Core Rules Changes
Bonus Actions
You can use your action to do something that normally requires a bonus action.
Rapid Drinking
Drinking a potion is a bonus action. Feeding it to someone else is still an action.
Quick Thinking
All creatures gain a bonus to initiative checks equal to their intelligence modifier.
Heavy Weapons
Small Characters can use heavy weapons without penalty if they have a minimum Strength of 15.
Jumping
Jumping now uses 10 feet of movement, but no longer costs 1 foot of movement per foot traveled. A character can only jump once per turn. Maximum jump distance/height and running jump rules are unchanged.
This allows high-strength characters or characters with jump distance boosts to jump as a mobility increase rather than being limited to their movement speed.
Two Weapon Fighting
You can draw two weapons simultaneously as long as neither are two-handed.
When you take the Attack action on your turn, you can make one additional attack using your off-hand weapon as part of that same action, instead of using a bonus action (You can not then make a further attack with a bonus action).
Similarly, the additional unarmed strike from Martial Arts, or the two unarmed strikes granted by Flurry of Blows, do not require a bonus action.
Concentration and Conditions
If you are concentrating on a spell, you must succeed on a DC 10 Constitution saving throw or lose your concentration when you are knocked prone or start your turn frightened.
In addition, the poisoned condition gives disadvantage on saving throws to maintain concentration.
Summons/Pets
Any summoned or otherwise controlled creature that would normally roll its own initiative instead takes its turn immediately after the controlling player's turn.
In addition, the spells Conjure Animals, Conjure Celestial, Conjure Fey, Conjure Minor Elementals, Conjure Woodland Beings, and Summon Lesser Demons have been REPLACED by the updated "Summon" spells in Tasha's.
New Condition
- Dazed. You can Move or take one Action on your turn, but not both. You also can’t take a Bonus Action or a Reaction. (Tasha's Mind Whip)
Magic Items and Companions
Animal Companions, Familiars, and other bonded creatures can attune to magic items as normal. However, this uses an attunement slot of the character who is bonded with them.
In addition, creatures with Intelligence of less than 6 can not activate items that require an action, bonus action, reaction, or other durations of activation.
Domain/Oath/Patron Spells
Many domain spell lists would be more flavorful if they included spells from Xanathar's or Tasha's (i.e. Thunder Step on Tempest Cleric). If you think there is a spell released after your subclass was published that fits better, just ask!
Resting Realism
Long Rests
Takes 24-72 hours, and you must rest in a place of comfort and safety. You can do downtime activities such as shopping, research, crafting, etc.
- Specific length of time depends on comfort level (Poor/Modest/Wealthy).
- Any spells that normally last 8 hours now last "until your next long rest".
- Spells that last 24 hours now last "until you finish a long rest".
- Wizard's Arcane Recovery is "once per long rest" not "once per day"
Short Rests
Takes 4 hours. Can spend hit dice and recover short-rest abilities as normal. You may only take one short rest a day.
Rapid Rests
Takes 10 minutes, can spend 1 hit dice if you have food and water or use a healer's kit. Can be taken as often as needed.
Rallying
The entire party may choose to preform a Rally or Heroic Rally.
Rally
Takes 8 hours, you gain the benefits of a long rest, except you do not recover exhaustion, and gain a point of exhaustion.
Heroic Rally
Takes 10 minutes, gain the benefits of a short rest and a point of exhaustion.
- Barbarians also regain a single use of rage.
Character Creation Rules
Generating Stats
Players can use any generation method they like, but your stat total for all 6 stats needs to be 75 before racial bonuses. No stat can be below 6, and no stat can be above 18 after racial and feat bonuses.
Personal recommendation is using these stats: 16/15/14/13/10/7
Background Feat
Players may choose a single feat at 1st level as part of their character background. This feat should tie into the character's background, and represents a special skill or ability they have picked up over the years. This replaces any feat provided by their background.
Feats are organized by difficulty, your DM will decide what levels this background feat may be taken from (usually Talented and Racial, see the feat section for the categories).
Starting Items
Choose either the starting equipment for your class, or roll for gold as described in the PHB. Either way, you also get any items described in your background.
Characters can also choose a single common magic item such as an Enduring Spellbook or Handy Spice Pouch.
Level 1 Hit Points
Every character gains additional hit points at level 1 equal to their classes hit die (6 for wizards, 12 for barbarians, etc)
Preferred Loot
During Character creation, tell the DM whether you enjoy weapons, utility items, random items, etc the most. If you have specific magic items you/your character would thematically love to find even better!
Level Up rules
- Hit Dice must be rolled, re-roll 1's
- Make sure to read the balance changes in the following pages for your class
- Any spells/feats/etc on DnDBeyond with a (Revised) tag, you must use the Revised version
Sometimes once you get into a character you realize you are playing them as a different subclass, or wiser / dumber / differently than you expected.
Any Proficiencies, stats, spells, class options (subclasses/invocations/etc) and feats can be changed after discussing with the DM pre-level 5. After reaching level 5, there needs to be a strong reason to edit existing character traits
Anything in this document is valid choices for character creation. In addition, the following sources are free reign:
- Xanathar’s Guide to Everything
- Mordenkainen’s Tome of Foes
- Tasha’s Cauldron of Everything (see later notes)
- Monsters of the Multiverse
- Explorer’s Guide to Wildemount
- Fizban’s Treasury of Dragons
- Bigby Presents: Glory of the Giants
- Blood Hunter
Limited items (included here):
- SCAG, MToF, and setting specific content (spelljammer, strixhaven, etc). Not all races, spells, or options from these sources are allowed (e.g. Satyrs are allowed, but Silvery Barbs is not)
Allowed Homebrew (included here):
- Most of Taldorei Reborn, Gunslinger
- Cyberhawk's Homebrew Subclasses
Adventures
- Only if playing that adventure or with DM approval (some backgrounds etc have been added to this document)
Wounds, Lingering Injuries, and Last Stands (AKA "Boromir Moments")
When a character is dealt a mighty blow or effected by a powerful spell, they may have lasting effects from the damage. When a character suffers damage greater than half their max health from a single attack or spell, they must make a Constitution saving throw. The DC equals half the damage taken from the triggering attack or spell, and characters with the Durable, Tough, or Remarkable Recovery feat have advantage. On a failure, roll on the appropriate Wounds Table below. The effect may be removed by magical healing of a minimum spell level indicated in square brackets [].
In addition, there are some situations where a player may choose to voluntarily roll on the Wounds table:
- When a character would be dropped to 0 hit points by an attack or spell, they may use their Reaction to hold their ground. The character is instead reduced to 1 hit point, and rolls on the appropriate Wounds Table.
- As a Reaction, when an ally within 5 feet of you is hit with an attack or fails a Dexterity saving throw, you may throw yourself in the way of the attack. The attack misses them / they instead pass the saving throw, and instead it automatically hits you / you fail the saving throw. In addition to the normal damage you roll once on the Physical Wounds Table.
Physical (Attacks, STR/DEX/CON saves)
| d20 | Injury | Effect |
|---|---|---|
| 1 | Grievous Wound | You suffer a terrifyingly mortal wound. You immediately drop to 0 hit points with one failed death saving throw. |
| 2 | Lost Limb | Leg: Your speed on foot is halved, and you cannot take the Dash action. