Reilly Homebrew Document

by Kayzen

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PART 1

General Rules

General

Actions

  • Bonus actions, free actions, and reactions may occur at any time during your turn as long as their respective conditions are met, including in between attacks of your attack action.
  • You may use your action to take an additional bonus action. However, you may not take the same bonus action twice in the same turn.

Magic Items

Numerical bonuses (+1, +2, etc.) to armor/shields and ranged weapons/ammunition do not stack, and only the highest bonus is applied. For example, wearing a +1 Breastplate and a +1 shield only increases your AC by 1. Shooting +2 arrows from a +1 Bow only adds +2 to the attack and damage rolls.

Potions

  • You may drink most potions as a bonus action. *Administering any type of potion to an ally is always an action.

Combat

Attacks of Opportunity

  • You may use your reaction to make an attack of opportunity when a hostile creature leaves any tile within your reach, or when it stands from prone.
  • You may not make attacks of opportunity while you are flanked, or while you are prone.

Coup de Grace

Under certain conditions, you may instantly slay an enemy with one well-placed strike. You may use your action make a Coup de Grace with any ranged or melee weapon with which you are proficient, as long as the following conditions are met.

  • You are not in combat (i.e.: you have not rolled initiative, and you face no other immediate combat threats)
  • The target is a humanoid no more than one size larger than you
  • The target is helpless or otherwise unprepared to deal with a combat threat.
  • The target is within your reach or the short range of your ranged weapon

If the conditions are met, make an attack roll (with advantage for a melee attack). On a hit, the target drops to 0 hit points and is dying. On a miss, the target takes damage equal to half its maximum HP and is aware of your presence. You may also instead choose to deal nonlethal damage to a target by choking, a blow to the head, or some other method. On a hit, the target is knocked Unconscious for 1d4 hours. On a miss, the target takes no damage and is grappled by you.

Critical Failures

When you roll a natural 1 on a ranged attack roll against a target, and that target is benefiting from 1/2 or 3/4 cover from another creature, make another attack roll against the covering creature's AC, dealing normal damage on a hit. If there is more than one creature providing cover, the one affected is determined randomly by the DM.

Drawing Weapons

Whenever you use your object interaction to draw a weapon, you may draw one weapon for each of your free hands.. Also, when you make a thrown weapon attack, you may draw another thrown weapon as a part of that attack.

Flanking

When a creature is surrounded by two or more enemies, that creature is considered Flanked. and is affected in the following ways:

  • It may not make attacks of opportunity.
  • Melee attacks against Flanked creatures gain a bonus of +2.

Any creature surrounded in this way cannot contribute to flanking, even if this means it is not flanked itself. You cannot contribute to flanking against any creature that is two or more size categories larger than you.

Ranged Attacks

  • While you are within the reach of a hostile creature, your ranged attack rolls against that creature are made with disadvantage.

Falling

If you end your turn in mid-air without anything to support you, You fall at a rate of 500ft/round. If you strike the ground after falling, you take one die of bludgeoning damage for every 10ft you fell. Your size category determines the size of the die, as indicated in the table below. This damage does not have a cap. At the DM's discretion, a sufficiently far fall may require you to make a CON saving throw. On a failure, you die. On a success, your hit points drop to zero.

Size Category Dimensions Fall Damage Die
Fine <1ft x <1ft --
Tiny 2.5ft x 2.5ft d4
Small 5ft x 5ft d6
Medium 5ft x 5ft d6
Large 10ft x 10ft d8
Huge 15ft x 15ft d10
Gargantuan 20ft x 20ft d12
Collossal >25ft x >25ft d20

Skill Checks

Help

  • You may only take the help action for a skill check with which you have proficiency.

Rehearsal

  • When you know ahead of time that you will have to preform a difficult maneuver, you may spend time planning and rehearsing to better prepare yourself. As a part of a short rest, you may pick one skill check or attack roll, and a specific set of circumstances to practice.
  • When it comes time to make the roll, you may treat any roll of 9 or lower as a 10. In addition, you know whether or not a roll of 10 + your relevant bonuses would be enough to succeed at that action. After you attempt the check, or after 24 hours since your rehearsal pass, you lose the benefits of rehearsal.
  • The benefits of rehearsal are not greatly generalizable

Take Ten

While you face no immediate threats, you may spend 10 minutes on a skill check to automatically take a roll of 10 on the d20. This may not be possible for all checks, as determined by the DM. For example, attempting to pick a delicate lock may result in it being damaged, and thus would require a regular roll.

Inclement Fighting

Blindness

If both you and the target of one of your attacks are blind, such as due to complete darkness or heavy smoke, both your and your opponent's weapon attacks are made with disadvantage.

Underwater

If you are underwater and you do not have a swim speed, your melee weapon attacks are made with disadvantage unless the weapon used has the Light or Underwater Fighting property.

Initiative

Group Initiative

When a combat is too large or complex to roll initiative for all combatants, the DM may choose to use group initiative instead. Each side designates one creature to roll initiative on behalf of their side. On each side's turn, that side's members may act in any order. Alternatively, the creature who rolled initiative determines the order of action for their teammates.

Hold Turn

Other than readying an action, you may also choose to hold your turn. When you do so, you temporarily forgo your turn, and the initiative order continues. At some point during that round, after another creature’s turn, you may choose to act, causing that moment to become your new spot in the initiative. Your turn occurs at the end of the initiative order if you do not choose to act before then.

Surprise Round (WIP)

In order to maintain narrative momentum and ease of running combat during an ambush, when one side in combat is surprised by the other, the ambushers take their turn before initiative is rolled. If not all of the attacked side is surprised (for example, due to the Alert feat or a passed perception check), those not surprised also act during this first round, after the ambushers.

Resting (WIP)

Exhaustion

Whenever an effect causes you to gain one or more levels of exhaustion, refer to this table to determine the effects.

Exhaustion Level Effect
1 Disadvantage on Strength and Dexterity Ability and Skill checks. You cannot take the Dash action.
2 Disadvantage on all Ability and Skill checks. Speed halved
3 Disadvantage on Attack rolls and Saving Throws.
4 You can only take an action or a bonus action during your turn, and you can't take reactions.
5 Speed reduced to 5ft.
6 You are on Death's Door. If you gain additional Exhaustion, you immediately fail one Death Saving Throw. If you would regain hit points, you instead only become stabilized.

Types of Rest

Breather

A breather is typically less than 15 minutes long, and is spent catching your breath, cleaning and bandaging obvious wounds, and checking weapons, armor, and other equipment. A breather may be quite rushedDuring a breather, you may choose to roll one hit die.

Short Rest

  • 30 minutes; roll as many hit dice as you wish, some abilities restored.
  • Recover 1 level of Exhaustion.
  • Spent cleaning / bandaging wounds and mending / cleaning weapons and armor, with time for conversation and planning.

Long Rest

  • 8 hours; roll as many hit dice as you wish, regain half of total hit dice (rounded up), and all abilities restored.
  • Recover 2 levels of Exhaustion.
  • At least 6 hours sleeping (for most races) and up to 2 hours light activity or keeping watch.

