The Way We Roll

by aeyana

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The Way We Roll
Silver's Houserules

This document details the rules with which I run my games. It is presented to make clear to the players what content is allowed and restricted, and what modifications have been made to existing material.

The document is split into the following sections:

Allowed Content

This section details and links what additional content is allowed, and what content is restricted.

Allowed Homebrew Content

The following homebrew is also allowed.

Restricted Content

The following player options are banned.

  • Feats: Lucky, Dragon HideXGE (Included in Dragonborn)
  • Classes: Warlock, Ranger (Replaced by Hunter)
  • Subclasses:
    • Fighter - Arcane ArcherXGE
    • Monk - KenseiXGE [Replaced]
    • Sorcerer - Divine SoulXGE [Replaced]
    • Wizard - BladesingerSCAG, War MagicXGE
  • Backgrounds: Guildmaster's Guide to Ravnica
  • Spells: find traps, hex, hunter's mark, jump, longstrider, plane shift
  • All books released after Explorer's Guide to Wildemount

Modifications

The this section details content that has been modified.

Downtime Activities: Rest RollsNEW

Once per long rest, you can dedicate two hours of the time you are not sleeping for training, learning, or otherwise preparing for your adventure. This can include (but is not limited to) training a skill or feat, learning a language, or creating an item. Making a rest roll may prevent you from keeping watch.

Tell the DM what your objective is and the DM will prescribe you a single ability check, saving throw, or other roll, which you make as your rest roll. Because these checks are performed over the course of two hours, effects such as guidance or Bardic Inspiration cannot be used to assist on these checks, unless another character spends the entire duration supporting you with these spells or abilities.

In order to achieve an objective, you must have the means with which to do so. For example, if your objective is to gain proficiency in a skill, you must have a feasible way in which you practice and train that skill.

Each time you makes a rest roll, record the number and add it to a total for that specific objective. When the objective's threshold is reached, you complete the objective. The Rest Roll Thresholds table shows the totals required to complete various objectives.

Rest Roll Thresholds
Objective Threshold    Prescribed Roll
Learning a Language 150 Intelligence check
Gaining a tool proficiency 150 A skill check using the tool being trained
Gaining a weapon proficiency 200 An attack roll using the weapon being trained
Gaining a skill proficiency 200 A skill check using the skill being trained
Creating or Learning a Spell 200+ A check using your spellcasting ability
Increase an
ability score by 1
250 An ability check using the ability score being trained
Gaining a Feat 400 Various
Crafting an Item Various A check using relevant artisan tools

    Learning a Spell. You can use your rest roll to increase the breadth of your magical knowledge. To learn a spell, you must have another character that knows the spell teach you, or have a spell scroll to reference. You can only learn a spell of which you have slots to cast. However, you can still learn a cantrip even if you cannot cast cantrips.

Once you reach the Rest Roll Threshold for the spell, you learn the spell if you are a bard or sorcerer, and always have the spell prepared if you are an artificer, cleric, druid, hunter, paladin, or wizard. This spell doesn't count against your number of spells known or prepared.

The threshold for a cantrip or 1st level spell is 200, and increases by 50 for each level of spell above 1st.

Crafting an Item. You can use your rest roll to work on crafting an item. A mundane item has a creation cost equal to half its market value, whereas a magic item has a cost specified in the Crafting Magic Items table. This cost is halved for a consumable magic item, such as a potion or scroll.

To craft a magic item, you must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, you must meet a level minimum determined by the item's rarity, as shown in the Crafting Magic Items table. For example, a 3rd-level character could create a wand of magic missiles (an uncommon item), as long as the character has spell slots of 1st-level or higher and can cast magic missile. That same character could make a +1 weapon (another uncommon item), as long as the character has spell slots of 2nd-level or higher can cast magic weapon.

The Rest Roll Threshold for crafting an item is equal to its creation cost in gp. You must provide materials from which the item is crafted, with materials costing the item's creation cost. The DM may require specific materials in order to create certain magic items.

Crafting Magic Items
Item Rarity Creation Cost Minimum Level
Common 50 gp 1st
Uncommon 250 gp 3rd
Rare 1,000 gp 5th
Very Rare 5,000 gp 11th
Legendary 10,000 gp 17th

 

Creating a New Spell or Item

Sometimes, adventurers may find that the list available to them simply doesn't suit their purpose, or are inspired by their experiences to craft something new. You can instead use your rest roll to work on creating a spell or item. Describe to your DM the spell or item's desired effects, and work with them to select an appropriate effect, range, casting time, and spell level.

The process for creating a new spell or item is the same as the process for learning a spell or crafting an item, with the spell's level or item's rarity determined by the discussion with the DM.

General Rule Modifications

The following general rules have received modification, or been clarified.

Actions in Combat: Ready

This action now allows a small amount of movement when the reaction is taken. Additionally, you can make a contested Initiative check to determine when your action is performed. This can mean interrupting the creature's attacks by pushing it out of reach.

The following lines have been added:


  • New: When you take the Ready action on your turn, you can move up to 5 feet when you take the reaction, provided you have not moved your full movement speed on your turn. Additionally, if the trigger of your reaction involves another creature, you can make a contested Initiative check against it. If you win the contest, your reaction happens before the triggering event fully resolves.

Armor Proficiency

Casting spells while in armor you are not proficient is now possible, and the disadvantage on attacks now applies to all attacks.

The following line has been modified:


  • Original: If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
  • New: If you wear armor that you lack proficiency with, you have disadvantage on any ability check or saving throw that involve Strength or Dexterity, you have disadvantage on attack rolls, and you must succeed on an ability check using your spellcasting modifier in order to cast a spell. On a failed check, the spell fails and has no effect, and any spell slots or other resources expended in casting the spell are lost. The DC for this ability check is equal to the base armor class number for the armor type you are wearing.

Attack Rolls

If a creature makes an attack against you, you can choose to let it automatically hit you.

Bonus Actions

For anything you can do as a bonus action, you can use your bonus action to do it as an action instead.

Casting a Bonus Action Spell

The following rule is removed.


  • Original: A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except a cantrip with a casting time of 1 action.

Casting and Obscuring Light

If a creature or object that casts light is obscured by an illusion or becomes invisible, it ceases to cast light. However, if the illusion is discerned by another creature, the light becomes visible to the creature.

Critical Hits

When a character (or humanoid or giant enemy) suffers a critical hit or is reduced to 0 hit points, the DM can roll on the Critical Wounds table to determine the kind of injury sustained. The Critical Wounds table uses the damage dealt by the critical hit (or the attack that reduced the character to 0 hit points), and scales the severity of the injury suffered depending on the damage inflicted by the attack.

Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as the heal and regenerate spells, removes the scar.

Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp.

Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting.

Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10.

Horrible Scar. You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as the heal and regenerate spells, removes the scar.

Lose an Arm or Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.

Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.

Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded.

Decapitation. Your head is severed from your body and you immediately die. Only magic such as resurrection and true ressurection can restore you to life.

Critical Wound Table
1d10 1-20 Damage 21-50 Damage 51-100 Damage Over 100 Damage
1 ——— Minor Scar Horrible Scar Lose an Arm or Hand
2 ——— Limp Internal Injury Lose an Arm or Hand
3 Minor Scar Limp Internal Injury Lose an Arm or Hand
4 Minor Scar Internal Injury Lose an Arm or Hand Lose a Foot or Leg
5 Limp Internal Injury Lose an Arm or Hand Lose a Foot or Leg
6 Limp Horrible Scar Lose a Foot or Leg Lose a Foot or Leg
7 Broken Ribs Horrible Scar Lose a Foot or Leg Lose an Eye
8 Broken Ribs Lose an Arm or a Hand Lose an Eye Lose an Eye
9 Horrible Scar Lose a Foot or Leg Lose an Eye Lose an Eye
10 Roll on the
21-50 Damage column
Roll on the
51-100 Damage column
Roll on the
Over 100 Damage column
Decapitation

Damage at 0 Hit Points

If the damage equals exactly your hit point maximum, you must succeed a Constitution saving throw or suffer instant death. The DC equals 10 or half the damage you take, whichever number is higher.

Falling into Water

When you fall into water, the damage you take is halved, and you don't take any damage if you fall from a height of 20 feet or less.

Falling onto Another Creature

If you fall on another creature, make a Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the damage you would have taken from falling is halved, and the creature takes an equal amount of bludgeoning damage. On a failure, you take damage from falling as normal.

Larger Monsters

When you take damage from an attack made by a creature that is two or more sizes larger than you (for example, a Huge giant hitting a Medium knight), the attacker can force you to make a Strength saving throw to avoid being pushed or knocked prone (the attacker chooses). The DC equals 10 or half the damage you take, whichever number is higher.

Interacting with Objects

You can use a second object interaction as a bonus action.

The following line has been modified:


  • Original: If you want to interact with a second object, you need to use your action.
  • Original: If you want to interact with a second object, you need to use your action or bonus action.

Melee Attacks: Grappling

You can grapple in place of an opportunity attack.

The following lines have been modified:


  • Original: you can use the Attack action to make a Special melee Attack, a grapple. If you're able to make multiple attacks with the Attack action, this Attack replaces one of them.
  • New: you can replace one attack to make a Special melee Attack, a grapple. If you're able to make multiple attacks, this Attack replaces one of them.

Multiclassing

You can only ever have two different classes. This means a paladin/fighter dual-class is allowed, but a bard/rogue/druid tri-class is not.

Additionally, ability score prerequisites for multiclassing are removed.

Rolling for Hit Points

You can reroll 1's on hit dice when rolling for hit points on level up. This makes the average of the roll fall in line with the "flat" number.

Saving Throws

Critical failures and critical successes have been added. Additionally, you can explicitly choose to fail saving throws.

The following lines have been added:


  • New: Rolling 1 or 20. Sometimes fate blesses or curses a combatant, causing the novice to evade and the veteran to fumble.
    If the d20 roll for a creature's saving throw is a 20, it automatically succeeds its saving throw against the effect, and suffers none of the effect.
    If the d20 roll for a creature's saving throw is a 1, it automatically fails its saving throw against the effect. ...
    ... Choosing to Fail a Saving Throw. If you are forced to make a saving throw, you can choose to fail it.

Shields

Shields now only grant the bonus to armor class if you are proficient with them.

The following line has been modified:


  • Original: Wielding a shield increases your Armor Class by 2.
  • New: If you are proficient with shields, wielding a shield increases your Armor Class by 2.

Resting: Short Rest

The following line has been added:


  • New: A character can't benefit from more than two short rests per long rest, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Resting: Long Rest

The following line has been modified:


  • Original: A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
  • New: After taking a long rest, a character can't benefit from another long rest until 8 hours has passed, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Shoving a Creature

You can shove in place of an opportunity attack.

The following lines have been modified:


  • Original: Using the Attack action, you can make a Special melee Attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this Attack replaces one of them.
  • New: You can replace one attack to make a Special melee Attack, a shove. If you're able to make multiple attacks, this Attack replaces one of them.

Starting Past 1st Level

If a game starts past 1st level, you gain additional gold for each level past 1st. For each class level you have, roll the class's starting gold once for each level past 1st.

For example, if you have three levels in the fighter class and two levels in the sorcerer class, and your class at 1st level was fighter, you gain 5d4 × 10 gold for each of your two fighter levels and 3d4 × 10 for each of your two sorcerer levels, for a total of 16d4 × 10 gold. This is all in addition to your normal starting equipment or gold.

Swinging from a Rope

When you make a long jump, you can grab onto a rope attached to a point above you to double the distance of your jump.

Temporary Hit Points

Damage done to temporary hit points explicitly doesn't cause failed death saving throws or trigger concentration checks.

The following line has been added.


  • New: Damage taken to temporary hit points is not damage to your character, and doesn't cause a failed death saving throw or trigger a concentration check if you are concentrating on a spell unless the damage exceeds your temporary hit points.

Two-Weapon Fighting

This mechanic now only requires that one weapon be light, and works with ranged weapons.

The following lines have been modified:


  • Original: When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
  • New: Once per turn after you take the Attack action and attack with an unarmed strike or a weapon that you're holding in one hand, you can make one additional attack with a different light weapon that you're holding in the other hand, or an unarmed strike with the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Spell Modifications

The following spells have been modified.

[Any] Smite

These spells can now all be used with all weapon attacks, and now all upcast properly.

The following line has been modified:


  • Original: with a melee weapon attack ...
    ... [no original text]
  • New: with a weapon attack ...
    ... At Higher Levels. When you cast this spell using a spell slot of [X+1] level or higher, the extra damage increases by 1d[Y] for each slot level above [X].

[Any Summoning Spell]

Creatures summoned by these spells now act on your initiative instead of rolling their own initiative.

The following line has been modified:


  • Original: Roll initiative for the [creature], which has its own turns.
  • New: The [creature] has its own turn on your initiative count.

Absorb Elements

Ths spell now allows more damage types.

The following line has been modified:


  • Original: Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • New: Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, poison, necrotic, psychic, radiant, or thunder damage

Animate Objects

The spell has been entirely rewritten to use the caster's spell attack bonus instead of basing the attack bonus on the object's size. Additionally, the object's speed is now determined by the object's size, and its damage has been changed to only involve dice.

The spell now reads as follows:

Animate Objects

5th-level transmutation (Artificer, Bard, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics
Size HP AC Str Dex Speed Damage
Tiny 5 14 4 18 60 feet 1d6
Small 10 12 6 14 40 feet 1d8
Medium 20 11 10 12 30 feet 2d8
Large 50 10 14 10 30 feet 4d8
Huge 100 10 18 6 20 feet 8d8

An animated object is a construct with AC, hit points, damage, speed, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of equal to its listed speed and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack using your spell attack bonus, and deals and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Booming Blade

This spell no longer deals extra damage on the initial attack.

The following line has been modified:


  • Original: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
  • New: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Catnap

This spell does not work on creatures with the Fey Ancestry feature (elves, half-elves). This is how the Fey Ancestry feature should have functioned by the rules as written, but this change makes it explicit. The Sage Advice regarding this topic will be disregarded, as it is explicitly incorrect.

The following line has been modified:


  • Original: You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration.
  • New: You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall asleep, and are unconscious for the spell's duration.

Cloud of Daggers

This spell can now be moved as an action.

The following line has been added:


  • New: As an action on your subsequent turns, you can move the cloud of spinning daggers up to 20 feet.

Comprehend Languages

This spell can now be cast at higher levels for an extended duration, and without concentration.

The following line has been added:


  • New: At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hour. If you use a spell slot of 5th level or higher, the duration is 24 hours.

Conjure Animals

The number of low-CR creatures that can be summoned has been reduced, and creatures summoned by this spell now act on your initiative instead of rolling their own initiative.

The following line has been modified:


  • Original: Choose one of the following options for what appears:
    - One beast of challenge rating 2 or lower
    - Two beasts of challenge rating 1 or lower
    - Four beasts of challenge rating 1/2 or lower
    - Eight beasts of challenge rating 1/4 or lower ...
    ... The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns.
  • New: You choose one of the following options for what appears:
    - One beast of challenge rating 2 or lower
    - Two beasts of challenge rating 1 or lower
    - Three beasts of challenge rating 1/2 or lower
    - Four beasts of challenge rating 1/4 or lower ...
    ... The summoned creatures are friendly to you and your companions, and have their own turns on your initiative count.

Conjure Barrage

This spell now deals an additional 1d8 damage, and can upcast to increase damage.

