and rust, provides resist acid 5), replaces divine health
4th level: Valiant Rescue (charge and make full attack against enemy threatening an ally), replaces turn undead
6th level: Binding Oath (oathbreaker suffers fatigue), Touch of Fatigue, replaces remove disease
Charging Smite (PHB 2, p 53): No special mount, if you smite on a charge attack, gain 2 extra damage per paladin level.
Claw of the Sun and the Ankh Substitution Levels (CV, p 36):
1st level: Bird of Prey (gain claw attacks), replaces smite evil
6th level: Smite Minions of Set (smite a servant of Set), replaces remove disease
12th level: Horus-Re's Glory (armor shines as daylight), lose 3rd-level spell slot
Crescent Moon Knight Substitution Levels (CV, p 37): add Knowledge (local, Impiltur region)
4th level: Favored Enemy (lycanthropes) +2, replaces turn undead
6th level: Cure Lycanthropy (use remove disease ability to cure a lycanthrope within a very small timeframe after infection)
10th level: Battlesong (inspire courage), lose 2nd-level spell slot
Curse Breaker (CM, p 33): Lose remove disease, gain remove curse and break enchantment.
Detect Undead (ECR, p 208): Replace detect evil with detect undead.
Divine Counter Spell (CM, p 33): Lose turn undead, instead channel energy to counter spells.
Divine Spirit (DS, p 11): No special mount. Gain a spirit that grants special abilities to you and/or your allies.
Dragonborn Paladin Substitution Level (RDr, p 108): gain knowledge: arcana
1st level: Detect Dragonblood, replaces detect evil
4th level: Bahamut's Blessing (bonus smiting dragons), lose turn undead
5th level: Fearless Special Mount
Dragonscale Husk (DrM, p 12): Lose armor proficiency, gain scaly hide.
Drakkensteed Mount (DrM, p 13): Gain a drakkensteed instead of a normal mount.
Elf Paladin Substitution Levels (RW, p 155)
1st level: Ranged Smite
3rd level: Aura of Freedom (+4 bonus to saves vs Enchantment), lose aura of courage
5th level: Unicorn Mount
Eternal Order Substitution Levels (CV, p 39):
1st level: Corpsestrike (ignore undead creature's DR), Undead Knowledge, replaces smite evil
3rd level: Eternal Vigor (ignore negative levels from undead creature), replaces divine health
6th level: Greater Turning (as Sun domain power), replaces remove disease
Golden Cup Substitution Levels (CV, p 42):
3rd level: Defend the Weak (grant dodge bonus from fighting defensively to adjacent creature), replaces aura of courage
4th level: Shield Other, replaces turn undead
10th level: Expanded Healing (+3 level for lay on hands and healing spells), lose 1 use of smite evil
Golden Lion Substitution Levels (CV, p 43): aid good temple of another faith 1/month
1st level: Detect Magic, replaces detect evil
4th level: Enemy of Strife (smite evil ignores miss chance and bypasses DR as though good against Zhentarim & followers of Bane or Cyric), replaces turn undead
6th level: Restore the Weave (repair a square of dead or wild magic area), replaces remove disease
Half-Orc Paladin Substitution Levels (RD, p 160): d12 HD, switch Diplomacy for Intimidate
1st level: Righteous Fury (bonus damage, increases by level, has duration), lose smite evil
3rd level: Aura of Awe (-2 to enemy's fear saves), lose aura of courage
6th level: Remove Fatigue, replaces remove disease
Halfling Paladin (ECS, p 39): May call a Clawfoot dinosaur to serve as special mount.
Harmonious Knight Substitution Levels (CV, web): add perform to list of class skills
1st level: Inspire Courage: replaces detect evil
6th level: Inspire Competence: replaces remove disease
9th level: Inspire Greatness: replaces remove disease
Holy Judge Substitution Levels (CV, p 44): add Knowledge (the planes)
1st level: Favored Enemy (devils), replaces smite evil
4th level: Censure Devil (daze devil within 30'), intended to replace turn undead?
6th level: Zone of Truth, replaces remove disease
Holy Warrior (CC, p 49): Lose spellcasting. Gain bonus feats.