Full Rest

  • 24 hours; return to full health, all abilities restored, regain all spent hit dice.
  • Remove all levels of Exhaustion.
  • Must not be in a place where you must keep watch or where you fear for your life.
  • At least 8 hours spent sleeping; the rest may be light to moderate activity or training.

Rate of Resting

Encounter
Short Rest
Encounter
Short Rest
Encounter
Long Rest

Dying, Death, and Ressurection

Dying

When you take damage and are reduced to zero hit points, you gain one level of exhaustion, as well as the Death's Door condition.

Death's Door

While at Death's Door, you make death saving throws at the start of your turn as normal and suffer the following effects:

  • You have disadvantage on all saving throws and melee attacks against you are made with advantage.
  • At the start of each of your turns, you must make a DC 10 Death Saving Throw.

Death Saving Throws

  • While at Death's Door, at the start of each of your turns, you must make a Death Saving Throw with DC 10. If you fail three death saving throws, you die. If you pass three death saving throws, you become stabilized. A roll of 1 causes you to fail 2 death saving throws. A roll of 20 causes you to immediately regain 1 hit point.
  • Whenever you take damage from any source, you must immediately make one death saving throw. A success on a death saving throw made as a result of taking damage does not count towards your successes to become stabilized.
  • Your failed death saving throws persist even after you become stabilized or regain hit points. They are reset after you take a Breather or longer rest.
Risk and Reward

Whenever you take damage, you may use your reaction to Feign Death, falling prone and appearing unconscious or dead to any observers. While at Death's Soor, this is often a good idea, because while enemies will typically ignore downed opponents, if you are visibly still a threat intelligent enemies will finish you off.

Spare the Dying

necromancy cantrip


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

You touch a living creature. If that creature has the Death's Door condition, it loses that condition and gains the stabilized condition. This spell has no effect on undead or constructs.

Stabilized

After having been stabilized, you are no longer at immediate risk of death but still battered and exhausted. You no longer make death saving throws at the start of each of your turns but are otherwise under the effects of the Death's Door condition. However, exertion may exacerbate your wounds and put you at risk of dying once again. If you take any action, or if you take damage from any source, you must make a Constitution saving throw with a DC equal to 10 or (if you took damage) half the damage you took, whichever is greater. On a failure, you are no longer stable, and once again are at Death's Door.

Unconsciousness

After being at 0hp for a number of rounds equal to your Constitution modifier (minimum 1), you fall unconscious at the end of your turn. If you become stabilized while unconscious, you remain unconscious until 1d4 hours have passed, after which point you regain consciousness and 1hp. You also may regain consciousness if you receive magical healing, or if your allies treat your wounds as a part of a short rest.

Instant Death

If you ever take damage that would reduce you to a negative hit point value equal to your maximum health, you instantly die.

Resurrection

Resurrection Crystals

Depending on the campaign setting, spells like Revivify, Raise Dead, Resurrection, and True Resurrection may not use diamonds, but instead require special Resurrection Crystals; rare gemstones blessed by divine beings with the ability to restore life to dead creatures. They usually cannot be found in the average shop, and must instead be looted from powerful spellcasters or ancient ruins, or received as a gift of favor from a deity.

Resurrection Crystals occur in a variety of forms, varying in size and purity, determining the most powerful forms of resurrection magic that they can fuel.

Gem Type Max spell level
Lesser 3rd
Moderate 5th
Greater 7th
Radiant 9th

PART 2

Weapons and Combat

Combat Actions

Unless otherwise specified, whenever you make a melee attack on your turn, you may replace the attack with one of the following actions:

Disarm

(Adapted from the DMG pg. 271)

  • You can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the defender drops the item and it is knocked 10ft away.
  • The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands.
  • You may attempt a disarm using a ranged weapon attack. However, the attack roll is made with disadvantage.

Grapple

(Taken from the PHB pg. 195)

  • You may make a special melee attack to grapple a target no more than one size larger than you that is within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an Attack roll: make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, the target is Grappled. When you move, you can drag or carry the Grappled creature with you, but your speed is halved unless the creature is two or more sizes smaller than you.
  • A Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Overrun (WIP)

(Taken from the DMG pg. 272)

  • When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.

Pin

  • You may attempt to Pin a grappled enemy by making an additional grapple check. On a success, both you and the creature you are pinning are restrained.
  • A creature may attempt to escape from a pin the same they would from a grapple. On a success, they are no longer pinned or grappled.

Shove

(Taken from the PHB pg. 195)

  • You may make a special melee attack to shove a target no more than one size larger than you that is within your reach. Instead of Making an Attack roll, make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If you win the contest, you either knock the target prone or push it 5 feet away from you.

Stapling

(Taken from this post) by /u/Jimmicky

  • If your opponent is standing next to a wall or other heavy object you may try to make an attack that cuts through the targets clothes and pins them into that surface. This can only be done with a melee or ranged weapon (other than a firearm) that deals piercing damage. Make an Attack roll opposed by the targets Dexterity (Acrobatics) check. If successful, the melee weapon or piece of ammunition is left stuck in the object or surface and the target's movement speed becomes zero. As an action a creature may make a DC 10 Strength (Athletics) check to end this effect.

Sunder

(Taken from this post) by /u/Jimmicky

  • You can use a weapon attack to attempt to damage an item held by your opponent. Make a contested attack roll as if you were making a disarm check, applying modifiers based on the same conditions. If you are successful, instead of causing the target to drop the item you deal damage to the item as if you had struck it with a weapon attack.

Tackle

  • If you first run at least 10ft in a straight line towards a creature that is the same size as you or smaller, you may use your action to attempt to tackle them. Make a Strength (Athletics) check with advantage contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you and the target of the tackle are moved 5ft in the direction of the tackle and knocked prone. If you fail, you are now prone and the target remains standing. Either way, you are unable to stand up from prone for the rest of your turn.

Tumble (WIP)

(Taken from the DMG pg. 272)

  • You may attempt to tumble through the space of a hostile creature. As bonus action, make an Acrobatics check contested by the hostile creature’s acrobatics check. If the tumbler wins it can move through the hostile creature’s space once this turn, and does not provoke its attacks of opprotunity.

Weapons

Ability Score Requirements

Many weapons have ability score requirements you must meet in order to effectively wield them. If you do not meet the ability score requirements listed for a given weapon, attacks you make with that weapon are made with disadvantage.

  • Weapons without a STR requirement have the Light property.
  • Weapons with a stat requirement of STR 13 or higher have the Heavy property.
  • For small creatures, Heavy weapons instead require STR 19.
Ability Score Requirements

Limiting weapon use based on ability scores may seem like it limits character options rather than expanding them, but the goal of these rules are instead to ensure that every Ability Score is important, and that dumping any one stat is a trade-off. If you use the weapon tables presented here, consider giving your players a more generous Standard Array or method of rolling stats, such as those listed later in the document.

Damage Types

Some weapons have multiple damage types listed, separated by parentheses (for example, Piercing/Slashing). You may choose which damage type is used whenever you land an attack with that weapon.