The following line has been modified:


  • Original: A creature takes 3d8 damage on a failed save ...
    ... [no original text]
  • New: A creature takes 4d8 damage on a failed save ...
    ... At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Conjure Minor Elementals

The number of low-CR creatures that can be summoned has been reduced, and creatures summoned by this spell now act on your initiative instead of rolling their own initiative.

The following lines have been modified:


  • Original: You choose one of the following options for what appears:
    - One elemental of challenge rating 2 or lower
    - Two elementals of challenge rating 1 or lower
    - Four elementals of challenge rating 1/2 or lower
    - Eight elementals of challenge rating 1/4 or lower ...
    ... The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns.
  • New: You choose one of the following options for what appears:
    - One elemental of challenge rating 2 or lower
    - Two elementals of challenge rating 1 or lower
    - Three elementals of challenge rating 1/2 or lower
    - Four elementals of challenge rating 1/4 or lower ...
    ... The summoned creatures are friendly to you and your companions, and have their own turns on your initiative count.

Conjure Woodland Creatures

The number of low-CR creatures that can be summoned has been reduced, and creatures summoned by this spell now act on your initiative instead of rolling their own initiative.

The following lines have been modified:


  • Original: Choose one of the following options for what appears:
    - One fey creature of challenge rating 2 or lower
    - Two fey creatures of challenge rating 1 or lower
    - Four fey creatures of challenge rating 1/2 or lower
    - Eight fey creatures of challenge rating 1/4 or lower ...
    ... The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns.
  • New: You choose one of the following options for what appears:
    - One fey creature of challenge rating 2 or lower
    - Two fey creatures of challenge rating 1 or lower
    - Three fey creatures of challenge rating 1/2 or lower
    - Four fey creatures of challenge rating 1/4 or lower ...
    ... The summoned creatures are friendly to you and your companions, and have their own turns on your initiative count.

Contagion

This spell can now be upcast to become now highly infectious.

The following line has been added:


  • New: At Higher Levels. If you cast this spell using a slot of 7th level or higher, it becomes highly contagious. Each creature that remains within 10 feet of an infected creature for 1 minute must also make a Constitution saving throw. On a failed save, it becomes poisoned as per the spell. On a success, it is immune to the disease created by this instance of the spell. When the spell ends, its effect ends for all infected creatures.

Cordon of Arrows

This spell now uses spell attack rolls instead of saving throws, and fires all pieces of ammunition at once.

The following lines have been modified:


  • Original: Components: V, S, M (four or more arrows or bolts) ...
    ... You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range ...
    ... one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
  • New: Components: V, S, M (four or more pieces of ammunition) ...
    ... You plant four pieces of nonmagical ammunition in the ground within range ...
    ... all affected pieces of ammunition dart into the air to attack. The ammunition uses your spell attack roll, and makes the attack at advantage if the target hasn't noticed it. On a hit, the target takes piercing damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the piece of ammunition is then destroyed, and the spell ends.

Create Bonfire

This spell now produces light.

The following line has been modified:


  • Original: Until the spell ends, the magic bonfire fills a 5-foot cube
  • New: Until the spell ends, the magic bonfire fills a 5-foot cube and sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Darkness

This spell is reworded to upcast properly.

The following line has been modified:


  • Original: If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  • New: If any of this spell's area overlaps with an area of light created by a spell of lower level, the spell that created the light is dispelled.

Darkvision

When cast with a 3rd level slot, this spell allows the target to see through magical darkness created by a 2nd-level darkness spell.

The following line has been added:


  • New: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target's darkvision can see through magical darkness created by a lower level spell.

Daylight

This spell now creates sunlight.

The following line has been added:


  • New: This light is sunlight.

Death Ward

This spell can now be upcast for more targets.

The following line has been added:


  • New: At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for every two slot levels above 4th.

Detect Evil and Good

This spell can now be cast at higher levels for an extended duration, and without concentration.

The following line has been added:


  • New: At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. Using a spell slot of 3rd level or higher grants a duration that doesn't require concentration.

Detect Magic

This spell can now be cast at higher levels for an extended duration, and without concentration.

The following line has been added:


  • New: At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. Using a spell slot of 3rd level or higher grants a duration that doesn't require concentration.

Detect Poison and Disease

This spell can now be cast at higher levels for an extended duration, and without concentration.

The following line has been added:


  • New: At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. Using a spell slot of 3rd level or higher grants a duration that doesn't require concentration.

Detect Thoughts

This spell can now be cast at higher levels for an extended duration, and without concentration.

The following line has been added:


  • New: At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. If you use a spell slot of 6th level or higher, the duration is 8 hours. If you use a spell slot of 8th level or higher, the duration is 24 hours. Using a spell slot of 4th level or higher grants a duration that doesn't require concentration.

Dimension Door

This spell now allow the caster to bring along an unwilling creature if it is grappled by the caster.

The following line has been modified:


  • Original: You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
  • New: You can also bring one creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be grappled by you or a willing target, and must be within 5 feet of you when you cast this spell.

Disguise Self

This spell now allows the caster to alter the disguise as an action.

The following line has been added:


  • New: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can change the appearance of the disguise as an action any time before the spell ends.

Divine Favor

This spell's duration has been extended to 1 hour, and it now upcasts with a 3rd level slot for an 8 hour duration. Additionally, this bonus now applies to ability checks involving Strength.

The following line has been modified:


  • Original: Duration: Concentration, up to 1 minute ...
    ... your weapon attacks deal an extra 1d4 radiant damage on a hit. ...
    ... [no original text]
  • New: Concentration, up to 1 hour ...
    ... your weapon attacks deal an extra 1d4 radiant damage on a hit, and you can roll a d4 and add the number rolled to any Strength checks you make. ...
    ... At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

Dragon's Breath

Obeying rules as written, this spell can be twinned. The Sage Advice regarding this topic will be disregarded, as it is explicitly incorrect.

Drawmij's Instant Summons

This spell can now summon items held by other creatures.

The following line has been removed:


  • Original: If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Elemental Weapon

This spell is now allows more damage types, is a bonus action to cast, and it's damage has been increased to 2d6, but the bonus to attack rolls has been removed. Additionally, the upcasting now increases the damage by 1d6.

The following lines have been modified:


  • Original: Casting Time: 1 action ...
    ... A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has has a +1 bonus to attack rolls and deals an extra 1d4 damage ...
    ... the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. ...
    ... the bonus to attack rolls increases to +3 and the extra damage increases to 3d4. ...
  • New: Casting Time: 1 bonus action ...
    ... A weapon you touch becomes a magic weapon, if it isn't already magical. Choose one of the following damage types: acid, cold, fire, lightning, poison, necrotic, psychic, radiant, or thunder. For the duration, the weapon deals an extra 2d6 damage ...
    ... the extra damage increases to 3d6. ...
    ... the extra damage increases to 4d6. ...

Enhance Abilities

This spell's Bear's Endurance option now grants temporary hit points at the start of each turn, rather than just once.

The following line has been modified:


  • Original: It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • New: It also gains 2d6 temporary hit points at the start of each of its turns, which are lost when the spell ends.

Faerie Fire

This spell can now be upcast for a larger area.

The following line has been added:


  • New: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the cube increases by 10 feet for each slot level above 1st.

Far Step

This spell can now be upcast for a longer duration.

The following line has been added:


  • New: At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 9th level, the duration is 8 hours. Using a spell slot of 9th level grants a duration that doesn't require concentration.

Flame Arrows

This spell now sets people on fire like searing smite.

The following line has been modified:


  • Original: the target takes an extra 1d6 fire damage
  • New: the target takes an extra 1d6 fire damage and ignites in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends on for it. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

Flame Blade

This spell has been entirely rewritten to behave more like shadow blade. Its duration is now Concentration, up to 1 minute

The spell now reads as follows:

Flame Blade

2nd-level evocation (Druid, Sorcerer)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a leaf of sumac)
  • Duration: Concentration, up to 1 minute

You evoke a fiery blade in your free hand, similar in size and shape to a scimitar. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 3d6 fire damage on a hit, has the finesse and light properties, and uses your spellcasting ability for attack and damage rolls. In addition, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 4d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 5d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 6d6.

Fireball

This spell's range has been reduced to 30 feet.

The following line has been modified:


  • Original: Range: 150 feet
  • New: Range: 30 feet

Geas

This spell now alerts the caster each time the target takes damage, and the damage now scales with slot level.

The following lines have been added.


  • Original: [no original text] ...
    ... When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. ...
  • New: Each time the target takes damage from this spell, you become aware of the target's transgression. ...
    ... At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Additionally, when you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. ...

Green-Flame Blade

This spell now requires a saving throw for the splash damage and deals 1d8 damage instead of spellcasting modifier.

The following lines have been modified:


  • Original: The second creature takes fire damage equal to your spellcasting ability modifier. ...
    ... and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier.
  • New: The second creature must succeed on a Dexterity saving throw or take 1d8 fire damage. ...
    ... and the fire damage to the second creature by 1d8.

Goodberry

This spell's duration is changed to 8 hours, and now produces 4d4 berries instead of 10.

The following lines have been modified:


  • Original: Duration: Instantaneous ...
    ... Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
  • New: Duration: 8 hours ...
    ... You cause a bushel of magical berries to sprout in your hand, containing 4d4 berries. A creature can use its action to eat one berry, or to feed the berry to another willing or unconscious creature. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a Small or Medium creature for one day.
    The berries lose their potency if they have not been consumed before the spell ends.

Hallow

This spell can't be dispelled by celestials, elementals, fey, fiends, or undead.

The following line has been added:


  • New: Celestials, elementals, fey, fiends, and undead can't remove this spell with dispel magic.

Hail of Thorns

This spell can now be upcast past 5th level.

The following line has been modified:


  • Original: At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
  • New: At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Holy Weapon

This spell's area of effect option is now an action, but doesn't end the spell.

The following line has been modified:


  • Original: As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance.
  • New: As an action on your turn, you can cause the weapon to emit a burst of radiance.

Ice Knife

This spell can be twinned by sorcerer's Twinned Spell metamagic.

Infestation

This spell now can provoke opportunity attacks.

The following line has been modified:


  • Original: This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
  • New: If the direction rolled is blocked, the target doesn't move.

Inflict Wounds

This spell now imposes disadvantage on the target's attack rolls and ability checks until the start of your next turn.

The following line has been modified:


  • Original: On a hit, the target takes 3d10 necrotic damage.
  • New: On a hit, the target takes 3d10 necrotic damage and has disadvantage on attack rolls and ability checks made before the end of its next turn.

Invisibility

This spell's abuse case has been fixed.

The following line has been modified:


  • Original: The spell ends for a target that attacks or casts a spell.
  • New: The spell ends for a target if it attacks, casts a spell, makes a damage roll, or forces someone to make a saving throw.

Jump [Removed]

This spell has been combined with longstrider, and replaced with springing and striding, which reads as follows:

Springing and Striding

1st-level transmutation (Artificer, Bard, Druid,     Hunter, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a grasshopper's leg)
  • Duration: 1 hour

You touch a creature. Until the spell ends, the target's speed increases by 10 feet and its jump distance is tripled.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Leomund's Tiny Hut

This spell now ends the moment a creature or object leaves the dome's area.

The following line has been modified:


  • Original: The spell ends if you leave its area.
  • New: The spell ends if any creature or object within the dome when you cast this spell leaves its area.

Levitate

This spell can now be upcast to increase the allowable target weight and the speed at which the target's altitude is changed.

The following line has been added:


  • New: At Higher Levels. When you cast this spell with a slot of 3rd level or higher, the weight of the target that the spell can levitate increases by 100 lbs and the amount you can change the target's altitude increases by 5 feet for each slot level above 2nd.

Lightning Bolt

This spell now creates a line 120 feet long and 10 feet wide.

The following line has been modified:


  • Original: Range: Self (100-foot line) ...
    ... A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
  • New: Range: Self (120-foot line) ...
    ... A stroke of lightning forming a line 120 feet long and 10 feet wide blasts out from you in a direction you choose.

Locate Creature

This spell can now be upcast to increase its detection radius.

The following line has been added:


  • New: At Higher Levels. When you cast this spell using certain higher-level spell slot, the distance within which the object must be within increases: 2,000 feet for a 5th-level slot, 1 mile for a 7th-level slot, and 3 miles for a 9th-level slot.

Locate Object

This spell can now be upcast to increase its detection radius.

The following line has been added:


  • New: At Higher Levels. When you cast this spell using certain higher-level spell slot, the distance within which the object must be within increases: 2,000 feet for a 3rd-level slot, 1 mile for a 5th-level slot, 3 miles for a 7th-level slot, and 10 miles for a 9th-level slot.

Longstrider [Removed]

This spell has been combined with jump, and replaced with springing and striding. See the section on jump.

Mage Armor

This spell can now be cast at higher levels.

The following line has been added:


  • New: At Higher Levels. When you cast this spell using a slot of 3rd-level or higher, the AC granted by this spell increases by 1 for every two slot levels above 1st.

Magic Missile

This spell now counts as a single source of damage, and only triggers one concentration check and one failed death saving throw. Also, the darts are now each rolled separately.

The following line has been modified:


  • Original: The darts all strike simultaneously, and you can direct them to hit one creature or several.
  • New: Roll the damage for each dart separately. The darts all strike simultaneously, and you can direct them to hit one creature or several. If multiple darts hit one creature, they are considered a single source of damage.

Mass Polymorph

This spell now uses spell level to determine CR limit, rather than the target's CR.

The following line has been modified:


  • Original: The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating).
  • New: The new form can be any beast you have seen of challenge rating 6 or lower.

Mending

A note is added explaining the rate at which the spell restores hit points to objects.

The following line has been added:


  • New: Note: As a general rule for repairing objects, if the target of the spell is missing hit points as a result of damage that can be repaired with this spell, the spell restores 1d6 hit points to it. These hit points increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Misty Step

This spell can now be upcast to increase distance.

The following line has been added:


  • New: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you can teleport increases by 30 feet for each slot level above 2nd.

Moonbeam

This spell now affects more than just shapechangers, but no longer makes them save against it at disadvantage if they are not in a different form.

The following lines have been modified:


  • Original: A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
  • New: A shapechanger that is not in its original form makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. If the target is under the effects of the alter self or polymorph spells, or is a druid using Wild Shape, it also makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form until it leaves the spell's light.

Mordenkainen's Sword

The spell has been entirely rewritten to behave more differently from spiritual weapon.

The spell now reads as follows:

Mordenkainen's Sword

7th-level evocation (Bard, Wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: Concentration, up to 1 minute

You create a Huge sword-shaped plane of shimmering, translucent force in an unoccupied space that you can see within range. The sword lasts for the spell's duration, and it moves at your command. The sword doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the sword up to 60 feet and then cause one of the following effects with it.

Cleave. Each creature in a 15-foot cone originating from the sword must make a Dexterity saving throw. A creature takes 4d10 force damage on a failed save, or half as much damage on a successful one.

Lunge. Each creature in a 5-foot wide by 15-foot long line originating from the sword must make a Dexterity saving throw. A creature takes 7d10 force damage on a failed save, or half as much damage on a successful one.

Sweep. Each creature in a 5-foot-tall cylinder with a 15-foot radius centered on the sword must make a Dexterity saving throw. A creature takes 3d10 force damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage from each option increase by 1d10 for each slot level above 5th.

Otto's Irresistible Dance

This spell now can target up to three creatures, and upcasts for more targets.

The following lines have been modified:


  • Original: Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. ...
    ... [no original text]
  • New: Choose up to three creatures that you can see within range. Each target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. ...
    ... At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.

Polymorph

This spell now uses spell level to determine CR limit, rather than the target's CR.

The following lines have been modified:


  • Original: The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). ...
    ... [no original text]
  • New: The new form can be any beast you have seen of challenge rating 6 or lower. ...
    ... At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum CR for the new form increases by 2 for each slot level above 4th.

Power Word Heal

This spell now works at a 60 foot range and does not require a somatic component, like the other power words.

The following line has been modified:


  • Original: Range: Touch ...
    ... Components: V, S ...
    ... A wave of healing energy washes over the creature you touch.
  • New: Range: 60 feet ...
    ... Components: V ...
    ... You utter a word of power that causes a wave of healing energy to wash over one creature you can see within range.

Primal Savagery

This spell now has a range of Touch, and can target objects.

The following line has been modified:


  • Original: Range: Self ...
    ... Make a melee spell attack against one creature within 5 feet of you.
  • New: Range: Touch ...
    ... Make a melee spell attack against one target within your reach.

Produce Flame

This spell now deals 1d12 damage, and is now an evocation spell instead of a conjuration spell.

The following lines have been modified:


  • Original: On a hit, the target takes 1d8 fire damage.
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • New: On a hit, the target takes 1d12 fire damage.
    This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Protection from Energy

This spell now allows more damage types, and no longer requires concentration.

The following lines have been modified:


  • Original: Duration: Concentration, up to 1 hour ...
    ... For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
  • New: Duration: 1 hour ...
    ... For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, poison, necrotic, psychic, radiant, or thunder.

Protection from Evil and Good

This spell's material components now cost 5 gp. This is to clarify how the material component is handled, with respects to consumption and use of a spellcasting focus. For further clarification, this means that a 25 gp flask of holy water can be used to cast this spell five times.

The following line has been modified:


  • Original: M (holy water or powdered silver and iron, which the spell consumes)
  • New: M (holy water or powdered silver and iron worth at least 5 gp, which the spell consumes)

Protection from Poison and DiseaseNEW

This spell has been renamed, and now also extends to diseases and poisons.

The following lines have been modified:


  • Original: If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. ...
    ... the target has advantage on saving throws against being poisoned,
  • New: If it is diseased or poisoned, you neutralize the disease or poison. If more than one disease or poison afflicts the target, you neutralize one disease or poison that you know is present, or you neutralize one at random. ...
    ... the target has advantage on saving throws against being diseased or poisoned,

Ray of Sickness

This spell now deals additional damage on a failed save.

The following lines have been modified:


  • Original: On a failed save, it is also poisoned until the end of your next turn...
    ... At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
  • New: On a failed save, it takes an additional 2d8 poison damage and is also poisoned until the end of its next turn...
    ... At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both damage rolls damage increase by 1d8 for each slot level above 1st.

Remove Curse [Removed]

This spell has been replaced with transpose curse, which reads as follows:

Transpose Curse

3rd-level abjuration (ritual) (Cleric, Paladin, Witch,
    Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a creature or object and transfer one curse afflicting it onto yourself. If the curse is the result of a magic item, the curse remains, but the spell breaks its owner's attunement to the object and transfers it to you. If you are unable to attune to the item, the spell fails.

Sanctuary

This spell can now be upcast for more targets.

The following line has been added:


  • New: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Shield

This spell can now upcast to increase the AC against the triggering attack, but can also be negated by magic missile.

The following lines have been modified:


  • Original: and you take no damage from magic missile.
  • New: If you are targeted by magic missile, the shield can negate some of the spell's darts. Once the shield has negated three such darts, the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus to AC against only the triggering attack increases by 1 for each slot level above 1st. Additionally, the spell can negate one additional dart from magic missile for each slot level above 1st.

Shield of Faith

This spell can now be upcast for more targets.

The following line has been added:


  • New: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for every 2 slot level above 1st.

Snilloc's Snowball Swarm

This spell is now a 1st-level spell.

The following line has been modified:


  • Original: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
  • New: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Spiritual Weapon

This spell now requires concentration, and the damage has been adjusted from 1d8 to 2d6. Additionally, upcasting the spell now increases the damage by 1d6 per slot level.

The following lines have been modified:


  • Original: Duration: 1 minute ...
    ... On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. ...
    ... the damage increases by 1d8 for every two slot levels above 2nd.
  • New: Duration: Concentration, up to 1 minute ... On a hit, the target takes force damage equal to 2d6 + your spellcasting ability modifier. ...
    ... the damage increases by 1d6 for each slot level above 2nd.

Stoneskin

This spell is now a 3rd-level spell, and it now provides resistance against magical bludgeoning, piercing, and slashing damage as well.

The subclasses that got this spell as part of their subclass features (Oath of the Ancients paladin, Oath of Conquest paladin, Oath of Redemption paladin, War Domain cleric) will now instead have different spells, detailed in the Class Features section.

The following lines have been modified:


  • Original: Components: V, S, M (diamond dust worth 100 gp, which the spell consumes) ...
    ... the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
  • New: V, S, M (diamond dust worth 100 gp) ...
    ... the target has resistance to bludgeoning, piercing, and slashing damage.

Storm of Vengeance

This spell's effects now explicitly stack.

The following line has been added:


  • Original Each round you maintain concentration on this spell, the storm produces different effects on your turn.
  • New: Each round you maintain concentration on this spell, the storm produces different additional effects on your turn.

Suggestion

This spell can now be upcast for longer duration, and at 4th level will no longer require concentration.

The following line has been added:


  • New: At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 24 hours. If you use a spell slot of 6th level or higher, the spell lasts until it is dispelled. Using a spell slot of 4th level or higher grants a duration that doesn't require concentration.

Summon Lesser Demon

The number of low-CR creatures that can be summoned has been reduced.

The following line has been modified:


  • Original: Two demons of challenge rating 1 or lower ...
    ... Four demons of challenge rating 1/2 or lower ...
    ... Eight demons of challenge rating 1/4 or lower
  • New: Two demons of challenge rating 1 or lower ...
    ... Three demons of challenge rating 1/2 or lower ...
    ... Four demons of challenge rating 1/4 or lower

Tasha's Hideous Laughter

This spell can now be upcast for more targets.

The following line has been added:


  • New: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Teleport

This spell can now target unwilling creatures.

The following line has been modified:


  • Original: This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
  • New: This spell instantly transports you and up to eight creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. An unwilling creature must succeed on a Charisma saving throw to resist this spell. If you target an object, it must be able to fit entirely inside a 10-foot cube. If it is being held or carried by an unwilling creature, that creature must succeed on a Charisma saving throw to resist the spell.

Thorn Whip

This spell now no longer pulls creatures that can't be grappled by the caster.

The following line has been modified:


  • Original: and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
  • New: and if you are capable of grappling the creature, you pull the creature up to 10 feet closer to you.

Thunder Step

This spell now allow the caster to bring along an unwilling creature if it is grappled by the caster.

The following line has been modified:


  • Original: You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
  • New: You can also bring one creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be grappled by you or a willing target, and must be within 5 feet of you when you cast this spell.

Time Stop

This spell now always lasts for 3 turns, and lets you cast other spells and make ranged attacks that target other creatures without ending the spell.

The following lines have been modified:


  • Original: No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. ...
    ... [no original text]
  • New: No time passes for other creatures, while you take 3 turns in a row, during which you can use actions and move as normal. ...
    ... If you cast a spell during this period, it does not manifest until this spell ends. Additionally, you can make ranged attacks at other creatures. These attacks are made at advantage, but do not hit until the spell ends.

True Polymorph

This spell now uses spell level to determine CR limit, rather than the target's CR.

The following line has been modified:


  • Original: If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating).
  • New: If you turn a creature into another kind of creature, the new form can be any creature you have seen of challenge rating 20 or lower.

True Strike

This spell has been rewritten as a 2nd-level spell, and now lasts for 1 minute, with a casting time of 1 bonus action.

The spell now reads as follows:

True Strike

2nd-level divination. (Bard, Hunter, Sorcerer, Wizard)


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You extend a hand and point a finger at a target in range. Your magic grants you insight into the target's defenses. Until the spell ends, you have advantage on the first attack roll you make against the target on each of your turns.

Before the spell ends, you can use a bonus action on a subsequent turn of yours and point to a new creature that you can see within 30 feet of you, targeting it with the spell instead.

Unseen Servant

This spell can now be upcast to create additional servants, is explicitly an object, and has a 30 pound weight limit instead of a Strength score.

The following line has been added:


  • Original: ... It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. ...
    ... [no original text]
  • New: It is an object with AC 10, 1 hit point, and can't attack, activate magic items, or carry more than 30 pounds. ...
    ... At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional servant for each slot level above 1st.

Weird

This spell now no longer has a saving throw, no longer causes fear, prevents creatures from moving, and requires an action and an Intelligence (Investigation) check to end.

The following lines have been modified:


  • Original: Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. ...
    ... At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
  • New: For the duration, each creature in a 30-foot-radius sphere centered on a point of your choice has disadvantage on attack rolls and ability checks, and has its speed reduced to 0, haunted by its deepest fears. Creatures with truesight can see through the illusion, and are unaffected by the spell.
    If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, and the spell ends for the creature.

Web

This spell can now be upcast for a larger area.

The following line has been added:


  • New: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the cube increases by 10 feet for each slot level above 2nd.

Witch Bolt

This spell is now a cantrip, and deals 1d8 damage instead of 1d12. As with other cantrips, this damage scales with level.

The now reads as follows:

Witch Bolt

Evocation cantrip (Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d8 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d8 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Zephyr Strke

This spell now upcasts for more damage.

The following line has been added:


  • New: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1d8 for each slot level above 1st.

Class Feature Modifications

The following class features have been modified.

[Multiple Classes]: Regaining a Resource with None Remaining

Whenever a feature allows you to regain a resource when you roll initiative and have no uses remaining, you can instead use an action to regain a resource.

[Multiple Classes]: Cantrip Versatility

Artificer, clerics, druids, and wizards gain the following feature:


  • New: Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the [artificer/cleric/druid/wizard] spell list.

[Multiple Classes]: Spell Versatility

Bards and sorcerers, along with Arcane Trickster rogues and Eldritch Knight fighters gain the following feature:


  • New: Whenever you finish a long rest, you can replace one cantrip or spell you learned from this Spellcasting feature with another cantrip or spell from the [bard/sorcerer/wizard] spell list.

[Multiple Classes]: Fighting Style

All classes that get fighitng styles can swap out which fighting style they have when they gain a level.

The following lines has been added:


  • New: Whenever you gain a level in this class, you can replace a fighting style you know with another style from the same list.

[Multiple Classes]: Fighting Style: Mounted FightingNEW

This fighting style option is available to all fighters, hunters, and paladin.

It reads as follows:

Mounted Fighting. While you are riding a controlled mount, you can use a bonus action on your turn to command the mount to attack. The mount can then use its action to make a single attack.

[Multiple Classes]: Fighting Style: ProtectionREMOVED

This fighting style is removed.

[Multiple Classes]: Fighting Style: Shield FightingNEW

This fighting style option is available to all barbarians, fighters, and paladin.

It reads as follows:

Shield Fighting. When a creature other than you that is within 5 feet of you becomes the target of an attack or is forced to make a Dexterity saving throw from an attacker or effect you can see, you can use your reaction to add your shield's AC bonus to the target's AC against the attack, or as a bonus to the target's saving throw against the effect. You must be wielding a shield.

Additionally, you can use your shield as an improvised weapon, which you are proficient with. It deals 1d6 bludgeoning damage.

[Multiple Classes]: Fighting Style: Thrown Weapon FightingNEW

This fighting style option is available to all barbarians, fighters, and hunters, as well as to College of Swords bards.

It reads as follows:

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, you gain a +1 bonus to attack and damage rolls for ranged attacks you make with thrown weapons.

[Multiple Classes]: Fighting Style: Unarmed FightingNEW

This fighting style option is available to all barbarians, fighters, hunters, and paladin.

It reads as follows:

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier.

Once per turn when you grapple a creature or hit a creature you are grappling an unarmed strike, you can deal an additional 1d6 damage to it.

Barbarian: Berzerker: Frenzy

This feature now ignores all levels of exhaustion while active.

The following line has been added:


  • Original: If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.
  • New: If you do so, for the duration of your rage you ignore all levels of exhaustion and you can make an additional melee weapon attack when you take the Attack action on each of your turns.

Barbarian: Fighting StyleNEW

The following feature is gained by barbarians at 1st level.

It reads as follows:

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

(The following options are available to you: Defense, Great Weapon Fighting, Shield Fighting, Thrown Weapon Fighting, Two Weapon Fighting, Unarmed Fighting)

Unarmored Defense. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Barbarian: Path of the Totem Warrior: Totem Spirit: Bear

The 3rd level bear feature has been exchanged for the 14th level bear feature from Totemic Attunement.

The following lines have been modified:


  • Original: Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
  • New: Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Barbarian: Path of the Totem Warrior: Totemic Attunement: Bear

The 17th level bear feature has been exchanged for the 3rd level bear feature from Totem Spirit.

The following lines have been modified:


  • Original: Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
  • New: Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Barbarian: Persistent RageREMOVED

This feature is removed, and instead mostly incorporated into Rage.

Barbarian: Rage

The bonus damage now works in heavy armor and on ranged weapon attacks that use Strength. It also does not end from not attacking or taking damage, effectively including most of Persistent Rage. It now also allows spells to be cast, but not concentration.

The following lines have been modified:


  • Original: While raging, you gain the following benefits if you aren't wearing heavy armor: ...
    ... When you make a melee weapon attack using Strength ...
    ... If you are able to cast spells, you can't cast them or concentrate on them while raging. ...
    ... It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then.
  • New: While raging, you gain the following benefits: ...
    ... When you make a weapon attack using Strength ...
    ... While raging, you can't maintain concentration on spells...
    ... It ends early if you are knocked unconscious or incapacitated.

Barbarian: Unarmored DefenseREMOVED

This feature is removed, and instead incorporated into the new Fighting Style feature.

Bard: College of Valor:
Fighting StyleNEW

The following feature is gained by bards of this subclass at 3rd level.

It reads as follows:

Fighting Styles

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

(The following options are available to you: Archery, Dueling, Defense, Great Weapon Fighting, Mounted Fighting, Shield Fighting, Thrown Weapon Fighting, Two Weapon Fighting, Unarmed Fighting)

Bard: Countercharm

This feature is now a bonus action to activate.

The following line has been modified:


  • Original: As an action
  • New: As a bonus action

Bard: Magical Secrets

This feature now allows for the spell to be swapped every level.

The following line has been added:


  • New: Whenever you gain a level in this class, you can replace one of the chosen spells with another spell from any class. The new spell must be of a level you can cast, as shown on the Bard table, or a cantrip.

Bard: Performance CastingNEW

The following feature is gained by bards at 1st level.

It reads as follows:

Performance Casting

When you cast a bard spell, you can expend a use of your Bardic Inspiration to weave its components into an act. An observer can make a Wisdom (Insight) check to discern the spell's components for what they are. The DC of this check is equal to your bard spell save DC.

Bard: Song of Rest

This feature now uses the same sized dice as Bardic Inspiration.

The feature now reads as:

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. Roll a die of the same size as your Bardic Inspiration die. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains extra hit points equal to the result.

Bard: Spell List

The following spells are added to bard's spell list:

Bard Spells

5th Level
  • Danse MacabreXGE

 

 

 

Cleric: Arcana Domain:
Arcane AwarenessNEW

This feature is automatically gained by clerics of this subclass at 10th level.