Lion Legionairre Substitution Levels (CV, p 44): add Knowledge (nature)
3rd level: Firemane Aura (damages attacker), replaces aura of courage
4th level: Wild Fighting (make extra attacks), replaces turn undead
5th level: Flying Lion (fly 1/day), replaces special mount
Mystic Fire Knight Substitution Levels (CV, p 45): d8 HD, add Knowledge (arcana) and Spellcraft
4th level: Bonus Spells, Improved Spellcasting, replaces turn undead
5th level: Smite Evil (normal smite plus disrupt spellcasting)
6th level: Spellshatter (greater dispel magic on melee attack) replaces remove disease
Noble Heart Substitution Levels (CV, p 46): add Survival
3rd level: Tenacious Tracker (Track, +20 to track Loviatar's followers), replaces divine health
4th level: Sunder the Sadistic (gain ability to smite and/or ignore hardness of objects dedicated to, or owned by followers of, Loviatar), replaces turn undead
6th level: Delay Poison, replaces remove disease
Paladins of Freedom, Tyranny, and Slaughter (UA, p 53): Paladins of alternate alignments and codes.
Pelor's Blessing (ECR, p 208): +2 to attack roll and plus 1 damage per 2 paladin when smiting undead, replaces divine health.
Planar Paladin (PlH, p 33): gain knowledge: the planes as a class skill
4th level: Smite Evil Outsider, lose turn undead
6th level: Celestial Mount (mount gains bonuses), lose remove disease
10th level: Alignment Purity (avoid alignment-related penalties on certain planes), lose one smite evil attempt per day.
Red Falcon Substitution Levels (CV, p 48): add Knowledge (history)
2nd level: Brilliant Strategy (increase AC by Cha mod for 1 round), Military Knowledge, replaces divine grace
4th level: Expanded Spell List (augury, deatwatch, status), Military Knowledge, lose 3 uses of turn undead.
6th level: Military Knowledge, Spontaneous Extend Spell, Trained Militia, lose 1st-level spell slot
Ruby Rose Knight Substitution Levels (CV, p 49): d8 HD, add Bluff and Perform (dance, oratory, sing, string instrument)
3rd level: Enduring Personality (immune to Cha damage/drain), Expanded Spell List (love bite), replaces divine health
6th level: Heroism (1/week), replaces remove disease
12th level: Heroic Rapture (grant another creature +4 to attacks, saves and skill checks, immunity to fear, and temporary hp), lose 3rd-level spell slot
Shadow Cloak Knight Substitution Levels (CV, web): gnome only, add Hide and Move Silently to class skill list
4th level: Favored Enemy
6th level: Hide in Plain Sight
9th level: One With the Darkness: gain invisibility 1/day
Spell-less Paladin (CW, p 13): Lose spellcasting, gain mount-related enhancement to lay on hands and offensive abilities.
Stand Fast (CiS, web): Do not gain special mount. Add your divine grace bonus to allies' saving throws. Also gain the ability to add the bonus to rolls to resist bullrush, grapple, trips, sunders, and disarms.
Underdark Knight (CC, p 49): Lose special mount. Gain low-light vision, and a bonus to clim, jump, and balance. At 7th level, gain spike stones. At 12th level gain earth glide. At 15th level gain dimension door.
Vigilant Eye of Helm Substitution Levels (CV, p 51):
1st level: Expanded Spell List (see invisibility), Know Greatest enemy, replaces detect evil
3rd level: Vigilant Aid (increase ally's AC as a move action), replaces divine health
4th level: Awesome Smite (smite as with Awesome Blow), replaces turn undead
Warded Special Mount (ECR, p 208): Lose one weekly use of remove disease. Mount becomes immune to negative energy and death effects.
Warforged Paladin Substitution Levels (RE, p 130): add concentration, craft, knowledge: nobility and royalty, profession, and ride to class skills
1st level: Smite Construct (may smite constructs no matter what their alignment)
2nd level: Durable Will (Con bonus to will saves), replaces divine grace. Repair damage (can repair damage to constructs instead of laying on hands)
3rd level: Immunity to Stunning, replaces divine health
Wary Swordknight Substitution Levels (CV, p 51): halfling, 4 skill points per level, add Listen and Spot
3rd level: Tougher than Small (be treated as one size larger, if advantageous, for some effects), replaces aura of courage
4th level: Uncanny Dodge, replaces turn undead
6th level: Haste, replaces remove disease
Wayward Warden Substitution Levels (CV, web): halfling only
3rd level: Distracting Presence: enemies take a -4 penalty on spot and listen checks, lose aura of courage
5th level: Use Your Allies: Gain sneak attack against larger flanked enemies, lose daily use of smite
10th level: Commanding Presence: Grant allies a bonus on attack rolls, lose daily use of smite
Changeling Egoist (RE, p 121): Add bluff and disguise to class skills, 4 skills per level.
1st level: Body Control (+1 manifester level when using psychometabolism powers that target yourself), replaces bonus feat
3rd level: Everchanging Psicrystal (may change the personalities of psicrystal), lose one of the powers gained at 3rd level
5th level: Extra Powers Known, lose bonus featExpanded Class (EC2 and EC3, web): replacement abilities for each discipline:
Egoist Class Features
Change Shape: replaces 1st-level bonus feat with changeling ability
True Healer: gain Life mantle instead of 5th-level bonus feat
Kineticist Class Features
Energy Snap: expend psionic focus to create a burst of energy, lose 1st-level bonus feat
Greater Animator: augment control object to target larger objects, lose 5th-level bonus feat
Nomad Class Features
Personal Space: expend psionic focus to store or retrieve objects inside yourself, lose 1st-level bonus feat
Temporal Grace: expend psionic focus to resist movement effect, lose 5th-level bonus feat
Seer Class Features
Fate Points: gain action points//Action Boost and Action Surge feats, lose 1st-level bonus feat
Psychic Knowledge: gain bardic knowledge, lose 1st-level bonus feat
Shaper Class Features
Trinkets: expend psionic focus to create temporary small item, lose 1st-level bonus feat
Personal Construct: create specific astral construct as though quickened, lose 5th-level bonus feat
Telepath Class Features
Harbinger: augment psionic attacks and defenses, lose 5th-level bonus feat
Telepathic Communication: gain telepathy, lose 5th-level bonus feat
Kalashtar Telepath Substituion Levels (RE, p 125): gain intimidate as a class features
1st level: Mindlink (manifest mindlink at a level equal to hit dice rather than half), Telepathic Talent (+1 manifester level with telepathy powers), lose bonus feats
3rd level: Mindlink, Compound Psicrystal (psicrystal has two personalities), lose one power known
5th level: Mindlink, Extra Powers Known (learn 2 extra telepathy powers), lose bonus featMantled Warrior (EC1, web): Gain psionic mantle, lose 2nd-level bonus feat.
Soulbound Weapon (EC1, web): Gain soulbound weapon through call weaponry power, must select call weaponry and Weapon Focus with soulbound weapon at 1st level, lose 2nd-level bonus feat.
Arcane Hunter (CM, p 32): lose normal favored enemy, gain "Favored Enemy (Arcanists)"
Aquatic Ranger (SW, p 51): Track in water, apply woodland stride to aquatic terrain instead of woodland terrain.
Celestial Slayer (EoE, p 20): must be evil; lose wild empathy, animal companion, and woodland stride, gain SR vs. good spells/spell-likes and +4 to confirm crit. vs. good creatures
Champion of the Wild (CC, p 50): Lose spellcasting for bonus feats.
Crowd-Walker (CiS, web): Exchange woodland stride for the ability to move in crowds more easily.
Distracting Attack (PHB 2, p 55): Lose animal companion. Whenever you hit with an attack, the enemy is then considered flanked.
Elf Ranger Substitution Levels (RW, p 155): d6 hitdice, 8 skill points
1st level: Elf Favored Enemy (extra bonus vs certain races)
4th level: Elven Hound Companion
10th level: Strongheart Slayer (+4 morale bonus on will saves vs. drow and driders, +4 for bonus vs spider venoms), lose a favored enemy
Half-Elf Ranger Substitution Levels (RD, p 158):
1st level: Urban Tracking, lose tracking
4th level: Street magic (swap spell lists)
13th level: Skill mastery, lose camouflage
Heat Endurance (SSt, p 48): Gain Heat Endurance, lose Endurance.
Fangshields Ranger Substitution Levels (CV, p 41): nonhumanoid, add Diplomacy
2nd level: Combat Style (Multiattack or Improved Natural Attack (single natural weapon), Weapon Focus (any natural weapon), Weapon Focus (any other natural weapon), or Greater Weapon Focus (single natural weapon))
4th level: Animal Companion (as druid of 1/2 ranger level +2)
5th level: Lion and the Unicorn (+1 sacred bonus to AC during day or night), replaces favored enemy
Feign Death (EoE, p 21): lose evasion, gain ability to appear dead
Gnome Ranger Substitution Levels (RS, p 149):
1st level: Gnome Favored Enemy (bonus with certain skills vs favored enemy instead of damage)
4th level: Burrowing Animal Companion (stronger animal companion, can't share spells with it)
8th level: Gnome Ranger Spells (switch some spells on list)
Hidden Stalker (CiS, web): Lose camouflage and normal hide in plain sight, gain the ability to hide more easily in urban settings.