Weapon Properties

In addition to the properties listed in the PHB, some weapons have the following properties:

Buckshot

Attacking within the long range of this weapon does not impose disadvantage. Instead, you do not add your ability score modifier to the damage dealt and any creatures within 5 feet of the target of the attack are also are affected. Make one attack and damage roll to apply to all targets.

Concealed

This weapon is small, maneuverable, and can be easily hidden, giving you advantage on any Sleight of Hand checks to do so.

Free-handed

You may still make use of a hand that wields a free-handed weapon. You may have no more than one piece of free-handed equipment per hand.

Headshot

When this weapon strikes a vulnerable location on its target, it can deal truly devastating damage. Whenever you roll max damage on any of this weapon's damage dice, you may roll an additional die of that type and add it to the damage dealt.

Loading

After being fired, this weapon must be loaded with the appropriate ammunition before it can be fired again. As long as you have a free hand, you may use a bonus action, or forgo any number of attacks as a part of the attack action, to work towards reloading this weapon. To reload this weapon, you must do so a number of times equal to its loading score.

If this weapon has a Loading score of (--), you may reload it with one attack or bonus action. In addition, if you have the Extra Attack class feature, and take the attack action with this loaded weapon, you may make your normal number of attacks, reloading it for free between attacks, leaving the weapon unloaded at the end of the action.

Magazine

This weapon can store multiple pieces of ammunition within itself, and may be fired a number of times equal to the value in parentheses before needing to be reloaded.

Maneuverable

You do not suffer disadvantage for attacking while prone with this weapon. If this weapon is a ranged weapon, you do not suffer disadvantage for attacking while in the reach of an enemy

Misfire

This weapon is particularly fragile or volatile. When you critically fail an attack with this weapon, it becomes jammed and is unusable until you repair it as a part of a short or longer rest.

Reach

While wielding this weapon, your reach is increased by 5ft. However, you may not make Attacks of Opportunity against creatures within 5ft of you.

Underwater Fighting

Your attacks with this weapon do not suffer disadvantage for being underwater.

Bludgeoning Weapons

Bludgeoning damage is widely considered the strongest form of physical damage, and these weapons are brutally powerful.

Simple Bludgeoning Weapons

Weapon name Value Stat req. Damage + Type Weight Properties
Brass Knuckles 2 gp -- 1d4 bludgeoning 1 lb. Concealed, Free-Handed
Club 1 sp -- 1d4 Bludgeoning 2 lb. --
Forge Hammer 1 gp STR 11 1d6 Bludgeoning 5 lb. --
Greatclub 2 sp STR 13 1d8 Bludgeoning 10 lb. Two-Handed
Light Hammer 2 sp -- 1d4 Bludgeoning 4 lb. Thrown (20/60)
Mace 5 gp -- 1d6 Bludgeoning 4 lb. --

Martial Bludgeoning Weapons

Weapon name Value Stat req. Damage + Type Weight Properties
Maul 50 gp STR 15 2d6 Bludgeoning 12 lb. Two-Handed
Morningstar 25 gp STR 11 2d4 Piercing/Bludgeoning 7 lb. --
War Hammer 15 gp STR 9 1d8 Bludgeoning 4 lb. Versatile (1d10)
War Pick 20 gp STR 9 1d8 Piercing 3 lb. --

Axes

Axes deal slashing damage, and are often lighter and less expensive than swords. They are often favored by Barbarians.

Simple Axes

Weapon name Value Stat req. Damage + Type Weight Properties
Handaxe 3 gp -- 1d6 Slashing 1 lb. Thrown (20/60)
Hatchet 2 gp STR 9 1d6 Slashing 2 lb. --

Martial Axes

Weapon name Value Stat req. Damage + Type Weight Properties
Battleaxe 10 gp STR 9 1d8 Slashing 3 lb. Versatile (1d10)
Greataxe 30 gp STR 13 1d12 Slashing 9 lb. Two-Handed
War Axe 15 gp STR 11 2d4 Slashing 4 lb. --

Swords

Swords are popular and versatile weapons used by adventurers of all types. Many swords can deal either piercing or slashing damage, as chosen by the wielder.

Simple Swords

Weapon name Value Stat req. Damage + Type Weight Properties
Shortsword 10 gp -- 1d6 Piercing/Slashing 2 lb. Finesse

Martial Swords

Weapon name Value Stat req. Damage + Type Weight Properties
Bastard Sword 20 gp STR 11 2d4 Piercing/Slashing 4 lb. --
Curved Sword 30 gp STR 9 1d6 Piercing/Slashing 3 lb. Finesse, Versatile (1d8)
Greatsword 50 gp STR 15 2d6 Piercing/Slashing 7 lb. Two-Handed
Longsword 20 gp STR 9 1d8 Piercing/Slashing 3 lb. Versatile (1d10), Special
Rapier 25 gp STR 9 1d8 Piercing 2 lb. Finesse
Sabre 20 gp STR 9 1d8 Slashing 3 lb. Finesse

Longsword: If you have STR 15 or greater, this weapon gains the Finesse property.

Polearms

The superior reach of Polearms make them incredibly strong both offensively and defensively. Weapons in this category can be used with the Polearm Master feat.

Simple Polearms

Weapon name Value Stat req. Damage + Type Weight Properties
Quarterstaff 2 sp STR 9 1d6 Bludgeoning 4 lb. Versatile (1d8)
Spear 3 gp STR 9 1d6 Piercing 4 lb. Reach, Thrown (20/60), Underwater Fighting, Versatile (1d8)

Martial Polearms

Weapon name Value Stat req. Damage + Type Weight Properties
Glaive 20 gp STR 11 1d8 Slashing 6 lb. Reach, Special, Two-Handed
Halberd 20 gp STR 11 1d10 Piercing/Slashing 7 lb. Reach, Two-Handed
Lucerne 20 gp STR 11 1d10 Piercing/Bludgeoning 8 lb. Reach, Two-Handed
Pike 5 gp STR 11 1d10 Piercing 7 lb. Reach, Two-Handed

Glaive: If you have STR 15 or greater, this weapon gains the Finesse property.

Bows

Bows are powerful ranged weapons with excellent range, and able to be fired more rapidly than crossbows.

Simple Bows

Weapon name Value Stat req. Damage + Type Weight Properties
Shortbow 25 gp -- 1d6 Piercing 2 lb. Ammunition (80/320), Two-handed

Martial Bows

Weapon name Value Stat req. Damage + Type Weight Properties
Longbow 40 gp STR 11 1d8 Piercing 2 lb. Ammunition (150/600), Two-handed
Warbow 50 gp STR 13 2d4 Piercing 2 lb. Ammunition (175/600), Two-handed

Crossbows

Crossbows are easy to wield and powerful, but slow to reload and expensive. All crossbows have the Loading and Prone Fighting properties. If you do not meet the stat requirements for a crossbow, you may still attack with it without disadvantage. However, the crossbow takes twice as long to reload (Loading (--) becomes Loading (1)) .