It reads as follows:

Arcane Awareness

At 10th level, you gain divine insight on matters of magic. When you see a spell being cast, you know what spell it is. Additionally, you can use your action to observe one creature or object within 30 feet of you. When you do so, you see a faint aura around it if it bears magic, and you learn its school of magic, if any.

Cleric: Arcana Domain: Domain Spells

The 3rd-level domain spell dispel magic is now replaced with counterspell.

Cleric: Channel Divinity:
Harness Divine PowerNEW

All clerics gain the following Channel Divinity option at 2nd level.

It reads as follows:

Harness Divine Power

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.

Cleric: Divine Domain

All cleric subclasses lose their 8th level features, and instead get new features at 10th level. Additionally, their 17th level features are moved to 18th level.

The following line has been modified:


  • Original: It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
  • New: It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 10th, and 18th levels.

Cleric: Divine StrikeNEW

This feature is automatically gained by clerics at 7th level, and replaces the 8th level features for all cleric subclasses.

It reads as follows:

Divine Strike

At 7th level, you are blessed with divine might in battle. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn. At 14th level, this damage increases to 2d8.

Cleric: Forge Domain: Artisan's Blessing

This feature is no longer a Channel Divinity option, and instead is a feature gained by clerics of this subclass at 1st level.

The following line has been modified:


  • Original: Starting at 2nd level, you can use your Channel Divinity to create simple items.
    You conduct an hour-long ritual that crafts a nonmagical item that must include some metal
  • New: Starting at 1st level, you can conduct an hour-long ritual that crafts a nonmagical item that must include some metal

Cleric: Forge Domain: Channel Divinity: Blessing of the Forge

This feature is no longer a 1st-level cleric feature, and is instead a Channel Divinity option at 2nd level.

The following lines have been modified:


  • Original: At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon. ...
    ... Once you use this feature, you can't use it again until you finish a long rest.
  • New: As an action, you can use your Channel Divinity and touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next short or long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon. ...
    ... [removed]

Cleric: Grave Domain: Dust to DustNEW

This feature is automatically gained by clerics of this subclass at 10th level.

It reads as follows:

Dust to Dust

At 10th level, you can imbue a corpse with divinity, causing it to return to nothingness. You can conduct a 10 minute ritual, where you lay a corpse to rest. When the ritual is completed, the corpse disintegrates to dust and blows away.

Cleric: Knowledge Domain:
Sacred TextsNEW

This feature is automatically gained by clerics of this subclass at 10th level.

It reads as follows:

Sacred Texts

At 10th level, you can conduct a 10 minute ritual to gain divine insight from your deity. You reproduce a nonmagical book of your choice, writing it in an empty book or upon sheets of parchment or paper. You don't need to have read the book to reproduce it with this feature.

Cleric: Life Domain:
Minor RegenerationNEW

This feature is automatically gained by clerics of this subclass at 10th level.

It reads as follows:

Minor Regeneration

At 10th level, you can conduct a 10 minute ritual to evoke regenerative magic in a creature of your choice. You touch a willing creature, imbuing it with divine healing. This heals any scars that are no longer than 4 inches in any dimension and regenerates any of the creature's lost ears, fingers, nose, or toes. This feature cannot restore more severe damage, such as a lost hand or foot.

Cleric: Light Domain:
Revealing BeaconNEW

This feature is automatically gained by clerics of this subclass at 10th level.

It reads as follows:

Revealing Beacon

At 10th level, you can conduct a 10 minute ritual to imbue a nonmagical torch with divine power. For the next hour, illusion spells of 2nd-level or lower within the torch's bright light are suppressed.

Cleric: Nature Domain:
Awakened GardenNEW

This feature is automatically gained by clerics of this subclass at 10th level.

It reads as follows:

Awakened Garden

At 10th level, you can imbue divine power into soil, causing plants to bloom. You can conduct a 10 minute ritual, during which a garden of plants and flowers blooms in a 10-foot radius centered on you. The plants must be native to the region you are in, but can bloom even in infertile soil. Additionally, you create one awakened shrub. If the shrub leaves the area, it immediately withers and dies. If the shrub dies, the plants and flowers in the area wither. You can only have one such garden at a time. If you die or attempt to create a second garden using this feature, the original garden and awakened shrub withers and dies. The DM has the awakened shrub's statistics.

Cleric: Sky DomainATLAS: Sky ShaperNEW

This feature is automatically gained by clerics of this subclass at 10th level.

It reads as follows:

Sky Shaper

At 10th level, you can call upon divine power to create a phenomenon in the sky. You can conduct a 10 minute ritual, during which you will the skies above to bend to your will. You create a harmless sensory effect in the sky overhead, which extends out for 1 mile. The effect might manifest as a golden orb, a raincloud, falling snowflakes, and so on. This effect persists for 1 hour.

Cleric: Spell List

The following spells are added to cleric's spell list:

Cleric Spells

1st Level
  • Cause FearXGE
  • Heroism
3rd Level
  • Aura of Vitality
4th Level
  • Aura of Life
  • Aura of Purity
5th Level
  • Skill EmpowermentXGE
  • Wall of LightXGE
9th Level
  • Power Word Heal

 

 

 

 

Cleric: Tempest Domain:
Conjure CloudNEW

This feature is automatically gained by clerics of this subclass at 10th level.

It reads as follows:

Conjure Cloud

At 10th level, you can conduct a 10 minute ritual to create raincloud over a point you can see within 60 feet of you. The cloud appears up to 100 feet above the ground, and fills a 10-foot-radius sphere. The cloud lasts for 1 hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The area inside the cloud is heavily obscured, and the area underneath the cloud receives up to 100 gallons of rainfall over the hour.

Cleric: Trickery Domain:
Trickster's ExchangeNEW

This feature is automatically gained by clerics of this subclass at 10th level.

It reads as follows:

Trickster's Exchange

At 10th level, you can conduct a 10 minute ritual while holding an object to bind it to you. As a bonus action while the bound object is within 30 feet of you, you can cause one object that you are holding to swap places with the bound object. Both objects can be no larger than 3 feet on a side and weigh no more than 10 pounds. You can only have one object bound at a time. If you die or attempt to bind a second object, the bond with the original object ends.

Cleric: War Domain: Anointed WarriorNEW

This feature is automatically gained by clerics of this subclass at 10th level.

It reads as follows:

Annointed Warrior

At 10th level, you can channel divine power into a creature of your choice, granting them the might of a warrior. You can conduct a 10 minute ritual, during which you anoint a willing creature with oils and ashes. For the next 8 hours, the creature has proficiency with simple and martial weapons, shields, and light and medium armor. Once a creature has been anointed in this way, it can't benefit from this feature again until it finishes a long rest.

Cleric: War Domain: Channel Divinity: War God's Blessing

This feature now comes at 2nd level instead of 6th level.

The following line has been modified:


  • Original: At 6th level, ...
  • New: At 2nd level, ...

Cleric: War Domain: Domain Spells

The 4th-level domain spell stoneskin is now replaced with death ward.

Cleric: War Domain: Extra AttackNEW

This feature comes at 6th level.

It reads as follows:

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Cleric: War Domain: War PriestREMOVED

This feature is now removed, and is replaced with Guided Strike.

Cleric: War Domain: Guided Strike

This feature is no longer a Channel Divinity, and now replaces War Priest.

It reads as follows:

Guided Strike

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you make an attack roll, you can use your Channel Divinity to gain a +5 bonus to the roll.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Druid: Circle of the Shepherd:
Spirit Totem

The unicorn totem from this feature now only allows you to heal a number of creatures equal to the spell's level.

The following line has been modified:


  • Original: ... each creature of your choice in the aura also regains hit points equal to your druid level.
  • New: ... a number of creatures of your choice in the aura equal to the spell's level also regains hit points equal to your druid level.

Druid: Druidic

This feature now allows the druid to carve spells in Druidic, allowing any druid touching the carving to cast the spell as if it were prepared, but with the casting time increased by 10 minutes.

The following lines have been added:


  • New: Additionally, you can perform a 10 minute ritual, during which you carve the essence of a druid spell that you have prepared upon a natural surface (such as a cave wall or the bark of a living tree). Any creature that understands Druidic can place a hand upon the carving and cast the spell as if it had the spell prepared. When casting the spell in this way, the spell takes 10 minutes longer to cast than normal, during which the caster's speed is reduced to 0, and expends a spell slot as usual.
    You can create a number of carvings equal to your Wisdom modifier. If you try to exceed your maximum number of carvings, the oldest carving fades from existence as then the new carving is created.

Druid: Spell List

The following spells are added to druid's spell list:

Druid Spells

Cantrip (0 Level)
  • Acid Splash
2nd Level
  • Alter Self
  • Augury
  • Continual Flame
  • Enlarge/Reduce
  • Web
3rd Level
  • Elemental Weapon
  • Thunder StepXGE
  • Wall of SandXGE

 

 

4th Level
  • Fire Shield
5th Level
  • Cone of Cold
  • DawnXGE
  • Immolation
6th Level
  • Flesh to Stone
  • Wall of Ice
8th Level
  • Incendiary Cloud
9th Level
  • Mass PolymorphXGE
  • Power Word HealXGE

Druid: Wild Shape

This feature now has an explicit limit on the number of forms you can take, and has an alternative way to use Wild Shape. Additionally, the Sage Advice regarding not being able to transform into swarms is upheld, as a swarm is a collection of beasts, not a single beast.

The following lines have been added:


  • New: You are familiar with three beast shapes. For each level you take in this class, you learn an additional beast shape of your choice. Each of these forms must obey the limitations of the Beast Shapes table. For instance, when you reach 4th level in this class, you can learn one new shape that has a challenge rating of 1/2 or lower and doesn't have a flying speed. ...
    ... Alternatively, you can expend both uses of your Wild Shape as an action in order to conjure a beast. The beast must be one of the beast shapes you are familiar with, and appears in an unoccupied space within 10 feet of you. It obeys your commands, and shares your initiative in combat, but takes its turn immediately after yours. The only action it can take on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.
    The beast remains for a number of hours equal to half your druid level (minimum of 1 hour), or until it is reduced to 0 hit points or you use this feature to conjure another beast. You can dismiss it earlier by using a bonus action on your turn. Finally, when you cast a spell with a range of touch, the beast can deliver the spell as if it had cast the spell. It must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Fighter: Battle Master:
Combat Superiority

Maneuvers are now prepared on long rest.

The following lines have been modified:


  • Original: You learn three maneuvers of your choice, which are listed under "Maneuvers" below. ...
    ... You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
  • New: You can prepare three maneuvers of your choice, which are listed under "Maneuvers" below. You can change your list of prepared maneuvers when you finish a long rest. Preparing a new list of maneuvers requires time spent in recollection and practice: at least 1 minute per maneuver on your list. ...
    ... You can prepare two additional maneuvers of your choice at 7th (5 maneuvers), 10th (7 maneuvers), and 15th level (9 maneuvers).

Fighter: Battle Master: Maneuvers

The following maneuvers have been added.

They read as follow:

    Piercing Attack. When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 15 feet of the original target that is behind the target (relative to you) and within the attack's range. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Triage. As an action, you can touch a creature and expend one superiority dice to administer medical care to it. The creature can immediately spend one of its remaining Hit Die, rolling the die, adding its Constutition modifier and the superiority die roll, and regaining a number of hit points equal to the total (minimum of 1).

Fighter: Battle Master: Maneuvers: Riposte

This maneuver can now be used alongside a buckler or parrying dagger as part of the same reaction.

The following line has been added:


  • New: If you used your reaction to deflect the attack with a buckler or parrying dagger, you can use this maneuver as part of the same reaction.

Fighter: Combat ManeuversNEW

This feature is automatically gained by fighters at 5th level.

It reads as follows:

Combat Maneuvers

At 5th level, you learn techniques to gain the upper hand in combat.

Maneuvers. You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
Each time you gain a level in this class, you can replace one maneuver you know with a different one.

Maneuver Dice. You gain two maneuver die, which are d6s. These dice are used to fuel your maneuvers. A maneuver die is expended when you use it. You regain all of your expended maneuver dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Spell Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Fighter: Eldritch Knight: Spellcasting

This feature no longer restricts you to abjuration and evocation spells.

The following lines have been modified:


  • Original: You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. ...
    ... Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. ...
    ... The spells you learn at 8th, 14th, and 20th level can come from any school of magic. ...
    ... The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
  • New: You know three 1st-level wizard spells of your choice from the wizard spell list. ...
    ... Each of these spells must be of a level for which you have spell slots. ...
    ... [removed] ...
    ... The new spell must be of a level for which you have spell slots.

Fighter: Eldritch Knight: Weapon Bond

This feature now allows you to use a bonded weapon as a spellcasting focus.

The following line has been modified.


  • Original: Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated.
  • New: Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated, and can use the weapon as a spellcasting focus.

Monk: Ki

Monks can now make a bonus action attack if they spent ki on their turn.

The following line has been added:


  • New: If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action.

Monk: Martial Arts

This feature now gives monk weapons and unarmed strikes the finesse property, explicitly allowing them to work with rogue's Sneak Attack.

The following line has been modified:


  • Original: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • New: Your unarmed strikes and monk weapons gain the finesse property.

Monk: Slow Fall

This feature now comes at 2nd level.

The following line has been modified:


  • Original: Beginning at 4th level,
  • New: Beginning at 2nd level,

Monk: Stunning Strike

This feature now comes at 11th level.

The following line has been modified:


  • Original: Starting at 5th level,
  • New: Starting at 11th level,

Monk: Way of the Four Elements: Disciple of the Elements

This feature now grants additional spell slots, making the subclass into a 1/3rd-caster.

The following lines have been added:


  • New: Spell Slots. The Way of the Elements Spellcasting table shows how many spell slots you have to cast your elemental disciplines spells of 1st level and higher. To cast one of these spells, you can expend a slot of the spell's level or higher instead of spending ki points. You regain all expended spell slots when you finish a long rest.
    For example, if you know the Sweeping Cinder Strike discipline and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot, instead of expending ki points.
    Spellcasting Ability. Wisdom is your spellcasting ability for your elemental disciplines spells, since you learn your spells through focus and meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisidom modifier when setting the saving throw DC for an elemental disciplines spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Way of the Elements Spellcasting
Monk
Level
1st 2nd 3rd 4th
3rd 2 –– –– ––
4th 3 –– –– ––
5th 3 –– –– ––
6th 3 –– –– ––
7th 4 2 –– ––
8th 4 2 –– ––
9th 4 2 –– ––
10th 4 3 –– ––
11th 4 3 –– ––
12th 4 3 –– ––
13th 4 3 2 ––
14th 4 3 2 ––
15th 4 3 2 ––
16th 4 3 3 ––
17th 4 3 3 ––
18th 4 3 3 ––
19th 4 3 3 1
20th 4 3 3 1

—Spell Slots per Spell Level—

Paladin: Channel Divinity:
Harness Divine PowerNEW

All paladin gain the following Channel Divinity option at 3rd level.

It reads as follows:

Harness Divine Power

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.

Paladin: Cleansing Touch

This feature no longer has its own resource, and insteads consumes dice from Lay on Hands' pool.

The following line has been modified:


  • Original: you can use your action to end one spell on yourself or on one willing creature that you touch. ...
    ... You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
  • New: you can use your action to expend two dice from your Lay on Hands pool to end one spell on yourself or on one willing creature that you touch. ...
    ... [removed]

Paladin: Divine Sense

This feature is now a bonus action to activate.

The following line has been modified:


  • Original: As an action
  • New: As a bonus action

Paladin: Divine Smite

This feature can now be used with unarmed strikes and ranged weapons.