Kobold Ranger Substitution Levels (RDr, p 109):
1st level: Kobold Favored Enemy (favored enemy works with different skills)
4th level: Dire Weasel Companion, Kobold Ranger Spells (different spells)
7th level: Subterranean Stride (underground stride instead of woodland stride)
Phynxkin Companion (DrM, p 13): Gain a phynxkin instead of your normal animal companion.
Planar Ranger (UA, p 55): Wild empathy works better on fiendish/celestial creatures than it does on regular animals, may aquire a fiendish or celestial animal as a companion.
Planar Ranger (PlH, p 34): gain knowledge: the planes as a class skill
4th level: Planar Animal Companion
8th level: Portal Intuition (attempt to determine where portals lead), lose swift tracker
13th level: Planar Tracking (use plane shift to follow quarry), lose camouflage
Rival Organization (CiS, web): Do not gain favored enemies. Instead, gain bonuses when fighting members of an organization which you have studied.
Sandskimmer (SSt, p 49): Gain Sandskimmer, lose woodland stride.
Shadow Sword Substitution Levels (CV, p 49): add Knowledge (history)
3rd level: Walk in Silence (+5 Move Silently for 1 round 1 day/2 ranger levels), replaces Endurance
6th level: Bane Weapon (treat weapon as bane weapon against favored enemy), replaces improved combat style
8th level: Portal Analysis (detect portal within 10', study as with analyze portal, use as with portal well), replaces swift tracker
Shape-changing (UA, p 58): Gain wildshape as druid (small and medium animals only) and fast movement as barbarian. Lose combat styles.
Shifter Ranger Substitution Levels (RE, p 128): add balance to list of class skills
1st level: Wild Empathy (add wisdom instead of Cha to wild empathy)
4th level: Share Shifting (share benefits of shifting with animal companion), replaces the ability to share spells
9th level: Enhanced Shifting (gain extra benefit while shifting, depending on primary shifter trait), lose evasion
Shooting Star Substitution Levels (CV, p 50): add Knowledge (arcana) and Spellcraft
3rd level: Weavespeak (as sending with restrictions), replaces Endurance
4th level: Bonus Spells, Improved Spellcasting, replaces animal companion
8th level: Expanded Spell List (see invisibility, word of recall), replaces swift tracker
Spell Reflection (CM, p 35): Lose evasion, gain the ability to reflect spells targeted at you that miss.
Spell-less Ranger (CW, p 13): Lose spellcasting, gain fast movement and spell-like abilities.
Spiritual Connection (CC, p 50): Lose wild empathy, gain speak with plants and speak with animals spell effects.
Spiritual Guide (CC, p 50): Lose animal companion. As long as you're in natural settings, gain a bonus on several skills. Use commune with nature once per day.
Trap Expert (DS, p 12): Lose tracking. Gain trap finding, and disable device as a class skill.
Urban Ranger (UA, p 55): No animal companion greater than medium, replace tracking with urban tracking, no woodland stride or camouflage. Add only one half level to wild empathy checks. Gain Hide in Plain Site in any area, and additional spellcasting.
Urban Companion (CiS, web): Instead of a normal animal companion, instead gain something similar to a familiar.
Urban Tracker (CiS, web): switch normal tracking for urban tracking.
Voice of the City (CiS, web): Lose wild empathy to gain the ability to communicate with people who speak languages you do not know.
Waste Hunter (SSt, p 49): Choose a specific wasteland creature from among current favored enemies, gain additional benefits against that creature.
Antiquarian (CC, p 51): Lose trapfinding. Gain wisdom bonus on appraise checks with divine items. Can attempt to identify divine items, as per the spell.
Breathstealer (DrM, p 11): Pick as one of your special abilities. Use sneak attack to prevent a dragon from using its breath weapon.
Changeling Rogue (RE, p 121): Add one knowledge skill to class list, 10 skills per level
1st level: Social Intuition (grants bonuses to a number of social skill checks), lose trapfinding
3rd level: Minor Lore (+1 to knowledge checks, +1 every 3 levels), lose trap sense
8th level: Mutable Anatomy (50% chance to negate extra damage from a critical or sneak attack), lose uncanny dodge
Death's Ruin (CC, p 51): Lose trapsense. Can use sneak-attack on undead, at one half normal.