Simple Crossbows

Weapon name Value Stat req. Damage + Type Weight Properties
Hand Crossbow 75 gp -- 1d6 Piercing 3 lb. Ammunition (30/120), Loading (--), Maneuverable
Light Crossbow 30 gp STR 11 1d10 Piercing 5 lb. Ammunition (80/320), Loading (--), Maneuverable, Two-Handed

Martial Crossbows

Weapon name Value Stat req. Damage + Type Weight Properties
Heavy Crossbow 50 gp STR 13 1d12 Piercing 12 lb. Ammunition (100/400), Loading (2), Maneuverable, Two-Handed
Wrist Crossbow 100 gp -- 1d4 Piercing 1 lb. Ammunition (30/60), Concealed, Free Handed, Loading (--), Maneuverable

Other

These weapons do not fit into the other categories, or have special properties that require extra explanation.

Other Simple Melee Weapons

Weapon name Value Stat req. Damage + Type Weight Properties
Dagger 2 gp -- 1d4 Piercing/Slashing 1 lb. Concealed, Finesse, Maneuverable, Thrown (20/60)
Dart 5 sp -- 1d4 Piercing 1 lb. Thrown (40/120)
Improvised Weapon -- -- 1d4 Piercing, Bludgeoning, or Slashing -- Thrown (20/60), Special
Javelin 5 sp STR 9 1d6 Piercing 2 lb. Thrown (40/120), Underwater Fighting
Scythe 1 gp STR 13 1d8 Slashing 5 lb. Finesse, Two-Handed
Sickle 1 gp -- 1d4 Slashing 2 lb. Finesse
Unarmed Strike -- -- 1 Bludgeoning -- Free-Handed, Maneuverable, Special

Improvised Weapon: Requires seperate proficiency.

Unarmed Strikes: Requires seperate proficiency.

Other Simple Ranged Weapons

Weapon name Value Stat req. Damage + Type Weight Properties
Blowgun 1 sp -- 1 Piercing 1 lb. Ammunition (25/100), Maneuverable, Special
Sling 1 sp -- 1d6 Bludgeoning 1/4 lb. Ammunition (100/240), Finesse

Blowgun: You may choose to use your CON modifier instead of DEX for attack and damage rolls with this weapon.

Other Martial Weapons

Weapon name Value Stat req. Damage + Type Weight Properties
Bayonet 10 gp -- 1d6 Piercing 1 lb. Finesse, Special
Boomerang 5 gp DEX 13 1d6 Bludgeoning 2 lb. Finesse, Special, Thrown (30/80)
Flail 10 gp STR 9, DEX 11 2d4 Bludgeoning 2 lb. --
Lance 10 gp STR 15 1d12 Piercing 6 lb. Reach, Special, Two-Handed
Net 2 gp -- -- 3 lb. Finesse, Special, Thrown (10/20)
War Scythe 15 gp STR 13 1d10 Slashing 5 lb. Finesse, Two-Handed
Whip 2 gp -- 1d4 Slashing 3 lb. Finesse, Reach
Wrist Dagger 3 gp -- 1d4 Piercing 1 lb. Finesse, Free-Handed

Bayonet: This weapon must be attached to a Firearm or Crossbow with the Two-Handed property.

Boomerang: When thrown, you can have this weapon automatically return to a free hand at the end of your turn.

Lance: While mounted, you may wield this weapon in one hand. Attacks with this weapon against creatures within 5ft of you are made with disadvantage.

Net: You cannot make a melee attack with this weapon. A Large or smaller creature hit by a net is Restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Exotic Weapons (WIP)

Exotic Weapons are all either rare and unable be bought in a typical shop or smithy, or require a specialized skillset to wield in combat.If you have proficiency in one of the weapons or categories of weapons listed in the Base Proficiency column, you have proficiency in that exotic weapon. Otherwise, player characters do not have proficiency in any exotic weapons unless specified.

Melee Exotic Weapons

Weapon name Value Stat req. Damage + Type Weight Properties Base Proficiency
Double Scimitar 250 gp DEX 13 2d4 Slashing 5 lb. Finesse, Two-Handed --
Dwarven Warpick 75 gp STR 13 1d10 Piercing 6 lb. -- Martial Weapons
Dragonborn War Talons 45gp -- 1d6 Slashing 1 lb. Finesse, Free-Handed --
Flamberge 100 gp STR 15 3d4 Slashing 7 lb. Two-Handed Greatswords
Nunchaku 15 gp -- 1d6 Bludgeoning 3 lb. Finesse Simple Weapons
Trident 25 gp STR 11 2d4 Piercing 5 lb. Reach, Thrown (20/60), Underwater Fighting Spear

Double Scimitar: When you take the attack action with this weapon, you may make an additional attack as a bonus action

Dwarven Warpick: Stat requirement is STR 13, even for small creatures.

Ranged Exotic Weapons

Weapon name Value Stat req. Damage + Type Weight Properties Base Proficiency
Double Crossbow 500 gp -- 1d10 Piercing 7 lb. Ammunition (50/320), Loading (2), Magazine (2), Maneuverable, Misfire Light Crossbows
Repeating Crossbow 250 gp -- 1d6 Piercing 3 lb. Ammunition (30/120), Loading (10), Magazine (10), Maneuverable, Misfire, Special Hand Crossbows

Repeating Crossbow: On a turn when you take the attack action, you may make one attack with this weapon as a bonus action.

Firearms

In some settings, especially those with artificers or higher technological levels, Firearms can be found. Firearms are often rare, volatile, and expensive, but they have the potential to be more deadly than any other form of weapon. Firearms are neither simple nor martial weapons, and require separate proficiency. All firearms are unable to function while wet, and produce a noise audible within 300ft when fired.

Basic Firearms

All basic firearms have the Loading and Misfire properties. Due to their high Loading scores, it is often impractical to reload them mid-combat, making them better suited for a one-and-done style, where after being fired you swap them for another weapon.

Weapon name Value Stat req. Damage + Type Weight Properties
Blunderbuss 750 gp -- 3d6 Piercing 11 lb. Ammunition (15/50), Buckshot, Finesse, Loading (4), Maneuverable, Misfire, Two-Handed
Flintlock Pistol 500 gp -- 1d10 Piercing 3 lb. Ammunition (100/400), Concealed, Headshot, Loading (1), Maneuverable, Misfire
Musket 1000 gp -- 3d4 Piercing 10 lb. Ammunition (150/700), Headshot, Loading (4), Maneuverable, Misfire, Two-Handed

Advanced Firearms

Advanced Firearms lack the misfire property, and have superior range to basic firearms. Most importantly, their quick reload times make them viable as primary weapons. These firearms are not recommended to be readily available to most low-level parties.