The following lines have been modified:


  • Original: when you hit a creature with a melee weapon attack ...
    ... in addition to the weapon's damage.
  • New: when you hit a creature with a weapon attack ...
    ... in addition to the attack's damage.

Paladin: Improved Divine Smite

This feature can now be used with unarmed strikes and ranged weapons.

The following line has been modified:


  • Original: Whenever you hit a creature with a melee weapon
  • New: Whenever you hit a creature with a weapon attack

Paladin: Lay on Hands

This feature now uses a pool of d10s instead of a pool of hit points. This change prevents Lay on Hands for 1 hit point, a commonly abused feature among paladins.

The feature now reads as:

Lay on Hands

You have a pool of d10s that replenishes when you take a long rest. The number of dice in the pool equals your paladin level.

As an action, you can touch a creature and heal it by expending dice from the pool, up to the maximum amount remaining in your pool. Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Alternatively, you can expend one die from your pool of healing to cure the target of one nonmagical disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending one die for each one.

This feature has no effect on fiends, undead, and constructs. If you attempt to use this feature on such a creature, you become aware of its type.

Paladin: Oath of the Ancients:
Channel Divinity: Nature's Wrath

This feature now activates as a bonus action, has a range of 30 feet, does not allow the target to choose Dexterity saving throws, and requires an action to escape.

The following lines have been modified:


  • Original: As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
  • New: As a bonus action on your turn, you can cause spectral vines to spring up and reach for a creature within 30 feet of you that you can see. The creature must succeed on a Strength saving throw or be restrained for 1 minute. A creature restrained by the plants can use its action to repeat the saving throw. On a success, it frees itself and the vines vanish.

Paladin: Oath of the Ancients:
Oath Spells

The 4th-level domain spells ice storm and stoneskin are now replaced with dominate beast and polymorph.

Paladin: Oath of Conquest:
Oath Spells

The 4th-level domain spell stoneskin is now replaced with compulsion.

Paladin: Oath of Redemption:
Oath Spells

The 4th-level domain spell stoneskin is now replaced with banishment.

Paladin: Oath of Vengeance:
Oath Spells

The 1st-level domain spell hunter's mark is now replaced with cause fearXGE.

Paladin: Spell List

The following spells are added to paladin's spell list:

Paladin Spells

2nd Level
  • Gentle Repose
  • Prayer of Healing
  • Warding Bond
3rd Level
  • Life TransferenceXGE
  • Spirit Guardians
5th Level
  • DawnXGE
  • Flame Strike

Rogue: Arcane Trickster:
Magical Ambush

This feature now applies the bonus damage from Sneak Attack to the target.

The following line has been added:


  • New: Additionally, if you are hidden from the a creature when you make a spell attack against it, you can add your Sneak Attack damage to the spell's damage on a hit.

Rogue: Arcane Trickster: Spellcasting

This feature no longer restricts you to enchantment and illusion spells.

The following lines have been modified:


  • Original: You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. ...
    ... Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. ...
    ... The spells you learn at 8th, 14th, and 20th level can come from any school of magic. ...
    ... The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
  • New: You know three 1st-level wizard spells of your choice from the wizard spell list. ...
    ... Each of these spells must be of a level for which you have spell slots. ...
    ... [removed] ...
    ... The new spell must be of a level for which you have spell slots.

Rogue: Assassin: Assassinate

This feature now does not result in an automatic critical hit, but instead allows the rogue to reroll 1's and 2's on sneak attack dice if they are hidden from the target, or if the target is surprised.

The following line has been modified:


  • Original: In addition, any hit you score against a creature that is surprised is a critical hit.
  • New: In addition, when you hit a creature that is surprised or a creature that you are hidden from, you can reroll 1's and 2's on your Sneak Attack damage dice. You must use the new rolls, even if the new roll is a 1 or a 2.

Rogue: Asssassin: Poisoner's EyeNEW

This feature is automatically gained by rogues of this subclass at 3rd level.

It reads as follows:

Poisoner's Eye

At 3rd level, you learn how to fine-tune poison in order to increase its potency against a specific target. Using a poisoner's kit, you can spend 1 hour studying a creature's physiology and tuning one dose of poison, which retains its potency for 10 days. You identify if the creature has resistance or immunity to poison damage or immunity to the poisoned condition, as well as its weight and Constitution score. If the creature makes a saving throw against the tuned dose of poison, it has disadvantage on the saving throw.

Additionally, whenever you make a check pertaining to the creation, extraction, purchase, or identification of poison, your proficiency bonus is doubled if it applies to the check.

Rogue: Cunning Action

This feature now also allows the rogue to aim.

The following line has been added:


  • New: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Rogue: Sneak Attack

This feature now also allows light weapons.

The following line has been modified:


  • Original: The attack must use a finesse or a ranged weapon.
  • New: The attack must use a melee weapon held in one hand, or a ranged weapon.

Sorcerer: Draconic Bloodline:
Elemental Affinity

This feature now applies to all damage rolls for effects of the associated damage type, including repeated damage from lingering effects, such as wall of fire, and non-spell effects like dragonborn's breath weapon.

The following line has been modified:


  • Original: when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell.
  • New: when you deals that damage of the type associated with your draconic ancestry, you can add your Charisma modifier to the damage roll.

Sorcerer: Draconic Bloodline:
Origin MetamagicNEW

This feature is automatically gained by sorcerers of this subclass at 3rd level.

Origin Metamagic

At 3rd level, you gain the following metamagic option, which doesn't count against the number of metamagic options you know.

Elemental Spell. When you deal damage with a spell, you can spend 1 sorcery point to change its damage type to the type associated with your draconic ancestry.

Sorcerer: Font of Magic

This feature can no longer produce more sorcerer points than your maximum, nor can it create extra spell slots beyond your maximum.

The following lines have been modified:


  • Original: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. ...
    ... Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. ...
    ... Creating Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
  • New: You can use your sorcery points to recover spell slots, or sacrifice spell slots to recover sorcery points. ...
    ... Recovering Spell Slots. You can expend sorcery points to recover one expended spell slot as a bonus action on your turn. ...
    ... Recovering Sorcery Points. As a bonus action on your turn, you can expend one spell slot and recover a number of expended sorcery points equal to the slot's level.

Sorcerer: Metamagic: Careful Spell

This feature now functions as evocation wizard's Sculpt Spell.

The following line has been modified:


  • Original: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • New: When you cast a spell that forces other creatures to make a saving throw, you can spend 1 sorcery point to protect one of those creatures from the spell's full force. One creature of your choice automatically succeeds on its saving throw against the spell, and takes no damage if it would normally take half damage on a successful save. You can use this metamagic option multiple times on the same spell, choosing an additional target each time.

Sorcerer: Metamagic: Empowered Spell

This metamagic option works on all dice, and ignores resistances.

The following line has been removed:


  • Original: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
  • New: When you roll damage for a spell, you can spend 1 sorcery point to reroll any of the damage dice. You must use the new rolls. Additionally, the damage ignores resistances.

Sorcerer: Metamagic: Extended Spell

The 24 hour duration cap has been lifted.

The following line has been removed:


  • Original: to a maximum duration of 24 hours.

Sorcerer: Metamagic

The following metamagic options have been added.

They read as follows:

    Fleeting Spell. When you cast a spell that normally requires concentration, you can spend 1 sorcery point to cast it without concentration. The spell ends at the end of your turn.

Seeking Spell. When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.

Unerring Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.

You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.

Sorcerer: Metamagic: Twinned Spell

This metamagic option can now target objects, and can now produce two objects, such as for the case of spells like shadow blade.

The following line has been added:


  • Original: When you cast a spell that targets only one creature, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
  • New: When you cast a spell that creates or targets only one creature or object, you can spend a number of sorcery points equal to the spell's level to create or target a second creature or object in range with the same spell (1 sorcery point if the spell is a cantrip).

Sorcerer: Reflexive MetamagicNEW

This feature is added at 10th level.

It reads as follows:

Reflexive Metamagic

At 10th level, your ability to twist spells has extended beyond just your own magic. When you see a creature within 30 feet of you cast a spell, you can use your reaction to use one of the metamagic option you know, excluding Subtle Spell, to twist that spell. If the creature is unwilling, you must succeed on a contested ability check using your spellcasting ability against the caster. If a metamagic option requires one or more chosen targets, you choose the targets.

Sorcerer: Shadow Magic:
Eyes of the DarkREMOVED

This feature is removed.

Sorcerer: Shadow Magic:
Origin MetamagicNEW

This feature is automatically gained by sorcerers of this subclass at 3rd level.

It reads as follows:

Origin Metamagic

At 3rd level, you gain the following metamagic option, which doesn't count against the number of metamagic options you know.

Hexing Spell. When you cast a spell that forces one or more creatures to make a saving throw to resist its effects, you can spend 1 sorcery point to attempt to curse one affected creature. Choose one ability when you use this metamagic. If the creature fails the saving throw against the spell, it becomes cursed. While cursed, the target has disadvantage on ability checks made with the chosen ability, and you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. This curse lasts for 1 minute, or until you are incapacitated.

You can use this metamagic option multiple times on the same spell, choosing an additional target each time. A creature cannot be under the effect of such a curse more than once at a time.

Sorcerer: Spell List

The following spells are added to sorcerer's spell list:

Sorcerer Spells

Cantrip (0 Level)
  • Produce Flame
  • Primal SavageryXGE
  • Thaumaturgy
1st Level
  • Animal Friendship
  • Armor of Agathys
  • Arms of Hadar
  • Faerie Fire
  • Grease
  • Hellish Rebuke
  • Protection from Evil and Good
2nd Level
  • Calm Emotions
  • Flame Blade
  • Flaming Sphere
  • Magic Weapon
  • Ray of Enfeeblement
3rd Level
  • Hunger of Hadar
  • Summon Lesser DemonsXGE
  • Vampiric Touch
4th Level
  • Elemental BaneXGE
  • Fire Shield
  • Freedom of Movement
  • Shadow of MoilXGE
  • Summon Greater DemonXGE
5th Level
  • Contact Other Plane
  • Danse MacabreXGE
  • Infernal CallingXGE
  • Negative Energy FloodXGE
  • Scrying
6th Level
  • Blade Barrier
  • Conjure Fey
  • Flesh to Stone
  • Primordial WardXGE
7th Level
  • Forcecage
8th Level
  • Demiplane
  • Feeblemind
  • Glibness
  • Maddening DarknessXGE
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Imprisonment
  • InvulnerabilityXGE
  • Shapechange
  • True Polymorph

Sorcerer: Spellcasting

Sorcerers no longer need material components that aren't consumed or costed.

The following line has been added:


  • New: Sorcerous Blood. The magic that flows within your veins allows you to channel spells without use of a spellcasting focus. You can cast a sorcerer spell without providing material components if the spell's components aren't consumed or don't list a cost.

Sorcerer: Star SpawnATLAS:
Origin MetamagicNEW

This feature is automatically gained by sorcerers of this subclass at 3rd level.

It reads as follows:

Origin Metamagic

At 3rd level, you gain the following metamagic option, which doesn't count against the number of metamagic options you know.

Leeching Spell. When a creature fails a saving throw against a spell you cast, you can spend 1 sorcery point to feed off of its weakness and gain temporary hit points equal to your Charisma modifier plus the level of the spell.

Sorcerer: Storm Sorcery:
Origin MetamagicNEW

This feature is automatically gained by sorcerers of this subclass at 3rd level.

It reads as follows:

Origin Metamagic

At 3rd level, you gain the following metamagic option, which doesn't count against the number of metamagic options you know.

Tempestuous Spell. When a creature takes damage from a spell you cast, you can spend 1 sorcery point to push it up to 10 feet away from you. Additionally, if the creature took lightning damage, it can't take reactions until the start of its next turn; if the creature took thunder damage, it is deafened until the start of its next turn.

You can use this metamagic option multiple times on the same target, increasing the distance it is pushed by 10 feet for each additional sorcery point spent.

Sorcerer: Wild Magic:
Origin MetamagicNEW

This feature is automatically gained by sorcerers of this subclass at 3rd level.

It reads as follows:

Origin Metamagic

At 3rd level, you gain the following metamagic option, which doesn't count against the number of metamagic options you know.

Surging Spell. When you cast a spell and don't trigger a Wild Magic Surge, you can spend 1 sorcery point to roll on the Wild Magic Surge table.

Wizard: School of Abjuration:
Arcane Ward

This feature now regains hit points from all wizard spells, and regains extra hit points from abjuration spells.


  • Original: Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
  • New: Whenever you cast a wizard spell of 1st level or higher, the ward regains a number of hit points equal to the spell's level, or three times its level if the spell belongs to the School of Abjuration.

Wizard: School of Divination:
Greater Portent

This feature now grants a second foretelling roll, working in conjunction with the update to the Portent feature.


  • Original: You roll three d20s for your Portent feature, rather than one.
  • New: You roll two d20s for your Portent feature, rather than one.

Wizard: School of Divination: Portent

This feature now only has one foretelling roll, but it can be rerolled or recharged when you cast a divination spell.


  • Original: When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. ...
    ... Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
  • New: When you finish a long rest, roll a d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. ...
    ... Each foretelling roll can be used only once. When you expend a spell slot to cast a divination spell of 1st level or higher, you can roll a d20 and record the number as the new foretelling roll, replacing one of your expended fortelling rolls. When you finish a long rest, you lose any unused foretelling rolls.

Wizard: School of Evocation:
Empowered Evocation

This feature now applies to all damage rolls for evocation spells, including repeated damage from lingering effects, such as wall of fire.

The following line has been modified:


  • Original: Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
  • New: Beginning at 10th level, you can add your Intelligence modifier to damage rolls of any wizard evocation spell you cast.

Wizard: School of Evocation:
Potent Cantrip

This feature is now fixed to work properly against monsters with evasion or avoidance.

The following line has been modified:


  • Original: When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. ...
    ... [no original text]
  • New: When a creature succeeds on a saving throw against your cantrip, you can choose for the creature to take half the cantrip's damage (if any) but suffers no additional effect from the cantrip. ...
    ... Additionally, if you miss a creature with the spell attack made as part of casting one of your cantrips, you can reroll the attack at another creature within the spell's range that is behind the original target, ignoring any cover provided by the original target.

Wizard: School of Necromancy:
Grim HarvestREMOVED

This feature is removed.

Wizard: School of Necromancy:
Grim ServantNEW

This feature replaces Grim Harvest for wizards of this subclass at 2nd level.

It reads as follows:

Grim Servant

Starting at 2nd level, you gain the ability to create an undead creature. Over the course of a long rest, you can create an undead servant from a pile of bones or a corpse of a Medium or Small humanoid creature within 10 feet of you, which is either a skeleton if you use bones or a zombie if you use a corpse (the DM has the creature's game statistics).

Your servant's hit point maximum is increased by an amount equal to twice your wizard level, and adds your Intelligence modifier as a bonus to its weapon damage rolls (a minimum of +1). On each of your turns, you can use a bonus action to mentally command your servant if it is within 60 feet of you. You decide what action your servant will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, your servant only defends itself against hostile creatures. Once given an order, your servant continues to follow it until its task is complete.

If you command more undead, such as those created by the animate dead spell, then you can command your servant and those undead using the same bonus action.

While your servant is within 5 feet of you, it can use its reaction to become the target of any attack or single-target ability aimed at you.

Wizard: School of Necromancy:
Undead Thralls

This feature now no longer punishes wizards for taking animate dead at 5th level, and uses Intelligence modifier instead of proficiency bonus.