Disruptive Attack (PHB 2, p 57): Don't gain uncanny dodge. Whenever you attack a flanked or flat-footed target, you can sacrifice your sneak attack to give them a -5 to AC.
Drow Rogue (DU, p 58): Gain poison use, lose trapfinding.
Feign Death (EoE, p 21): lose evasion, gain ability to appear dead
Friend's Evasion (CC, p 51): Lose improved evasion as a special ability option. Every ally adjacent to you gains evasion.
Frostfell Terrain Mastery (FB, p 45): +2 initiative and +10 land speed in cold terrain, gained as special ability.
Golden Hands of Vergadain Substitution Levels (CV, web): must be a dwarf; add Survival to class skills
2nd level: lose +1 to Reflex save from your level, get FE bonuses vs a certain organization.
3rd level: gain Track, lose trap sense. Gain bonuses to tracking in place of trap sense
6th level: lose the BAB bonus from the level, gain Urban Tracking
Goliath Rogue Substitution Levels (RS, p 152): d8 hitdice, add survival to class skills
2nd level: Mettle of Mountains (+4 bonus to For, Mettle), no evasion
3rd level: Wild Sense (bonus to knowledge: nature checks), lose trap sense
8th level: Fortification (25% chance to prevent crits and such), lose uncanny dodge
Halfling Rogue Substitution Levels (RW, p 160)
1st level: Ranged Sneak Attack
3rd level: Thief's Luck (can reroll reflex saves), lose trapsense
10th level: Sniping Mastery (can take ranged attacks while hiding), lose special ability
Holy Stalker (CC, p 51): Lose crippling strike as a special ability option. Add two points of damage per normal sneak attack dice when sneak attacking undead.
Kobold Rogue (RDr, p 109): d4 hitdice, add knowledge: dungeoneering to class list
1st level: Rapid Retreat (+5' while withdrawing), Shrewd Trapfinding (+2 bonus to find/disable traps)
3rd level: Improved Trap Sense (bonus to saves vs. traps), Shrewd Trapfinding
8th level: Evasive Skitter (can move out of area of effects), Shrewd Trapfinding
Lightbringer Penetrating Strike (ECR, p 208): Lose Trapsense. When flanking a creature normally immune to sneak attack damage you still deal half your sneak attack dice in damage. Does not effect creatures immune to flanking, and can only be used against flanked creatures.
Martial Rogue (UA, p 58): Lose sneak attack and gain bonus feats as a fighter.
Mimic (EoE, p 21): lose trapfinding, gain disguise self
Penetrating Strike (DS, p 13): Lose trap sense. When flanking a creature normally immune to sneak attack damage you still deal half your sneak attack dice in damage. Does not effect creatures immune to flanking, and can only be used against flanked creatures.
Planar Rogue (PlH, p 34): gain knowledge: the planes as a class skill
6th level: Breach Sense (detect activation of portals and spells that cross planes)
10th level: Slip the Bonds (turn ethereal once per day), replaces normal special ability
16th level: Blink once per day, replaces normal special ability
Psychic Rogue (Mind's Eye Online):
Trade skill points and slower SA progression for psionic powers and abilities.
Quick Fingers (DS, p 13): Lose one level of trap sense to reduce the time needed to disarm traps.
Rilkan Rogue Substitution Levels (MoI, p 47): add speak languages to class skills
1st level: Improved Flanking (+4 bonus while flanking), lose one die of sneak attack
3rd level: Bardic Knowledge, Bonus feat, lose trap sense
10th level: Fortunate Reflexes (reroll reflex saves), replaces normal special ability
Spell Reflection (CM, p 35): Lose evasion, gain the ability to reflect spells targeted at you that miss.
Spell Sense (CM, p 35): Lose trapsense. Gain AC bonus vs spells.
Wilderness Rogue (UA, p 56): Modified skill list. Add camouflage, woodland stride, and hide in plain site to the list of abilities rogues can pick.
Uncanny Bravery (DrM, p 14): Gain immunity to draconic presence and resistance to fear instead of uncanny dodge.
Dungeon Specialist (PHB 2, p 59): Lose fast movement and evasion. Gain a climb speed equal to half your move, attack while climbing, gain a bonus to climbing checks, retain your dex bonus while climbing. At 5th level, get an AC bonus in confining spaces.
Go to Ground (CiS, web): Lose trackless step, gain the ability to hide from Urban Tracking.