Weapon name Value Stat req. Damage + Type Weight Properties
Revolver 1750 gp -- 1d10 Piercing 3 lb. Ammunition (120/500), Loading (1), Magazine (6), Maneuverable
Rifle 2500 gp -- 3d4 Piercing 9 lb. Ammunition (400/1000), Headshot, Loading (--), Magazine (4), Maneuverable, Two-Handed
Shotgun 2000 gp -- 3d6 Piercing 11 lb. Ammunition (20/60), Buckshot, Finesse, Loading (1), Magazine (2), Maneuverable, Special, Two-Handed

Shotgun: This weapon can either use Slugs or Buckshot as ammunition. When using Slugs, this weapon loses the Buckshot property and gains the Headshot property, and it's range instead becomes (200/600) .

Ammunition

Generally, it is assumed that you have mundane ammunition for weapons like Slings, Bows, and Crossbows. However, it is recommended to track ammunition for firearms as a balancing lever against their high damage output. All firearm ammunition is unable to function while wet, and Cartridge bullets and Shells are irreparably damaged if gotten wet.

Ammunition Name Value (x20) Weapon Used Weight (x20)
Simple Bullet 10 gp Flintlock Pistol, Musket 1 lb.
Cartridge Bullet 40 gp Revolver, Rifle 1 lb.
Lead Shot 12 gp Blunderbuss 1 lb.
Shell, Buckhot 20 gp Shotgun 1 lb.
Shell, Slug 50 gp Shotgun 2 lb.

Armor

Concealed

This armor is thin or light enough to be worn underneath normal clothing, and thus be hidden from view.

Bashing

When you take the Shove combat action and succeed, you may have your shield with a Bashing property deal bludgeoning damage to your target, rolling the damage die shown in parenthesis.

Noisy

The interlocking metal components of this armor cause you to have disadvantage on Stealth checks that are based on sound..

Natural

This armor is made primarily of natural components, and can be worn by a druid.

Shield

Shields are held in your hand rather than worn, and provides a bonus to armor class. You can only gain the benefit of one shield at a time.

Light Armor

Name Value Stat req. AC Weight Properties
Leather 10 gp -- 11 + DEX 10 lb. Natural, Concealed
Gambeson 45 gp -- 12 + DEX 8 lb. Natural, Concealed
Buckler 7 gp DEX 13 +1 3 lb. Shield

Medium Armor

Name Value Stat req. AC Weight Properties
Hide 10 gp -- 12 + DEX (2) 12 lb. Natural
Chain Shirt 50 gp STR 9 13 + DEX (2) 20 lb. Concealed
Banded Mail 50 gp STR 11 14 + DEX (2) 45 lb. Noisy
Breastplate 125 gp STR 9 14 + DEX (2) 20 lb. --
Scale Mail 300 gp STR 11 15 + DEX (2) 40 lb. Noisy
Shield 10 gp -- +2 6 lb. Shield, Bashing (1d6)

Heavy Armor

Name Value Stat req. AC Weight Properties
Ring Mail 30 gp STR 11 14 30 gp --
Chain Mail 75 gp STR 13 16 55 lb. Noisy
Splint Mail 250 gp STR 15 17 60 lb. Noisy
Plate 1,500 gp STR 15 18 65 lb. Noisy
Tower Shield 45 gp STR 17 +3 20 lb. Noisy, Bashing (1d8), Special

Tower Shield: You may not use this shield while mounted. Also, you cannot take the Dash action while holding this shield. While wielding this shield, you and up to two allies within 5ft of you gain 1/2 Cover (+2) against ranged attacks. As an action, you may plant this shield in the ground, reducing your speed to zero and increasing this bonus to 3/4 Cover (+5) . You may stop planting the shield and regain your normal speed as a free action on your turn.

PART 3

Character Creation

Ability Scores

There are three choices for how to roll your stats: Standard Array, Point Buy, and Rolling. No matter which you pick, no score may be higher than 18 at level 1 after applying racial bonuses and selecting a feat.

Standard Array

The Standard array of ability scores is as follows:

16, 15, 13, 11, 10, 8

Point Buy

You have 19 points to spend on your ability scores.

Ability Score Point Cost
18 14
17 11
16 9
15 7
14 5
13 3
12 2
11 1
10 0
9 -1
8 -1
7 -2
Rolling Stats

Rolling for stats is not recomended, but you may use the following method.

  • Roll 4d6, drop the lowest. Roll 7 times, and use 6 of the totals.
  • You may choose to reroll any roll less than 8 .
  • If no score is 16 or greater, your highest score becomes 16.

Hit Points

  • When rolling hit points upon leveling up, you may reroll any roll of a 1.

Race

You may use any officially published player character race or pick from the additional options later in the section.

Altered Races

The following officially published races are altered in the following ways:

  • Dragonborn: 60ft Darkvision trait added.
  • Human: Variant Human disallowed. Alternate version available.
  • Svirvneblin: Sunlight Sensitivity trait added.
  • Tiefling: Winged subrace disallowed.
  • Yuan-Ti: Magic Resistance trait removed.

Ability Score Bonuses

Instead of racial ability score bonuses, you have a pool of 3 +1s that you may apply to any combination of the ability scores your race normally increases (known as Favored Stats). If your race would normally offer greater bonuses, like +2 and +2, or +2, +1, and +1, your number of points to spend are adjusted accordingly.

Other Changes

Darkvision
  • If you have 60ft Darkvision, you cannot see in perfect darkness. You require at least some light, however dim.
  • If you have 120ft Darkvision or greater, you can see in nonmagical darkness as normal.
Innate Spellcasting
  • You may maintain concentration on spells that you know innately as a part of your race even while raging.
  • Also, if your class gives you a spell save and spell attack modifier, you may use it for any spells that you know innately. In addition, you may cast those spells using class spell slots.

Alternative Race Options

In addition to those in the core books, you may also pick from the following Race options when creating your character.

Half-Orc

  • Favored Stats: Any
  • Languages: Common, Orc, one of your choice.
  • Speed: 30ft
  • Size: Medium
  • Bonus Proficiency: You are proficient in intimidation and one other skill of your choice.
  • Relentless Endurance: You have advantage on any saving throws you make against exhaustion. Also, once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
  • Savage Attacks: When you score a critical hit with a melee weapon attack, roll the weapon's damage die an additional time and add the result to the damage dealt.

Hobgoblin

  • Favored Stats: CON, INT
  • Languages: Common, Goblin
  • Speed: 30ft
  • Size: Medium
  • Goblinoid Domination: You have advantage on any Charisma checks you make against Goblins or Bugbears.
  • Hobgoblin Martial Training: You have proficiency in two martial weapons of your choice as well as light armor. In addition, you may select one fighting style of your choice from the Fighter list.
  • Saving Face: Once per short or long rest, when you miss with an attack roll or fail an ability check or a saving throw, you can reroll the check and pick either d20. Also, you gain a bonus to the roll equal to the number of allies you can see within 30 feet of you up to a max of +5.

Human

  • Favored Stats: Any
  • Languages: Common, Any two of your choice
  • Speed: 30ft
  • Size: Medium
  • Human Ingenuity: You gain proficiency in two skills, tools, gaming sets, or instruments of your choice.
  • Human Fortitude: You have advantage on any saving throws you make against exhaustion.
  • Expertise: Choose one skill you are proficient in. You may add double your proficiency bonus to any checks you make for that skill.