The following lines have been modified:


  • Original: you add the animate dead spell to your spellbook if it is not there already. ...
    ... The creature adds your proficiency bonus to its weapon damage rolls.
  • New: you add the animate dead spell to your spellbook. If the spell is already in your spellbook, add a different necromancy spell instead. ...
    ... The creature adds your Intelligence modifier to its weapon damage rolls (minimum of +1).

Wizard: Spell List

The following spells are added to wizard's spell list:

Wizard Spells

1st Level
  • Armor of Agathys
  • Arms of Hadar
  • Hellish Rebuke



2nd Level
  • Enhance Ability
3rd Level
  • Hunger of Hadar
  • Speak with Dead
6th Level
  • Blade Barrier

Wizard: Spellcasting

Wizards can now cast spells they don't have prepared by using their spellbook over the course of 10 minutes.

The following line has been added:


  • New: Reference Casting. Using your spellbook as a reference, you can cast any wizard spell in it, even if you don't have it prepared. Casting a spell in this way takes 10 minutes longer than normal, during which your speed is reduced to 0, and expends a spell slot as usual.

Equipment Modifications

The following items have been modified or added.

BucklerNEW

Shield
20 gp, 2 lbs.


A buckler is a small shield made from metal, with a central boss from which it is held. When an attacker that you can see hits you with an attack, you can use your reaction to increase your AC by 2 against the triggering attack, possibly causing it to miss. A buckler can be donned or doffed as an object interaction. You can benefit from only one shield at a time.

CestusNEW

Melee weapon, simple
5 sp, 1 lb. --- 1d4 bludgeoning - close-quarters, light


Close-Quarters. You have advantage on attacks made with this weapon against a creature that is grappling you or that you are grappling.

Dagger

Melee weapon, simple
10 gp, 1 lb. --- 1d4 piercing - close-quarters, finesse, light, thrown (20/60ft.)


Close-Quarters. You have advantage on attacks made with this weapon against a creature that is grappling you or that you are grappling.

Parrying DaggerNEW

Melee weapon, martial
10 gp, 1 lb. --- 1d4 piercing - close-quarters, finesse, light, special


Close-Quarters. You have advantage on attacks made with this weapon against a creature that is grappling you or that you are grappling.


Special. A parrying dagger is a weapon designed specifically for deflecting blows from other weapons. When an attacker that you can see hits you with a melee weapon attack, you can use your reaction to increase your AC by 1 against the triggering attack, possibly causing it to miss.

Proficiencies

Proficiency with shields includes proficiency with bucklers. Additionally, rogues are proficient with bucklers and parrying daggers.

Blowgun, Hand Crossbow,
Heavy Crossbow, Light Crossbow

These weapons gain the special property, which reads: Special. Being prone does not impose disadvantage on attacks made with this weapon.

Sickle

Melee weapon, simple
1 gp, 2 lb. --- 1d4 slashing - finesse, light

Trident

Melee weapon, martial
5 gp, 4 lbs. --- 1d8 piercing - thrown (20/60ft.), versatile (1d10)

Feat Modifications

The following feats have been modified.

Charger

This feat now does not require you to take the Dash action to get the bonus on the attack or shove, and also triggers from movemeny by a steed.

The following lines have been modified.


  • Original: If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
  • New: Additionally, if you move at least 10 feet in a straight line, or are moved by a steed, immediately before making a melee attack or shoving a creature, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). You can use this feature only once on each of your turns.

Crossbow Expert

This feat now only applies to ranged weapon attacks.

The following line has been modified:


  • Original: Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • Original: Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls.

Defensive Duelist

This feat now has imposed disadvantage on a target's next attack, once on each of your turns.

The following lines have been added.


  • New: You learn to use your weapons to deflect blows and keep your enemies at bay. You gain the following benefits: ...
    ... Once on each of your turns when you hit a creature with a melee weapon attack using a finesse weapon, you can impose disadvantage on the next attack roll it makes against you before the start of your next turn.

Dragon Fear

This fear ability can now be activated as a bonus action, and is separate from your Breath Weapon.

The following line has been modified:


  • New: As a bonus action, you can emit a menacing roar. Creatures of your choice within 30 feet of you that can hear you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Once you use this trait, you can't use it again until you finish a short or long rest.

Dual Wielder

This feat now applies to ranged weapons, and allows for offhand opportunity attacks.

The following line has been modified:


  • Original: You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. ...
    ... [no original text]

  • New: You can use two-weapon fighting even when weapons that aren't light. ...
    ... When you make an opportunity attack, you can make an additional attack with a second weapon you are holding as part of the same reaction.

Elemental Adept

This feat now allows more damage types, and applies to all damage, not just damage from spells.

The following lines have been modified:


  • Original: When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
    Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
  • New: When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, poison, necrotic, psychic, radiant, or thunder.
    When you deal damage of the chosen type, it ignores resistance, and you can treat any 1 on a damage die as a 2.

Heavy Armor Master

This feat now uses a reaction, and halves both magical and nonmagical weapon damage in a way similar to rogue's Uncanny Dodge, instead of providing flat damage reduction, and allows you to sleep in medium armor with no adverse affects.

The following line has been modified:


  • Original: While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. ...
    ... [no original text]
  • New: When you take bludgeoning, piercing, or slashing damage while you are wearing heavy armor, you can use your reaction to halve the damage against you. ...
    ... Sleeping in heavy armor has no adverse effect on you.

Grappler

This feat no longer has the ability to restrain, but instead has a chokehold and a throw.

The following lines have been modified:


  • Original: You can use your action to try to pin a creature grappled by you. To do so, you must have a free hand, and must make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. ...
    ... [no original text]
  • New: You can use your action to try to place a creature grappled by you into a chokehold. To do so, make another grapple check. If you succeed, the creature is placed in a chokehold until the grapple ends, and begins to suffocate at the start of its next turn. On each of your subsequent turns, you must use your action to continue the chokehold. ...
    ... When you successfully shove a creature that is grappled by you, it takes 1d8 bludgeoning damage.

Great Weapon Master

The effect on critical hits and reducing a creature to 0 hit points is now damage equal to Strength modifier, and no longer costs a bonus action. Additionally, it now prevents some edge cases of using an ability other than Strength with a heavy weapon.

The following line has been modified.


  • Original: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. ...
    ... Before you make a melee attack with a heavy weapon that you are proficient with,
  • New: When you score a critical hit with a melee weapon that uses Strength, or reduce a creature to 0 hit points with one, choose one creature within 5 feet of the original target. The creature takes damage equal to your Strength modifier of the same type as the weapon. ...
    ... Before you make a melee weapon attack with a heavy weapon that uses Strength,

Mage Slayer The reaction granted by this feat can now potentially disrupt spell completion.

The following line has been modified:


  • Original: When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. ...
    ... When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • New: When you see a creature within 5 feet of you casting a spell, you can use your reaction to make a melee weapon attack against that creature. On a hit, the creature must make a saving throw as if it were concentrating on a spell. On a failed save, the spell fails and has no effect. ...
    ... When you damage a creature that is concentrating on a spell, that creature's Constitution saving throw DC required to maintain concentration of the spell is equals 15 or the damage you take, whichever number is higher.

Magic Initiate

This feat now also allows artificer as a class to be chosen, and the spell gained from this feat can be cast using other slots.

The following lines have been modified:


  • Original: Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. ...
    ... You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.
  • Original: Choose the cantrip from the artificer, bard, cleric, druid, sorcerer, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard or sorcerer; Wisdom for cleric or druid; or Intelligence for artificer or wizard. ...
    ... You can cast that spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.

Medium Armor Master

This feat now allows you to sleep in medium armor with no adverse affects.

The following line has been added:


  • New: Sleeping in medium armor has no adverse effect on you.

Savage Attacker

This feat can now be used any number of times a turn, and now adds an additional dice on crits, and also allows for a bonus action attack on crit or kill.

The following lines have been modified:


  • Original: Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
  • New: You gain the following benefits:
    •     When you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
    •     On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
    •     When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Sentinel

This feat can no longer invalidate the Disengage action. Additionally, the attack made in response to another target being attacked resolves before the triggering attack does.

The following lines have been modified:


  • Original: Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. ...
    ... you can use your reaction to make a melee weapon attack against the attacking creature.
  • New: [removed] ...
    ... you can use your reaction to make a melee weapon attack against the attacking creature, potentially disabling the attacker or otherwise negating the initial attack.

Shield Master

The bonus to Dexterity saving throws is now more general.

The following line has been modified:


  • Original: If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • New: If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect.

Spell Sniper

This feat now also allows artificer as a class to be chosen.

The following lines have been modified:


  • Original: Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
  • Original: Choose the cantrip from the artificer, bard, cleric, druid, sorcerer, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard or sorcerer; Wisdom for cleric or druid; or Intelligence for artificer or wizard.

Tavern Brawler

This feat now no longer increases your unarmed strike's damage, but instead deals additional damage when you hit a creature with an unarmed strike once per turn. This should make it more useful to monks, races with natural weapons, and characters with the Fighting Style: Unarmed Fighting.

The following line has been modified:


  • Original: Your unarmed strike uses a d4 for damage.
  • New: Once per turn when you hit a creature with an unarmed strike or improvised weapon, you can deal an additional 1d6 damage to it.

War Caster

This feat now can be used against friendly creatures, and removes disadvantage for being within 5 feet of a hostile creature for ranged spell attacks.

The following lines have been modified:


  • Original: When a hostile creature's movement provokes an opportunity attack from you ...
    ... [no original text]
  • New: When a creature's movement provokes an opportunity attack from you ...
    ... Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.

Weapon Master

The feat now provides a fighting style instead of a half Ability Score Improvement.

It the following line has been modified:


  • Original: Increase your Strength or Dexterity by 1, to a maximum of 20.
  • New: You gain one Fighting Style option of your choice from among those available to the fighter class. You can't take a Fighting Style option more than once, even if you later get to choose again.

Race Modifications

The following races have been modified.

Aasimar

The race presented in the Dungeon Master's Guide has been modified to have different spells, and will be the only legal aasimar option available. Additionally, darkvision has been removed. The aasimar options from Volo's Guide to Monsters will not be allowed.

The following lines have been changed:


  • Original: Darkvision. Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. ...
    ... Celestial Legacy. You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • New: [removed] ...
    ... Celestial Legacy. You know the light cantrip. Once you reach 3rd level, you can cast the cure wounds spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the lesser restoration spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells. You can cast these spells without providing material components.

Dragonborn

The Dragon Hide feat is now automatically included in the race, and the breath weapon has been significantly reworked

It now reads as follows:

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the damage type of the exhalation.

When you use your breath weapon, you can choose whether to manifest it as a 5-foot by 30-foot line or as a 15-foot cone. Each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 6d6 at 5th level, 8d6 at 11th level, and 10d6 at 17th level. When you reach 5th level, you can choose whether to manifest it as a 5-foot by 60-foot line or as a 30-foot cone.

Dragon Hide. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. Additionally, your claws can be used as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

Elf (Drow)

This subrace now also learns undercommon.

The following line has been modified:


  • Original: You can speak, read, and write Common and Elvish.
  • New: You can speak, read, and write Common, Elvish, and Undercommon.

Genasi: Air

This subrace's Ability Score Increase now also includes +1 to Wisdom, and it now has access to more spells. The spellcasting ability score is now Wisdom.

The following lines have been modified:


  • Original: Ability Score Increase. Your Dexterity score increases by 1. ...
    ... Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
  • New: Ability Score Increase. Your Dexterity and Wisdom scores both increase by 1. ...
    ... Mingle with the Wind. You know the gust XGE cantrip. Once you reach 3rd level, you can cast the feather fall spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the levitate spell; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for these spells. You can cast these spells without providing material components.

Genasi: Earth

This subrace's Ability Score Increase now also includes +1 to Wisdom, it now has access to more spells. The spellcasting ability score is now Wisdom.

The following lines have been modified:


  • Original: Ability Score Increase. Your Strength score increases by 1. ...
    ... Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
  • New: Ability Score Increase. Your Strength and Wisdom scores both increase by 1. ...
    ... Strength from the Stones. You know the
    mold earth XGE cantrip. Once you reach 3rd level, you can cast the longstrider spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the pass without trace spell; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for these spells. You can cast these spells without providing material components.

Genasi: Fire

This subrace now has access to more spells. The spellcasting ability score is now Intelligence.

The following lines have been modified:


  • Original: Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
  • New: Reach to the Blaze. You know the control flames XGE cantrip. Once you reach 3rd level, you can cast the burning hands spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the pyrotechnics XGE spell; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells. You can cast these spells without providing material components.

Genasi: StarATLAS

This subrace's spellcasting ability is now Charisma, for both the base subrace and the black hole genasi variant.

The following line has been modified:


  • Original: Constitution is your spellcasting ability for these spells.
  • New: Charisma is your spellcasting ability for these spells. You can cast these spells without providing material components.

Genasi: Water

This subrace now has access to more spells. The spellcasting ability score is now Wisdom.

The following lines have been modified:


  • Original: Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
  • New: Call to the Wave. You know the shape water XGE cantrip. Once you reach 3rd level, you can cast the create or destroy water spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the calm emotions spell; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for these spells. You can cast these spells without providing material components.
Genasi: Variant Spells

Your Dungeon Master may allow you to choose these spells instead of the ones granted by your subrace.

Air Genasi. You can choose jump instead of feather fall, and gust of wind or warding wind instead of levitate.

Earth Genasi. You can choose earth tremor XGE instead of longstrider, and barkskin or earthbind XGE instead of pass without trace.

Fire Genasi. You can choose hellish rebuke instead of burning hands, and continual flame or flaming sphere instead of pyrotechincs. XGE

Star Genasi. ATLAS You can choose color spray instead of starlight shroud ATLAS, and
gleam-eye ATLAS or ultraviolet pulse ATLAS instead of dazzling gleam. ATLAS

Variant: Black Hole Genasi. ATLAS You can choose catapult XGE instead of gravity pulse ATLAS, and earthbind XGE or shadow blade XGE instead of darkness.

Water Genasi. You can choose fog cloud instead of create or destroy water, and invisibility or misty step instead of calm emotions.

 

Human: Variant Feature (Choose 1)

Your Dungeon Master may allow you to choose one of these variant traits, which replaces the Skills trait.

Aquatic Training. You have a swimming speed equal to your walking speed.

Arcane Training. You know one cantrip. Choose the cantrip from the artificer, bard, cleric, druid, sorcerer, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, or sorcerer; Wisdom for cleric or druid; or Intelligence for artificer or wizard.

Expertise. Choose one of your tool or skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Martial Training. You have proficiency with light armor and one weapon of your choice.

Mountain Training. You have a climbing speed equal to your walking speed, and you're acclimated to high altitude, including elevations above 20,000 feet.

Human

The Ability Score Increase has been changed to allow more choice. Additionally, one tool proficiency and 2 skill proficiencies were added.

The following lines have been added and modified:


  • Original: Ability Score Increase. Your ability scores each increase by 1. ...
    ... [no original text] ...
    ... [no original text]
  • New: Ability Score Increase. One ability score of your choice increases by 2, and two different ability scores of your choice increase by 1. ...
    ... Skills. You gain proficiency in two skills of your choice. ...
    ... Tools. You gain proficiency in one tool of your choice.

Kobold

The race has been entirely rewritten.

It now reads as follows:

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

Alignment. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.

Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Languages. You can speak, read, and write Common and Draconic.

Scavanger's Lore. You are proficient in your choice of two of the following skills: Sleight of Hand, Stealth, Survival, Investigation, and Perception.