Hidden Stalker (CiS, web): Lose camouflage and normal hide in plain site, gain the ability to hide more easily in urban settings.
Riposte (CiS, web): You do not gain skirmish. Instead deal extra damage to someone who has attacked you.
Spell Reflection (CM, p 35): Lose evasion, gain the ability to reflect spells targeted at you that miss.
Voice of the City (CiS, web): Lose wild empathy to gain the ability to communicate with people who speak languages you do not know.
Aquatic Sorcerer (SW, p 51): Gain aquatic familiar.
Battle Sorcerer (UA, p 56): d8 hitdice, medium BAB, replace bluff skill with intimidate on list of class skills. Proficient with light armor and one light or one-handed melee weapon. Reduced spells per day and spells known.
Divine Companion (CC, 51): Lose familiar. Gain a spirit that stores spell energy and turns it into healing or deflection bonuses.
Dragonblood Sorcerer Substitution Levels (RDr, p 107): lose craft and profession, gain UMD
1st level: Arcane Insight (+2 knowledge: arcana), Dragon Heritage (the feat), lose familiar
4th level: Arcane Insight, Spell-Like Ability (turn spell slots into SLA)
7th level: Arcane Insight, Bonus Spells Known
Drakken Familar (DrM, p 12): Don't gain a normal familiar, gain a familiar with the dragon subtype. It doesn't gain normal special abilities, but can breathe fire instead.
Domain Access (CC, p 52): Lose one 2nd level spell known, and one spell known each time you gain a new spell level. Gain access to a domain, including domain power, and can cast a domain spell of each level once per day.
Dwarf Sorcerer Substitution Levels (RS, p 161): d6 hitdice, add knowledge: dungeoneering
1st level: Arcane Earthblood (alertness feat, damage reduction), lose familiar
5th level: Power of Stone (increase range and DC for spells), lose 2nd level spell known
9th level: Earth Meditation (add Con bonus to Cha to determine bonus spells), lose a 4th level spell known
Frostfell Familiar (FB, p 45): Gain cold-climate familiar.
Metamagic Specialist (PHB 2, p 61): lose familiar. Gain the ability to apply metamagic rapidly 3 + Int bonus times per day.
Planar Sorcerer (PlH, p35): add knowledge: the planes to class list
5th level: Force Charged Energy (half damage of spells is force damage), lose 2nd level spell known
9th level: Extraplanar Spell Penetration (add Cha bonus to caster level to pierce SR of extraplanar creatures), lose a 4th level spell known
13th level: Spontaneous Planar Summoning (use any spell slot to spontaneously cast Summon Monster, picking from a select list), lose a 6th level spell known
Raptorian Sorcerer Substitution Level (RW, p 162):
1st level: Air Magic (add spells to spells known), Elemental Familiar (air elemental familiar), lose normal familiar
5th level: Air Magic, Command the Winds (lose 2nd level spell known, add other spells)
11th level: Air Magic, Spell on the Wing (can fly and cast), lose a 5th level spell known
Spell Shield (DS, p 13): Give up familiar. You can sacrifice a spell slot to prevent damage equal to five times the spell level.
Stalwart Sorcerer (CM, p 36): Lose one spell known from your highest spell level. Gain a martial weapon proficiency, and weapon focus in that weapon, and 2 hitpoints/level.
Warforged Sorcerer (CoS, p 119): Lose familiar, gain the Wand Bonding feat.
Wasteland Familiar (SSt, p 49): Gain horned lizard familiar.
Wilderness Companion (UA, p 58): Trade familiar for animal companion.
Wu Jen spell list (OA, pg 30): Sorcerers can use either the wizard/sorcerer spell list from the Player's Handbook or the wu jen spell list in Chapter 7.