Kobold

  • Favored Stats: DEX, INT
  • Languages: Common, Draconic
  • Speed: 30ft
  • Size: Small
  • Curse of Tiamat: You count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift.
  • Darkvision: You can see in dim light and darkness out to a range of 60ft.
  • Pack Tactics: You have advantage on an Attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't Incapacitated.
  • Sunlight Sensitivity: While in direct sunlight, you have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Tinker's Cunning: You gain proficiency in thieves' tools and tinker's tools, and you have advantage on any skill check to create or disarm traps.

Orc

  • Favored Stats: STR, CON
  • Languages: Common, Orc
  • Speed: 30ft
  • Size: Medium
  • Darkvision: You can see in dim light and darkness out to a range of 60ft.
  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Menacing: You are proficient in intimidation.
  • Aggressive: As a bonus action, you can move up to your speed towards an enemy of your choice that you can see or hear.
  • Savage Attacks: 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.

Class

General

  • All officially published classes and subclasses are allowed. UA and Homebrew must first be cleared with the DM. Later in the document there is class-specific information and changes

  • All changes from the Class Features Unearthed Arcana are allowed.

Hombrew

The following homebrew classes are pre-approved.

The following Compendiums are also pre-approved.

These sources may still be subject to minor alterations or rebalancing, but are overall of high quality.

Multiclassing

Multiclasses into or out of homebrew classes or subclasses must first be cleared with the DM. See multiclass-specific rulings later in the document.

Multiclass Versatility

Whenever you gain a level in either of your classes, you may also reduce one of your class levels by one to increase another of your class levels by the same amount.

Spellcasting Ability

You may choose to use a different spellcasting ability than the default for your class, such as a Warlock that uses INT or a Monk that uses CHA.

Proficiency

Your class determines with which weapons you are proficient. The following tables are updated to include the new weapon options.

Core Classes
Class Proficiency
Barbarian Simple and Martial Weapons
Bard Simple Weapons, Curved Swords, Flintlock Pistols, Longswords, Rapiers, Revolvers, Sabres
Cleric Simple Weapons, Morningstars
Druid Simple Weapons
Fighter Simple and Martial Weapons, Firearms
Monk Simple Weapons, Unarmed Strikes, Boomerangs, Curved Swords, Nets, Nunchaku, Whips
Paladin Simple and Martial Weapons, Blunderbusses, Shotguns
Ranger Simple and Martial Weapons, Firearms
Rogue Simple Weapons, Martial Crossbows, Curved Swords, Rapiers, Sabres, Muskets, Rifles
Sorcerer Light Crossbows, Daggers, Darts, Shortswords, Slings, Quarterstaffs
Warlock Simple Weapons, Longswords, Rapiers, Sabres, War Scythes
Wizard Light Crossbows, Daggers, Darts, Shortswords, Slings, Quarterstaffs
Subclasses
Subclass Additional Proficiency
Swashbuckler Rogue Flintlock Pistols, Revolvers
War Cleric Martial Weapons, Firearms
UA and Homebrew Classes
Class Proficiency
Artificer Simple Weapons, Martial Crossbows, Firearms
Bloodhunter Simple and Martial Weapons, Firearms
Pugilist Simple Weapons, Improvised Weapons, Whips
Scholar Simple Weapons, Firearms
Swordmage Simple Weapons, Martial Weapons
Warlord Simple weapons, Firearms

Feat

You may select one Feat for free at level 1. Keep in mind that some feats have level prerequisites added, and that if you select a half-feat you still may not increase any ability score above 18 at level 1.

Background

Select your background as normal from the PHB. You may also create your own background by swapping elements from multiple backgrounds.

Intelligence Table

You have a number of Skill Points equal to your INT modifier (Minimum of 0) and may spend them on the benefits below. When you gain additional permanent INT you may spend those points as well. In order to gain expertise in a skill or tool, you must first be proficient in it.

Benefit Cost
Language Proficiency 1
Skill Proficiency 2
Skill Expertise 3
Tool Proficiency 1
Tool Expertise 2
Simple / Martial Weapon Proficiency 1
Exotic Weapon Proficiency 2

Bonus Cantrips

Depending on your class, as a spellcaster you know one cantrip for free, without counting against your total cantrips known, as indicated on the table below.

Class Cantrip
Bard Prestidigitation
Cleric Thuamaturgy
Druid Druidcraft
Sorcerer Prestidigitation
Warlock Thaumaturgy
Wizard Prestidigitation

PART 4

Class Features

Barbarian

General

Unarmored Defense

Level 1 Barbarian Feature

While you are not wearing any armor, your Armor Class equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.

Berserker

While in a Frenzied Rage, you ignore the effects of Exhaustion.

Totem Warrior

Totem Spirit

Level 3 Barbarian Totem Warrior Feature

Bear. When you enter a rage, you may choose to invoke the strength of a bear. When you do so, you gain resistance to all damage, except psychic damage. Once you use this feature, you cannot do so again until you complete a long rest.

Fighter

Fighting Styles

Whenever you select a fighting style, you may also choose from the following.

Two-Weapon Fighting

You can use two-weapon fighting with any weapons that lack Heavy property, instead of only weapons that are Light.

Quality Fighting

You may use your Strength modifier for attack rolls with ranged weapons. Also, you may use your Dexterity modifier for attack rolls with melee and thrown weapons that lack the Finesse property. You still apply your modifiers as normal to damage rolls.

Fell Handed

Whenever you miss a melee attack made with a weapon that deals bludgeoning damage, you may deal damage to the target equal to your STR modifier.

Arcane Archer

You have a number of uses of your Arcane Shot feature equal to your INT modifier (minimum of 1) refreshing on a short rest. Also, you can use any weapon with the Ammunition or Thrown property with your Arcane Archer features.

Paladin

Alternate Class Features

You may choose from the following alternate class features for the Paladin.

Infernal Conduit

Level 1 Paladin Feature

(Replaces the Lay on Hands feature.)(Adapted from Matthew Coleville's Illrigger.)

You have a well of infernal power within you that allows you to transfer up to your level x 3 hit points between yourself and other targets, replenishing on a long rest. As an action, touch another creature. If the creature is unwilling it must make a Constitution saving throw (DC equal to 8 + your charisma modifier + your proficiency modifier). If they succeed, this ability does not affect them and you may not attempt it on them again for 24 hours. If they fail, they are aware of the opened conduit.

While the conduit is open you may transfer hit points between you and an affected target. Either draining hit points from the subject and healing yourself by the same amount, or draining your hit points and healing the subject by the same amount. If you are touching multiple affected targets you may also transfer hit points from one to the other. In each situation the limit is the maximum amount remaining in your well.

The conduit lasts until you release your touch on all willing creatures. If at least one target is unwilling, the conduit closes at the end of your turn.

Baleful Interdict

Level 2 Paladin Feature

(Replaces the Divine Smite feature.)(Adapted from Matthew Coleville's Illrigger.)

