I'm contemplating running a few games of Beyond the Wall (since it's a departure, feeling-wise, of what I normally run)... However each class doesn't have enough abilities, etc. that I like. So I added a few more...
Here's what I added:
Cleave- If a warrior's attack strikes their intended target successfully they may make another attack on an adjacent target.
Rage- For the duration of one combat the warrior gains + 2 to attack and damage and + 2 Wisdom saves against mild-altering and fear effects, but suffers - 2 to AC. After combat the warrior is exhausted and suffers - 2 to all rolls and AC until they rest for one hour. This ability cannot be used again until the exhaustion has passed. (Thanks to Crypts and Things for the cool version of berserk- I modded it slightly).
Shield Master- The warrior knows how to use a shield effectively. They gain an additional + 1 to their AC when wielding a shield. Additionally a shield master can absorb two blows before their shield is shattered (http://trollsmyth.blogspot.com/2008/05/shields-shall-be-splintered.html
Two Hander- The warrior can wield a two-handed weapon more effectively, adding strength and a half modifier to their damage.
The Archer- The warrior has learned how to use a bow very effectively. If the warrior doesn't take another action in a round they are able to fire two arrows in a row. Each attack must be resolved separately.
Back Attack- A rogue that successfully sneaks up on a target can make an attack at a + 2. If successful the attack deals an additional 2d6 damage. (normal back attack rule will be no "+" modifiers and only an additional 1d6 damage).
Two-weapon Fighting- A rogue wearing light armor and holding a small weapon can make one additional attack a round.
Artful Dodge- A thief wearing light armor and no shield gains +2 to AC (again- nod to Crypts and Things).
Improved Initiative- The thief knows that those who are quickest to act usually live longest. Add +4 to Initiative rolls. (I am not using the static initiative bonus. I'm doing Dexterity modifier + d20 roll)
Successful Cantrip- The mage can burn a Fortune Point to cast a cantrip successfully (no rolling needed).
Magical Reserve- Once per day a mage can burn a Fortune Point to regain a spell that they have already cast. This will work even if the mage has expended all magical power (IE- failing a cantrip roll).
Adding Critical strikes and fumbles
For Fortune Points-
Second Wind- Once per session a character can burn a FP and regain half of the HP back.
Added rule for Rituals
A ritual can be cast and stored into a gold ring. The ring must be expertly crafted and equal 100 x ritual level in gold. A mage can only have one ritual stored in a ring at a time, but can cast other rituals during this time.
Once the ritual has been released, the ring is destroyed.