Pack Tactics. You can take the Help action as a bonus action.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Improvised Fighter. You have proficiency with improvised weapons. Additionally, when you make an attack with a weapon you are not proficient with, you can add half your proficiency bonus to the attack roll.

Innovative Weapon. You can spend 1 hour during a long rest to construct a Tiny device (AC 5, 1 hp). If a device requires a living creature such as a skunk, a scorpion, or a swarm of insects, you must be in an environment where such creatures can be found. You can have up to three such devices at a time.

When you create a device, choose one of the following options:


  • Bug Bag. This device is a bag, jar, basket, or sack, containing a swarm of insects (centipedes or wasps) with hit points equal to your level. It can be thrown as an action into a 5-foot-square space within 20 feet of you, taking its own turn on your initiative. At the end of each of the swarm's turns. At the end of each of the swarm's turn, there is a 50 percent chance that the swarm disperses.
  • Skunk Spray. This device is a crude cage containing a single sleeping skunk. As an action, you can cause the skunk to spray musk at a random creature within 5 feet of it (including you). The target must make a DC 9 Constitution saving throw. On a failure, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a long rest.
  • Scorpion on a Stick. This device is an improvised weapon that deals 1 damage on a hit, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Tiefling

The Ability Score Increase was changed from Intelligence to choice. Additionally, all subraces were consolidated into a more flexible Infernal Legacy feature.

With these changes, the variant tieflings from Sword Coast Adventurer's Guide and Mordenkainen's Tome of Foes will not be allowed.

The following lines have been modified:


  • Original: Your Intelligence score increases by 1, and your Charisma score increases by 2. ...
    ... Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
  • New: Your Charisma score increases by 2, and one other ability score of your choice increases by 1. ...
    ... Infernal Legacy. You know one cantrip of your choice from the "1st" row of the Infernal Legacy table. Once you reach 3rd level, choose a spell from the "3rd" row from the same table; you can cast one the spell once, and must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, choose a spell from the "5th" row from the same table; you can cast one the spell once, and must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells. You can cast these spells without providing material components.
Infernal Legacy
Character Level Spells
1st friends, mage hand, minor illusion, thaumaturgy
3rd burning hands, charm person, disguise self, hellish rebuke
5th crown of madness, darkness, invisibility, suggestion

Appendix A:
Homebrew Feats

The following feats are also allowed.

Flail and Whip Mastery

The flail and whip are tricky weapon to use, but you have spent countless hours mastering them. You gain the following benefits:

  • Your attacks with a flail or whip gain a +2 bonus against any target using a shield.
  • When you make an attack with a flail or whip, you can choose to take a -5 penalty to the attack roll. If the attack hits, the target takes the attack's damage as usual, and must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be knocked prone.
  • You can use a flail or whip to latch onto objects within your reach, allowing you to extend the distance of your jump by a number of feet equal to the weapon's reach (5 feet for a flail, 10 feet for a whip).

Dragon Wings

Prerequisite: Dragonborn


You sprout draconic wings. You gain the following benefits:

  • As an action, you can beat your wings. Each creature within 5 feet of you must succeed on a Strength saving throw or be knocked prone. The DC on this saving throw is equal to 8 + your proficiency bonus + your Strength modifier. You can then fly up to half of your movement speed.
  • You can use your reaction when you fall to beat your wings, reducing any falling damage you take by an amount equal to three times your level.

Greater Celestial Legacy

Prerequisite: Aasimar


You have deepened your connection to your celestial heritage, granting you access to certain spells. You gain the following benefits:

  • You regain the ability to cast spells gained from your Celestial Legacy feature when you finish a short or long rest.
  • You learn the beacon of hope spell, which you can cast once without expending a spell slot or providing material components; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for this spell.

Greater Infernal Legacy

Prerequisite: Tiefling


You have deepened your connection to your infernal heritage, granting you access to certain spells. You gain the following benefits:

  • You regain the ability to cast spells gained from your Infernal Legacy feature when you finish a short or long rest.
  • Choose one of the following spells: fear, fireball, hypnotic pattern, summonm lesser demons.XGE You learn the chosen spell, and can cast it once without expending a spell slot or providing material components; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for this spell.

Heightened Githyanki Psionics

Prerequisite: Githyanki


You have developed your psionic abilities, granting you access to certain spells. You gain the following benefits:

  • You regain the ability to cast spells gained from your Githyanki Psionics feature when you finish a short or long rest.
  • You learn the haste spell, which you can cast once without expending a spell slot; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for this spell. When you cast it with this trait, it doesn't require components.

Heightened Githzerai Psionics

Prerequisite: Githzerai


You have developed your psionic abilities, granting you access to certain spells. You gain the following benefits:

  • You regain the ability to cast spells gained from your Githzerai Psionics feature when you finish a short or long rest.
  • You learn the blink spell, which you can cast once without expending a spell slot; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for this spell. When you cast it with this trait, it doesn't require components.

Might of the Blaze

Prerequisite: Fire Genasi


You have deepened your connection to your elemental heritage, granting you increased abilities relating to your element. You gain the following benefits:

  • You regain the ability to cast spells gained from your Reach to the Blaze feature when you finish a short or long rest.
  • You learn the fireball spell, which you can cast once without expending a spell slot or providing material components; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for this spell.

Might of the Stars

Prerequisite: Star Genasi ATLAS


You have deepened your connection to your elemental heritage, granting you increased abilities relating to your element. You gain the following benefits:

  • You regain the ability to cast spells gained from your Reach for the Stars feature when you finish a short or long rest.
  • You learn the guiding light ATLAS spell, which you can cast once without expending a spell slot or providing material components; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for this spell.

Might of the Stones

Prerequisite: Earth Genasi


You have deepened your connection to your elemental heritage, granting you increased abilities relating to your element. You gain the following benefits:

  • You regain the ability to cast spells gained from your Strength from the Stones feature when you finish a short or long rest.
  • You learn the meld into stone spell, which you can cast once without expending a spell slot or providing material components; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for this spell.

Might of the Waves

Prerequisite: Water Genasi


You have deepened your connection to your elemental heritage, granting you increased abilities relating to your element. You gain the following benefits:

  • You regain the ability to cast spells gained from your Call to the Wave feature when you finish a short or long rest.
  • You learn the wall of water spell, which you can cast once without expending a spell slot or providing material components; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for this spell.

Might of the Wind

Prerequisite: Air Genasi


You have deepened your connection to your elemental heritage, granting you increased abilities relating to your element. You gain the following benefits:

  • You regain the ability to cast spells gained from your Mingle with the Wind feature when you finish a short or long rest.
  • You learn the wind wall spell, which you can cast once without expending a spell slot or providing material components; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for this spell.

 

Variant: Might of the Black Hole

Prerequisite: Black Hole Genasi ATLAS


You have deepened your connection to your elemental heritage, granting you increased abilities relating to your element. You gain the following benefits:

  • You regain the ability to cast spells gained from your Black Hole Magic feature when you finish a short or long rest.
  • You learn the slow spell, which you can cast once without expending a spell slot or providing material components; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for this spell.

Variant Element Spells

Your Dungeon Master may allow you to choose these spell instead of the ones granted by these feats:

Might of the Wind: You can choose fly or gaseous form instead of wind wall.

Might of the Stones. You can choose erupting earth XGE or wall of sand XGE instead of meld into stone.

Might of the Blaze. You can choose flame arrows or heat metal (3rd-level version) instead of fireball.

Might of the Stars. You can choose magic missile constellation Silver or lucky stars ATLAS instead of guiding light. ATLAS

Variant: Might of the Black Hole. You can choose nondetection or dispel magic instead of slow.

Might of the Waves. You can choose
tidal wave XGE or water breathing instead of wall of water.

Swimmer

You have undergone extensive aquatic training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, up to a maximum of 20.
  • When you fall into water, you can use your reaction to take no falling damage.
  • You gain a swim speed equal to your walking speed.
  • You can hold your breath a number of minutes equal to
    2 + twice your Constitution modifier (minimum of 1 minute).

Small but Mighty

Prerequisite: Small Size, 13 Strength


You overcome the limits of your small frame. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You count as if you were one size larger for the purpose of determining your carrying capacity.
  • You count as if you were one size larger for the purpose of making attacks.

Tireless

Your body has adapted to sleepless nights and grueling conditions, and you gain the following benefits:

  • Increase your Constitution score by 1, up to a maximum
    of 20.
  • You treat your levels of exhaustion as halved (rounded down), and suffer the effects accordingly.
  • When you are affected by the sleep spell, you are treated as having twice as many hit points for the purpose of resolving that spell.

 

Appendix B:
Homebrew Subclasses

The following subclasses have been added or modified.

Druid: Circle of the Land: Blight

Druids who scorn nature, or who exploit and drain the life around them in order to gain power, druids who fall to the corruption are a scourge upon the land.

You must be evil and at least a 2nd level Circle of the Land druid to choose this land. Your DM may allow you to switch to this subclass even if you are not a Circle of the Land druid, provided you are still a druid of at least 2nd level.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - blight - and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

BlightNEW
Druid Level Circle Spells
3rd blight bloom M4, ray of enfeeblement
5th bestow curse, vampiric touch
7th blight, vitrolic sphere XGE
9th contagion, enervation XGE

Natural Recovery (Blight)MODIFIED

Starting at 2nd level, you can regain some of your magical energy by draining the life from the land around you. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Once you use this feature, all normal plants in a 100-foot radius around you wither.

Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Fighter: Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Champion's Might

At 3rd level, you learn to infuse your might into a single powerful blow. Once on each of your turns when you hit a creature with a weapon attack using Strength, you can cause the attack to deal an extra 2d6 damage of the same type dealt by the weapon to the target. When you reach 15th level, the extra damage increases to 3d6.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Additional Fighting Style

At 7th level, you can choose a second option from the Fighting Style class feature. You can't take a Fighting Style option more than once, even if you later get to choose again.

You can choose a third option from the Fighting Style class feature at 15th level.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus, rounded down, to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long or high jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Powerful Surge

At 10th level, you can harness the rush of energy to strike with devastating force. When you use the additional action from your Action Surge feature to take the Attack action, you have advantage on your attack rolls.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to
5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Monk: Way of the Astral Self

Monks of the Way of the Astral Self have an internal struggle with their ki. They see their mystical energy as a representation of their true form, an astral self. This form has the capacity to be a force of good or destruction, with some monasteries training students to either temper their nature or embrace their impulses.

 

Form of Your Astral Self

The astral self is a translucent embodiment of the monk's psyche and soul. As a result, the form of an astral self reflects the mind of the monk who manifests it. Your astral self could be a humanoid knight with a helmeted face and a rapier, or it could be a golden metallic form with thin arms like a modron.

When choosing this path, consider the quirks that difine your monk. Are they obsessed with something? Are you driven by justice or selfish desire? Any of these motivations could manifest in the form of your astral self.

Arms of the Astral Self

At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.

While the spectral arms are present, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.

Visage of the Astral Self

Starting at 6th level, you can summon the visage of your astral self. On your turn, you can spend 1 ki point as a bonus action, or as part of summoning your astral arms, to summon this visage for 10 minutes. The spectral visage covers your face like a helmet or mask. You determine its appearance based on the qualities of your character.

When your visage is summoned, you gain the following benefits.

Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Awakening of the Astral Self

Starting at 11th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits.

Deflect Energy. When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level.

Empowered Arms. Once on each of your turns when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die.

Complete Astral Self

Starting at 17th evel, your connection with your astral self is complete, allowing you to summon it entirely. On your turn, you can spend 10 ki points as a bonus action to summon the arms, visage, and body of your astral self for 10 minutes. The spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character.

While your astral self is summoned, you gain the following benefits.

Armor of the Spirit. You gain a +2 bonus to AC while you aren't incapacitated.

Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms.

The World. As an action, you can expend 9 ki points to cast time stop. Additionally, when a creature within 1000 feet of you casts time stop, you can use your reaction to expend 9 ki points and roll 1d4 + 1. You can move within the stopped time for a number of turns equal to the total, or until the spell ends, taking your each of your turns after the caster ends a turn.

Monk: Way of the Warrior

Monks of the Way of the Warrior train relentlessly with their weapons, to the point where the weapon becomes an extension of the body.

Whatever the weapon, these monks view them as tools used to express the beauty and precision of the martial arts. That such mastery makes them peerless warriors is but a side effect of intense devotion, practice, and study.

Martial Arts Weapons

When you choose this tradition at 3rd level, you gain proficiency with martial weapons. Additionally, all melee weapons that don't have the heavy or special properties are monk weapons for you.

Agile Parry

At 3rd level, you can use your reaction to deflect or catch the weapon when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0 and have at least one hand free, you can spend 1 ki point to attempt to disarm the attacker, as part of the same reaction. The target must succeed on a Strength saving throw or drop the weapon, which you catch.

Ki-Empowered Weapons

At 6th level, you learn to channel your own ki into your weapons, infusing them with power. Your attacks with melee weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Flurry of Blades

At 6th level, you can spend 1 ki point immediately after you take the Attack action on your turn to make two melee weapon attacks as a bonus action.

Rapid Riposte

Beginning at 11th level, you learn to counterattack at the slightest opening. When a creature misses you with a weapon attack, you can use your reaction to take an opportunity attack against it.

Whirlwind Flurry

At 17th level, when you use your Flurry of Blades, you can make up to three additional attacks with it (up to a total of five Flurry of Blades attacks), provided that each Flurry of Blades attack targets a different creature this turn.

Sorcerer: Celestial SoulWIP

Sometimes the spark of magic that fuels a sorcerer comes from a celestial power that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name.

Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A celestial sorcerer, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a celestial soul can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a celestial soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Celestial Magic

Your bloodline lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Celestial Magic Spells
Sorcerer Level Spells
1st cure wounds, guiding bolt
3rd gentle repose, lesser restoration
5th daylight, revivify
7th death ward, guardian of faith
9th greater restoration, hallow

Celestial Senses

Starting at 1st level, your bloodline grants you enhanced ability to discern lies. When you make a Wisdom (Insight) check to determine a deliberate lie or an Intelligence (Investigation) check to discern an illusion, your proficiency bonus is doubled if it applies to the check.

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Origin Metamagic

At 3rd level, you gain the following metamagic option, which doesn't count against the number of metamagic options you know.

Blessed Spell. When you cast a spell that targets one or more creatures, you can spend 1 sorcery point to choose a creature targeted by the spell. The chosen creature gains a Blessing die, which is a 1d4. Until the end of its next turn, the creature can roll the die and add the number rolled to attack roll or saving throw it makes, or regain hit points equal to the number rolled.

You can use this metamagic option multiple times on the same spell, choosing a different creature each time. A creature can only have one Blessing die at a time.

Radiant Wings

At 6th level, you can spend 2 sorcery points as an action to unleash the divine energy within yourself, causing two luminous, incorporeal wings to sprout from your back.

These wings lasts for 1 minute or until you dismiss them as a bonus action. During it, you have a flying speed of 30 feet, have resistance to radiant damage, and shed bright light in a 10-foot radius and dim light for an additional 10 feet. Each creature that starts its turn within 10 feet of you takes radiant damage equal your sorcerer level.

Celestial Resilience

Starting at 14th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your sorcerer level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your sorcerer level + your Charisma modifier.

Searing Vengeance

Starting at 18th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you must succeed on a Constitution saving throw against your sorcerer spell save DC or take radiant damage equal to 2d8 + your Charisma modifier and become blinded until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Sorcerer: Fiendish Bloodline

Your blood runs strong with the magic of a pact made with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Fiendish Transformation

At 1st level, the power of your bloodline allows you to take on the features of a fiend. As a bonus action on your turn, you can undergo a transformation, gaining the following benefits.