As a bonus action, you may expend a spell slot to brand a target within 30 feet of you. You may only have one branded target at a time, and doing so requires concentration. Whenever you or an ally deal damage to a branded target the brand ignites, inflicting 1d6 radiant damage and 1d6 fire damage. If not ignited within one minute, the brand evaporates.

Whenever you expend a spell slot of a higher level than 1st to brand a target the brand is amplified, and when it is ignited its fire and radiant damage are each increased by 1d6 for each spell slot level above 1st, up to a maximum of 4d6 each.

Ranger

The "Spells Known" portion of your Spellcasting feature is replaced by the following feature

Preparing and Casting Spells

The Ranger table shows how many Spell Slots you have to cast your Spells. To cast one of your Ranger Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Ranger Spells that are available for you to cast, choosing from the Ranger spell list. When you do so, choose a number of Ranger Spells equal to your Wisdom modifier + half your Ranger level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Ranger Spells requires time spent in meditation and communion with the natural world: at least 1 minute per Spell Level for each spell on your list.

Rogue

You gain the following additional class feature.

Expert Critical

Level 5 Rogue Feature

Your attacks have an uncanny ability to find weaknesses in your enemies' defenses, striking with deadly force. While wielding a weapon that is compatible with your Sneak Atttack class feature, your attacks are critical hits on a roll of 19 or 20 on the d20. At level 11, this range increases to 18-20. At level 20, this range becomes 17-20. This feature does not stack with other features that expand your critical hit range.

Sorcerer

Spell Points

You may use the alternate Spell Points rule from the DMG, using them also as additional sorcery points.

Sorcerous Origin Spells

See this document by Enraric.

Warlock

General

Hexblade

The Hexblade patron has been removed. Instead, the Pact Boon features have been buffed and additional Eldritch Invocations are available for selection.

Warlock-Sorcerer Multiclass

You may not convert sorcery points into spellslots if it would cause you to have more spell slots for that level than your normal maximum.

Pacts

Pact of the Blade

Level 3: You can use your bonus action to create a pact weapon in your empty hand, choosing it to take the shape of any melee weapon with which you are proficient. Damage dealt by your pact weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you may use your spellcasting ability modifier for attack and damage rolls with it.

Your pact weapon disappears into extradimensional space if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon as a free action, or if you die.

Alternatively, you may transform a magic weapon into your pact weapon by performing a special ritual during a short or longer rest. You may then summon and dismiss it as you would your normal pact weapon. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the ritual on a different weapon, or if you use the same ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Level 6: You gain the Thirsting Blade Eldritch Invocation, and it does not count against your Invocations known. If you already know that invocation, you may select another.

Pact of the Tome

Level 3: Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Level 6: You gain the Tome of Ancient Secrets Eldritch Invocation, and it does not count against your Invocations known. If you already know that invocation, you may select another.

Pact of the Chain

Level 3: You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Your familiar's proficiency bonus is equal to your own, and is also added to its AC and max health. Your familiar acts immediately after you in initiative and you may command it mentally as a free action.

Level 6: You gain the Eldritch Conduit Eldritch Invocation (see below), and it does not count against your Invocations known. If you already know that invocation, you may select another.

Eldritch Invocations

Eldritch Warrior

You gain proficiency in all martial weapons, as well as medium armor and shields.

Accursed Hex

Prerequisite: Pact of the Blade

You gain the following benefits against any creature affected by your Hex:

  • Your weapon attacks with your pact weapon are critical hits on a roll of 19 or 20 on the d20, and you may add your proficiency bonus to the damage roll.
  • If the target dies, you may choose to end the spell instead of transferring it to another target. If you do so, you regain hit points equal to your warlock level + your Charisma modifier.
Eldritch Conduit

Prerequisite: Pact of the Chain

As long as your familiar is within 100ft of you, you may cast any spell through it, instead of only spells with a range of touch.

PART 5

Feats

Modified Feats

Charger

  • Your walking speed increases by 5ft.
  • When you use your action to Dash, you can use a bonus action to make one melee weapon attack or shove a creature.
  • If you move at least 10 feet in a straight line immediately before using this feature, the attack does an additional die of damage on a hit, or the creature is shoved 10ft.

Crossbow Expert

  • Your DEX increases by 1.
  • You ignore any stat requirements of crossbows, and may reload them even if you do not have a free hand.
  • The loading value of crossbows you wield is reduced by half, rounded down, treating a score of less than 1 as (--).
  • If you use an action to ready an attack with a crossbow, that attack is made with advantage.

Dual Wielder

Prerequisite: Level 4 or higher

  • While wielding a melee weapon in each hand, your AC increases by 1.
  • Whenever you engage in two-weapon-fighting, you may add your STR or DEX modifier to the damage roll of the additional attack. In addition, that additional attack is made as a part of the attack action, rather than a bonus action.

Heavy Armor Master

Prerequisite: Proficient with heavy armor

  • Your STR increases by 1.
  • When wearing heavy armor, bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by your proficiency modifier.
  • If the armor you are wearing is magical, this bonus also applies to damage from magical weapons

Grappler

(See Wrestler feat for old functionality)

  • You gain proficiency in Athletics, if you don't already have it. In addition, you add double your proficiency bonus to any grapple checks you make.

  • Whenever you successfully pin an enemy, you may apply one of the following effects until the grapple ends:

    Chokehold: The pinned creature is unable to speak and begins to suffocate (see the PHB pg. 183)

    Full Nelson: Both you and the pinned creature are incapacitated instead of restrained.

  • Creatures that are one size larger than you no longer automatically succeed on checks to escape your grapples or pins.

Great Weapon Master

(Removed, see Horde Slayer and Wild Attacker for functionality)

Linguist

  • Your INT increases by 1.
  • You learn three languages of your choice. In addition, you can learn new languages in half the normal time.
  • You have advantage on any Intelligence check to translate or decipher unknown languages or ciphers.
  • You can ably create your own written ciphers and spoken codes. Others cannot decipher a code you create unless you teach it to them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Lucky

  • You have 3 luck points. Whenever you or a creature you can see within 30 ft of you makes an attack roll, ability check, or saving throw, you can spend one luck point and use your reaction to either add or subtract 1d6 from that roll. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined.
  • You regain your expended luck points when you finish a long rest.

Martial Adept

  • You learn two maneuvers of your choice from the Battle Master archetype. If the maneuver requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain 2 superiority dice, each a d6. If you already have superiority dice, you instead gain 1 more of the same type.

Medium Armor Master

Prerequisite: Proficient with medium armor

  • Your STR or DEX increases by 1.
  • You may ignore the Noisy property of medium armor you wear.
  • The maximum DEX modifier you can apply to your AC while wearing medium armor increases to 3, instead of 2.
  • While wearing medium armor, you may add half your proficiency bonus, rounded down, to STR, DEX, and CON saving throws that don’t already include your proficiency bonus.

Polearm Master

Prerequisite: Level 4 or higher

(Unchanged)

Prodigy

  • One ability score of your choice increases by 1.
  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill.