Dwarf Soulborn Substitution Levels (MoI, p 44): must be LG; d12 hitdice, add Knowledge: dungeoneering to class skills
1st level: Smite Opposition (extra smite damage while using a hammer)
3rd level: Stoneborn Insight (bonus per soulmeld to damage vs. orcs, goblins, and giants, and on certain checks involving stone or metal)
9th level: Share Incarnum Defense (share defense with allies you can see within 30' as a free action)
Elf Soulborn Substitution Levels (MoI, p 45): must be CG; add search and spot to class skills
1st level: Smite Opposition (can smite with bows)
2nd level: Incarnum Defense (immune to enchantment (charm) effects
7th level: Vigilance of the Ancestors (triple low-light vision, bonus to search and spot when a occupies the brow chakra, if soulmeld is bound there increase bow range increments by one half), lose bonus feat
Bonus Feats (EC1, web): gain bonus feats instead of psychic strike
Hidden Talent (EC1, web): gain Hidden Talent instead of Wild Talent, you can take Hidden Talent additional times
Kalashtar Soulknife Substitution Levels (RE, p 124): add disguise, knowledge: the planes, and perform to class skills
1st level: Align Mindblade (can spend a powerpoint to make mindblade good aligned. At 10th level can imbue it with the holy ability), lose wild talent feat
3rd level: Purifying Strike (spend 3 power points to attempt to dispel mind affecting influences), lose one level of psychic strike
6th level: Stand Fast (+2 AC while psionicly focused and not moving more than 5' per round), lose speed of thought
Arcane Stunt (CM, p 32): Lose grace, gain benefits of some spells
Drow Swashbuckler (DU, p 59): Free 5' step after hitting with two weapons, lose acrobatic charge.
Shield of Blades (PHB 2, p 63): Lose dodge bonus, gain shield bonus when fighting with two weapons starting at +2 and rising as you gain levels.
Halfling Totemist Substitution Levels (MoI, p 46): d6 hitdice, jump, climb, hide, and move silently as class skills
1st level: Low-Light Vision (as long as a soulmeld occupies the brow chakra)
3rd level: Wild Vigor (+2 swim if a soulmeld occupies the arms, +2 jump if one occupies the feet, +2 climb if one occupies the hands), lose protection class feature
8th level: Fast Movement (as barbarian), lose ability to rebind a soulmeld (gain at 12th level instead)
Drow Warlock (DU, p 59): Gain poisonous blood, lose fiendish resilience.
Fiendish Flamewreath (PHB 2, p 65): Lose fiendish resilience. Once per day, cover yourself in a sheath of flames that deals 1d6, with more damage at higher levels.
Eclectic Learning (PHB 2, p 67): Use your advanced learning to learn a wizard spell you normally couldn't learn, must one level lower than you could normally learn.
Educated Wilder (EC1, web): gain Expanded Knowledge instead of volatile mind
Mantled Wilder (EC1, web): gain mantle, lose elude touch, must chose mantle powers as powers known when available
Shifter Wilder Substitution Levels (RE, p 129): add survival to class list
1st level: Wild Psychometabolism (Can learn powers from the egoist list)
2nd level: Savage Renewal (when shifting ends, gain power points equal to the level of highest power) Replaces Elude Touch.
6th level: Euphoric Shifting (rounds under the effect of surging euphoria don't count against shifting duration)
Aquatic Wizard (SW, p52): Gain aquatic familiar.
Changeling Wizard (RE, p 123): Add bluff, disguise, and sleight of hand to class skills. 4 skills per level
1st level: Dual Specialization (specialize in illusion and transmutation, give up 3 other schools)
5th level: Limited Spell Knowledge (learn 3 spells of illusion and transmutation school instead of normal selection), Morphic Familiar (familiar can alter form to other creatures on familiar list), lose bonus feat
10th level: Limited Spell Knowledge, Override Transmutation (if you fail a save vs transmutation effect with a duration other than instantaneous you may make a new save the next round)Combat Wizard (UA, p 59): Lose scribe scroll and wizard bonus feats, get bonus feats as a fighter.
Domain Granted power (CC, p 53): Lose a bonus feat, gain a domain granted power.
Domain Wizard (UA, p 57): Can not be a specialist wizard. Choose a domain, cast those spells at +1 caster level, and a get a bonus spell slot per spell level for the domain spells.
Drakken Familar (DrM, p 12): Don't gain a normal familiar, gain a familiar with the dragon subtype. It doesn't gain normal special abilities, but can breath fire instead.
Drow Wizard (DU, p 59): Specialize in a group of subschools instead of a school.
Dukar Substitution Levels (CV, p 38): add Swim
5th level: Bonus Spells, Coral Claw, replaces bonus feat
10th level: Bonus Spells, Coral Power, replaces bonus feat
15th level: Bonus Spells, Coral Power, replaces bonus featElf Wizard Substitution Levels (RW, p 157)
1st level: Extra highest-level spell, can't specialize
3rd level: Natural Link (extra bonus from familiar bonuses), familiar can't deliver touch spells
5th level: Bonus Feat (choose a ranged attack feat instead of normal wizard list)Focused Specialist (CM, p 34): Lose access to another school and one spell per day, gain 2 extra spells from specialist class.