  • You gain temporary hit points equal to your Charisma modifier.
  • Your skin becomes toughened with infernal magics. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
  • Your face twists into that of a dreadful fiend. You gain proficiency in Intimidation (Charisma) checks, and your proficiency bonus is doubled on the check.
  • You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you choose.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Your transformation lasts for 1 minute or until you are reduced to 0 hit points. You can end this effect early as a bonus action on your turn. You can't transform while wearing armor unless the armor is made to accommodate it, and clothing not made to accommodate your transformation might be destroyed.

You can use this feature twice. You regain expended uses when you finish a long rest. Any time you cast a sorcerer spell of 1st level or higher, you can roll a d20. If the result of the roll is less than or equal to level of the spell, you regain an expended use of this feature.

Origin Metamagic

At 3rd level, you gain the following metamagic option, which doesn't count against the number of metamagic options you know.

Consuming Spell. When you reduce a creature to 0 hit points with a spell, you can spend a number of sorcery point to consume its life essence. You gain 1d6 temporary hit points for each sorcery point spent.

Hellish Ferocity

Starting at 6th level, you gain the ferocity of a fiend while you are transformed. You gain the following benefits while transformed:

  • Your unarmed strikes gain a +1 bonus to attack and damage rolls, and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This bonus increases to by 1 at 14th level (+2) and 18th level (+3).
  • You can make two unarmed strikes whenever you take the Attack action on your turn.
  • You can see normally in dim light and darkness, both magical and nonmagical, to a distance of 120 feet.
  • When you reduce a creature to 0 hit points with an unarmed strike, you gain temporary hit points equal to your Charisma modifier.

Infernal Might

At 14th level, your control over your fiendish bloodline allows you to assume even more potent fiendish traits. You gain the following additional benefits while transformed:

  • You sprout a pair of fiendish wings from your back, gaining a flying speed equal to your current speed.
  • Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example, and your unarmed strikes deal an additional 1d6 damage.
  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered.
  • When you use your action to cast a sorcerer spell, you can make one unarmed strike as a bonus action.
  • Your creature type is fiend, rather than humanoid.

Hurl Through Hell

Starting at 18th level, when you hit a creature with an attack, you can spend 5 sorcery points to instantly transport with the target through the lower planes. Both you and the creature disappear and hurtle through a nightmare landscape.

At the end of your next turn, both you and the target returns to the spaces you previously occupied, or the nearest unoccupied spaces. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Sorcerer: Fey Origin

Your heritage is steeped with the power of a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Fey Magic

Your bloodline lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Fey Magic Spells
Sorcerer Level Spells
1st sanctuary, speak with animals
3rd animal messenger, enthrall
5th speak with plants, plant growth
7th conjure woodland beings,
hallucinatory terrain
9th commune with nature, mislead

Fey Presence

Beginning at 1st level, you can project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your sorcerer spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Origin Metamagic

At 3rd level, you gain the following metamagic option, which doesn't count against the number of metamagic options you know.

Redirect Spell. If you make an attack roll for a spell and miss, you can spend 1 sorcery point to reroll the attack roll against a different target within the spell's range.

Flickering Escape

Starting at 6th level, you can flicker away in response to harm. When you take damage, you can use your reaction to spend 1 sorcery point to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, make a damage roll, or force someone to make a saving throw.

Beguiling Defense

At 14th level, your bloodline grants you the ability to turn the mind-affecting magic of your enemies against them. You are immune to being charmed. Additionally, when another creature attempts to charm you or a creature within 30 feet of you, you can use your reaction to attempt to reflect the charm. The creature that attempted the charm must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the original charm is negated, and the creature becomes charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

Beginning at 18th level, you can plunge creatures around you into an illusory realm. As an action, you can spend 5 sorcery points to choose a number of creature up to your Charisma modifier that you can see within 60 feet of you. Each creature must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early for a creature if it takes any damage. A creature that is already charmed or frightened by you automatically fails this saving throw.

Until this illusion ends, each affected creature thinks it is lost in a misty realm, the appearance of which you choose, and can see and hear only itself, you, and the illusion.

Appendix C:
Homebrew Items

The following items have been added.

Sword of the Tactician, +1, +2, or +3

Weapon (any sword), uncommon(+1), rare (+2), or very rare (+3) (requires attunement)


You have a bonus to attack and damage rolls made with this magic weapon. This bonus is determined by its rarity.

While you are attuned to this sword, you know a number maneuver from the table below, chosen by the DM or determined randomly. The sword has a number of maneuver die, which are used to fuel your maneuver. A maneuver die is expended when you use it, and the sword regains all expended die at dawn. The number of maneuvers known and number of maneuver die are equal to the bonus the sword provides, and the size of the die is determined by the sword's rarity: d6 (uncommon), d8 (rare), or d10 (very rare).

Some of these maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is determined by the sword's rarity: 12 (uncommon), 14 (rare), or 16 (very rare).

d12 Maneuver
1 Disarming Attack
2 Feinting Attack
3 Goading Attack
4 Lunging Attack
5 Maneuvering Attack
6 Menacing Attack
d12 Maneuver
7 Parry
8 Precision Attack
9 Pushing Attack
10 Riposte
11 Sweeping Attack
12 Trip Attack

Gloves of the Spellweaver

Wondrous item, rare (requires attunement by a spellcaster)


When you are attuned to these gloves, you know one metamagic option from the table below, chosen by the DM or determined randomly.

The glove has 3 charges, and it regains 1d3 expended charges daily at dawn. These charges can be used in place of sorcery points to fuel the metamagic option granted by these gloves. Additionally, you can use a bonus action on your turn to expend one spell slot. The gloves regain a number of expended charges equal to the slot's level.

d10 Metamagic Option
1 Careful Spell
2 Distant Spell
3 Empowered Spell
4 Extended Spell
5 Heightened Spell
d10 Metamagic Option
6 Quickened Spell
7 Seeking Spell
8 Subtle Spell
9 Unerring Spell
10 Twinned Spell

Mithral Weapon

Melee weapon, uncommon


Mithral is a light, flexible metal. A mithral weapon that does not have the heavy or special properties gains the finesse property, and a mithral weapon that has the heavy property loses it. A mithral weapon is also a silvered weapon.

Consecrated Weapon

Melee weapon, common


Attacks made with this weapon are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage against fiends and undead.

A cleric of 10th level or higher can consecrate a weapon by performing a 50 hour ritual. This ritual must be conducted within a hallowed temple, on an altar to the god of the cleric's faith, and involves a basin full of salt within which the weapon is submerged for the duration. The ritual must be completed within 10 days of its initiation, otherwise the ritual fails and must be started over.

Pendant of Spell Impression

Wondrous item, very rare


This glass pendant stores a single spell cast into it, holding onto it and shaping itself to represent the spell's power.

Any creature can cast a spell of 1st through 5th level into the pendant by touching the pendant as the spell is cast. The spell has no effect, other than to be stored in the pendant. If the pendant is already holding a spell, the spell is expended without effect.

Once per day while holding the pendant, you can cast the spell stored in it, without providing any material components. The spell is cast at lowest level, using the spell save DC, spell attack bonus, and spellcasting ability of the original caster, but otherwise treated as if you cast the spell. Roll a d20. On a 1, the pendant shatters and is destroyed.

The pendant regains the ability to cast the spell stored within it daily at dawn.

Spell Scroll

Scroll, varies


A spell scroll bears the words of a single spell from the wizard spell list, written as a mystical cipher. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

You must make an Intelligence (Arcana) check to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. If you know the spell or have it prepared, you can cast the spell without making a check.

The level of the spell on the scroll determines the spell's saving throw DC, spellcasting modifier, and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.

Spell Scroll
Spell
Level
Rarity Save DC Attack
Bonus
Spellcasting
Modifier
Cantrip Common 13 +5 +3
1st Common 13 +5 +3
2nd Uncommon 13 +5 +3
3rd Uncommon 15 +7 +4
4th Rare 15 +7 +4
5th Rare 17 +9 +5
6th Very Rare 17 +9 +5
7th Very Rare 18 +10 +5
8th Very Rare 18 +10 +5
9th Legendary 19 +11 +5
Variant: Blood Echo

A blood echo bears the raw power of a single spell from the sorcerer spell list, as a splatter of blood upon an object. ...
... You must make a Charisma (Arcana) check to determine whether you cast it successfully.

 

Variant: Holy Scripture

A holy scripture bears the words of a single spell from the cleric spell list, written as a passage of prayer. ...
... You must make a Wisdom (Religion) check to determine whether you cast it successfully.

 

Variant: Inspired Work

An inspired work bears the power of a single spell from the bard spell list, written as a painting, poem, piece of sheet music, or other form of recorded art. ...
... You must make a Charisma (Performance) check to determine whether you cast it successfully.

 

Variant: Primal Rune

A primal rune bears the raw power of a single spell from the druid spell list, carved as a cryptic symbol on a piece of bark, hide, or stone. ...
... You must make a Wisdom (Nature) check to determine whether you cast it successfully.

 

Talisman

Talisman, varies


A talisman bears the words of a single spell, drawn as an arcane glyph. Casting the spell by placing the talisman requires the spell's normal casting time, but changes the spell's range to touch, and the spell lasts for its full duration without requiring concentration.

The talisman is an object with an AC of 10 and 1 hit point. If it is placed on a willing creature, its instead uses the AC of the creature wearing it. If it is reduced to 0 hit points, it is destroyed and the spell ends.

You must make an Wisdom (Arcana) check to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the talisman burns to ashes with no effect. If you know the spell or have it prepared, you can cast the spell without making a check.

The level of the spell on the talisman determines the spell's saving throw DC, spellcasting modifier, and attack bonus, as well as the talisman's rarity, as shown in the Talisman table.

Talisman
Spell
Level
Rarity Save DC Attack
Bonus
Spellcasting
Modifier
Cantrip Common 13 +5 +3
1st Common 13 +5 +3
2nd Uncommon 13 +5 +3
3rd Uncommon 15 +7 +4
4th Rare 15 +7 +4
5th Rare 17 +9 +5
6th Very Rare 17 +9 +5
7th Very Rare 18 +10 +5
8th Very Rare 18 +10 +5
9th Legendary 19 +11 +5

 

Valid Spells

Talismans should contain spells that usually require concentration, and that are incapable of targeting more than one creature at the spell's base level. Spells that target an area may also qualify, such as the darkness spell.

Gale Wings

Weapon (twin scimitars), very rare (requires attunement)


These magic dual scimitars each bears a feather pattern across the blade, and have long, peculiar handles that brace against the forearms. You have a +1 bonus to attack and damage rolls made with this weapon.

While wielding both scimitars, you can use a bonus action on your turn to speak the command word, turning the blades into a pair of bird wings that line your arms for 1 hour or until you repeat the command word as a bonus action on your turn. While in this state, you cannot be disarmed or release the scimitars, and have a flying speed of 60 feet.

Storm Ruler

Weapon (greatsword), rare (requires attunement)


This ancient blade is imbued with the power of the storm. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

As an action while you are wielding the blade, you can cleave the air, sending a shockwave at a target within 60 feet of you. Make a ranged weapon attack against the target, using the same ability modifier you would use for a melee weapon attack. On a hit, it takes 4d6 bludgeoning damage and must succeed on a DC 15 Strength saving throw or fall prone. Giants take an additional 4d6 bludgeoning damage from this attack and make this saving throw with disadvantage.

Clockwork Hawk

Weapon (dagger), rare


A clockwork dagger with a bird's-wing blade, this weapon was crafted to transform in flight into a hunting hawk. When you throw this weapon, you can speak its command word to activate it. While activated, the dagger becomes a hawk, using a hawk's statistics except that it is a construct, it is immune to psychic and poison damage, and its talons deal 1d4 slashing damage. The hawk acts on your initiative and follows your commands (no action required by you).

The hawk reverts to a dagger if it is reduced to 0 hit points, and can't be used again in this way until the next dawn. You can also deactivate the dagger as a bonus action while you are holding the hawk.

Whirling Rapier

Weapon (rapier), uncommon


This elegant rapier is imbued with the power of the wind. When drawn, a vortex of wind circles around the blade. This weapon adds 10 feet to your reach when you attack with it.

While the blade is held upwards, the vortex of wind deflects rain in a 5-foot radius.

Bow of Fire

Weapon (any bow), very rare (requires attunement)


A modified staff of fire, you have resistance to fire damage while you hold this bow.

The bow has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 17, +9 to hit with spell attacks): flame arrows (3 charges), fireball (3 charges), or scorching ray (2 charge).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bow blackens, crumbles into cinders, and is destroyed.

Bow of Frost

Weapon (any bow), very rare (requires attunement)


A modified staff of frost, you have resistance to cold damage while you hold this bow.

The bow has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 17): fog cloud (1 charge), ice storm (4 charges), or sleet storm (3 charge).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bow turns to water and is destroyed.

Bow of Healing

Weapon (any bow), very rare (requires attunement)


A modified staff of healing, this bow has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (+5 spellcasting ability modifier): cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or heal (6 charge). When you cast a spell with this bow, you can expend a piece of ammunition to increase its range to that of the bow's normal range.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bow vanishes in a flash of light, lost forever.

Bow of Striking

Weapon (any bow), very rare (requires attunement)


A modified staff of striking, this bow grants a +3 bonus to attack and damage rolls made with it.

The bow has 10 charges. When you hit with a ranged attack using the bow, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The bow regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bow becomes a nonmagical bow.

Bow of Swarming Insects

Weapon (any bow), very rare (requires attunement)


A modified staff of swarming insects, this bow has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the bow, then disperses.

Spells. While holding the bow, you can use an action to expend some of its charges to cast one of the following spells from it (save DC 17): giant insect (4 charges) or insect plague (5 charges).

Insect Cloud. While holding the bow, you can use an action and expend 1 charge to fire an arrow at a point within the bow's normal range, which fills a 30-foot radius with a swarm of harmless flying insects. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

Bow of Thunder and Lightning

Weapon (any bow), very rare (requires attunement)


A modified staff of thunder and lightning, this bow grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Lightning. When you hit with a ranged attack using
the bow, you can cause the target to take an extra 2d6 lightning damage.

Thunder. When you hit with a ranged attack using the bow, you can cause the arrow to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Lightning Strike. You can use an action to fire a bolt of lightning from the bow in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap. You can use an action to fire a deafening arrow at a point within the bow's normal range, which releases a deafening thunderclap on impact, audible out to 600 feet. Each creature within 60 feet of the arrow must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

Bow of Wilting

Weapon (any bow), very rare (requires attunement)


A modified staff of wilting, this bow has 3 charges and regains 1d3 expended charges daily at dawn.

When you hit a creature with a ranged attack using the bow, you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1hour on any ability check or saving throw that uses Strength or Constitution.

Guiding Ammunition

Weapon (any ammunition), uncommon


When you hit a creature with this magic ammunition, it takes an additional 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

Once a guiding ammunition deals its extra damage to a creature, it becomes a nonmagical piece of ammunition.

Serpentine Arrow

Weapon (arrow), uncommon (requires attunement)


A modified staff of the python, you can use an action to speak this arrow's command word and fire it at a point within your weapon's normal range. The arrow becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the arrow to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its arrow form. The arrow then shatters and is destroyed. If the snake reverts to arrow form before losing all its hit points, it regains all of them.

 

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