Sorcerous - PG 102-3 PH
Dragon
bloodline - Draconic resilience - Increasing
hit points from 1 per level to 10 per level
Wild
Magic - Wild
Magic Surge - In addition to what the PH says about a roll of 1 add "When
the DM rolls a 2-9 add 1d4 damage of the magic type dealt to your next spell. A
roll of 10-19 you deal a 1d6 + ch mod addition damage on your next damaging
spell but you take 1d4 damage of the type dealt. A roll of 20 gives the player
2 sorcery points deals 1d6+ch mod damage on the next spell. "
Controlled Chaos - replace PH
with "At 14th level, you gain more control over the surges of your wild
magic. Whenever you roll on the Wild Magic Surge you can roll twice and use
either number.
Warlock - PG 110 PH
Great
Old One - Awakened Mind - Additionally, at
3rd lvl you are able to sense both the direction and distance of any unseen
creature within 30 feet of you. At lvl 8 You have an advantage on Intimidation,
Persuasion, and Deception checks.
Create
Thrall - Use instead of PH - At 14th Lvl you gain the ability to infect a
humanoids mind with the alien magic of your patron. You can use your action to
touch a humanoid with hit points less than 10. That creature regains 2d10+ its
con mod and obeys yours every command for the next 5 rounds. On each round the
creature may roll a DC 14 construction check to break free from the infection.
Once free you cannot be affected by Create Thrall.
Rogue - PG 97 PH
Assassin - The sweet spot (Replaces Infiltration expertise) - At Lvl 9 gain "once per turn when you deal melee damage to a creature, you gain a bonus melee attack on the same target. If this hits, it automatically crits.
Trained Killer (Replaces Imposter) - Lvl13 - Your crits deal double the damage rolled
Ranger - Pg 92-94
Hide In Plain sight - Instead of a minute 1 full turn
Beastmaster - Rangers Companion - Choose any living creature in the PH appendix D pg 304-311