Frostfell Familiar (FB, p 45): Gain cold-climate familiar.
Gnome Illusionist Substitution Levels (RS, 148):
1st level: Gnome Illusion Spells (some illusion spells lower level), -1 caster level for another school
5th level: Extended Illusion (longer lasting illusions), lose feat
10th level: Insidious Illusions (illusions harder to detect), lose feat and two spells learnedHigh One Warrior-Wizard Substitution Levels (CV, web): Add Diplomacy, Handle Animal, Heal and Ride to class list; requires at least two paladin levels.
2nd level: Wizardly Smiting: Wizard levels stack with paladin levels for number of smite attempts, lose 1st-level spell slot
4th level: Reduce Armor Hindrances: ASF reduced by 20%, lose 2nd-level spell slot
5th level: Familiar Mount: Special mount gains familiar benefits, lose normal familiar and bonus featImmediate Magic (PHB 2, p 68): Give up your familiar, gain the ability to use a magical effect as an immediate action, the effect type depends on your specialization:
Abjuration: Generate a shield effect
Conjuration: Short range teleport
Divination: Saving throw bonus
Enchantment: Daze an enemy
Evocation: Shoot fire at someone targeting you with a spell
Illusion: Make a mirror image of yourself
Necromancy: give enemy a penalty to AC and saves
Transmutation: Give yourself special movement abilities
Planar Wizard (PlH, p 36)
6th level: Unimpeded Magic (Cast spells normally that would be impeded by planar effects), lose 3rd level spell slot
10th level: Planar Spellcasting (make spells aligned, +1 CL vs creatures of opposed alignment), lose bonus feat
14th level: Enhanced Magic (choose a plane, once per day cast the spell as if it were cast on that plane), lose a 7th level spell slotSpecialist Variants (UA, p 59-64): There are three variants for each specialist wizard, each gives up something: familiar, bonus feats, or bonus spells per day:
Abjurer
Familiar: resistance to energy
Feats: deflection bonus to AC
Spells: spontaneous dispelling
Conjurer
Familiar: summon faster
Feats: augment summoning feat for free, summons are tougher and harder to dispell
Spells: Spontaneous Summons
Diviner
Familiar: Gain sense motive as a class skill, plus some minor bonuses when casting certain spells
Feats: may not use bonus feats for metamagic, gets different bonus feat list
Spells: Once per day, add Int bonus to attack roll, saving throws, skill checks, or level checks.
Enchanter
Familiar: Cohort
Feats: Add bluff, diplomacy, intimidate, diplomacy, gather information, and sense motive to class skills. Add a +2 bonus to one skill every 5 levels.
Spells: Apply extend spell feat once per day for free
Evoker
Familiar: +1 caster level using certain energy types
Feats: Substitute energy types a limited number of times per day, raising with level
Spells: Overcome some energy resistance a number of times per day, raising with level
Illusionist
Familiar: When someone disbelieves your illusions, they can not help others pierce your illusions
Feats: Gain hide as a class skills. At 5th gain a bonus to hide checks, 10th +1 to save DC's, 15th level gain hide in plain sight, 20th blend into shadows for concealment.
Spells: Add 2 illusions to spell book at each level
Necomancer
Familiar: Skeleton minion
Feats: gain some of the benefits of the undead
Spells: Undead created are stronger than normal
Transmuter
Familiar: Once per day, plus another time every 5 levels, add +2 to an attribute
Feats: Learn spells as if they were transmutation spells
Spells: Swap out some of your prepared spells once per day.
Spontaneous Divination (CC, p 53): lose a bonus feat, can spontaneously cast divination spells.
Wasteland Familiar (SSt, p 49): Gain horned lizard familiar.
Wilderness Companion (UA, p 58): Trade familiar for animal companion.
Wizard of Sun and Moon (DS, p 14): Lose familiar. When you prepare spells, you can store two spells in one slot by designated one 'sun' and the other 'moon'. Moon spells can be used underground or at night. Sun spells can only be used during the day and above ground.
Skilled City-Dweller (CS, web): swap Gather Information for Handle Animal, Knowledge (local) for Knowledge (nature), Sense Motive for Survival, and/or Tumble for Ride.
Personal ThanksTo everyone involved including a shoutout to Jackinthegreen whom reposted it on MMX citing Dead_Weasel & Rooster as his sources.
Change Log06-13-2017, Reposted to a new host.