Savage Attacker

  • Whenever you roll damage for a weapon attack, you can reroll one damage die once and use either total.

Sentinel

Prerequisite: Level 4 or higher

(Unchanged)

Sharpshooter

Prerequisite: Level 4 or higher

(Adapted from this post by by /u/Enraric). (See Deadeye for old functionality)

  • Before you make an attack with a ranged weapon with which you are proficient, you may choose to make a called shot, adding your proficiency bonus to the damage roll instead of the attack roll.
  • If the weapon has the two-handed property, you may instead add twice your proficiency modifier to the damage roll.

Tavern Brawler

  • Your STR or CON increases by 1.
  • You gain profciency with improvised weapons and unarmed strikes.
  • Your unarmed strike uses a d4 for damage.
  • You may take the grapple or shove combat actions as a bonus action.

Weapon Master

  • You gain proficiency with any three simple or martial weapons of your choice.
  • Gain a fighting style of your choice from the Fighter's list.

New Feats

Cheap Shot

(Adapted from this post by /u/DungeonMasterminds).

  • Your ranged attacks against prone creatures have advantage instead of disadvantage.
  • You do not suffer disadvantage for making ranged attacks while within the reach of an enemy.
  • Your ranged attacks gain a bonus of +2 against Flanked enemies.

Deadeyee

  • Your DEX increases by 1.
  • Your ranged weapon attacks ignore half and three-quarters cover.
  • You do not suffer disadvantage for attacking within the far range of your weapon.
  • When you attempt the Disarm or Sunder combat actions with a ranged weapon, your attack roll does not have disadvantage.

Dirty Fighter

  • Your STR or DEX increases by 1.
  • When attacking a flanked opponent, you gain a bonus of +4 to your attack rolls instead of +2.
  • Whenever you make an attack of opportunity, you may replace that attack with a grapple or shove.

Exotic Weaponsmith (WIP)

  • Your STR or DEX increases by 1.
  • You gain proficiency in one Exotic Weapon of your choice, as well as smith's or tinker's tools, as appropriate for that weapon.
  • You may repair a jammed weapon with the Misfire property as a bonus action by making a DC 10 check with your tinker's tools.

Horde Slayer

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you may immediately make another melee attack on a different creature within the reach of your weapon. As long as there are still targets within your reach, this may occur a number of times per turn equal to either your STR or DEX modifier.
  • You are immune to the Flanked condition.

Light Armor Master (WIP)

Prerequisite: Proficient with light armor

  • Your DEX increases by 1
  • While wearing light or no armor, your walking speed increases by 5ft.
  • While wearing light armor, your armor class is increased by 1, and you have resistance to damage dealt by attacks of opportunity.

Musketeer (WIP)

  • Your DEX or STR increases by 1.
  • On a turn when you strike an opponent with a bayonet, you may make one attack with an attached firearm as a bonus action.

Net Master

  • Your STR or DEX increases by 1.
  • You are proficient with nets.
  • You may craft nets during short or longer rests using 50ft of rope per net. Nets made this way have 10 hit points instead of 5, and have an escape DC equal to 8 + your proficiency modifier + your STR or DEX modifier.
  • You may throw nets in their long range, or while within the reach of an enemy, without disadvantage.

Pistoleer

  • Your DEX or STR increases by 1.
  • When you roll initiative and you are not surprised, you may declare a quickdraw. When you do so, choose a target you can see within the short range of a firearm you hold that lacks the Two-Handed property. You have advantage on that initiative roll and you must take the Attack action against that target using that firearm on your first turn.
  • You may reload firearms even if you do not have a free hand.
  • The loading value of firearms you wield is reduced by half, rounded down, treating a score of less than 1 as (--).

Power Attacker

Prerequisite: Level 4 or higher

(Adapted from this post by /u/Enraric).

  • Before you make a melee attack with a weapon with which you are proficient, you may choose to make a power attack, adding your proficiency bonus to the damage roll instead of the attack roll.
  • If the weapon has the Heavy property, you instead add twice your proficiency modifier to the damage roll.

Signature Weapon

  • Choose one type of simple or martial weapon. You gain proficiency with that weapon, if you don’t already have it.
  • You gain +1 to attack rolls with the chosen weapon.
  • You may ignore any stat requirements needed to wield the weapon.
  • You have advantage on rolls made to contest Disarm checks against you while you are wielding the chosen weapon.
  • If you roll a 1 on an attack roll with the chosen weapon, you may reroll that d20 once, and you must use the new result, even if it is another 1.

Sleight of Fist

  • Increase your DEX by 1
  • You may use Sleight of Hand instead of Athletics for grapple, pin, and shove checks.
  • You gain proficiency in unarmed strikes, and they count as finesse weapons for you.
  • Whenever you successfully Disarm an enemy creature, you may choose to catch the weapon in a free hand instead of knocking it away.

Spellblade

  • You gain the ability to infuse your melee weapons with arcane energy, allowing your innate magical capacity guide your strikes. As a bonus action, you may touch a melee weapon that lacks the Heavy, Two-Handed, or Versatile properties. For the next minute, you have proficiency with that weapon, and you may use your Spellcasting ability modifier in place of STR or DEX for its attack and damage rolls. Additionally, damage dealt by that weapon counts as magical for the purposes of overcoming resistance or immunity to nonmagical damage.

Thrown Weapon Master

Prerequisite: Level 4 or higher

  • You are considered proficient in improvised weapons for the purposes of making thrown weapon attacks.
  • When you successfully hit an enemy with a thrown weapon attack, you may mark them until the beginning of your next turn. Your thrown weapon attacks against enemies marked in this way, including the attack used to mark the enemy, deal an additional 1d4 damage of the appropriate type. This damage is increased by an additional d4 for each consecutive thrown weapon attack until the mark ends.

Tunnel Fighter

  • On your turn, you may spend your bonus action and reaction to enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you may make attacks of opportunity whenever a creature enters, moves within, or stands from prone while in your reach, regardless of other conditions. You may do so a number of times equal to either your STR or DEX modifier. Each attack of opportunity must be against a different creature.

Unlikely Knowledge

Prerequisites: INT 9 or WIS 9 or lower, depending on chosen skill

(Adapted from this post by /u/Unlimited_Ducks).

  • Pick one of the following skills: Arcana, History, Medicine, Nature, Religion, or Survival.
  • You gain expertise in that skill, and treat your INT or WIS modifier, as appropriate for that skill, as +0 for the purposes of calculating your bonus for that skill.

Wrestler

  • While another creature is grappling you, you may make a grapple check against them to attempt to preform a reversal. If you succeed, you are no longer grappled and are instead grappling the opposing creature.
  • Your attacks against creatures grappled by you have advantage, and their attacks against you have disadvantage.
  • While grappling a creature who is the same size category as you or smaller, you may use your action to throw them. Make a contested (Strength) Athletics check as if you had shoved them. On a success, you throw the creature a number of feet equal to your strength score and they land prone. Any creature the thrown creature hits must make a DC 10 Dexterity saving throw or also be knocked prone.
 

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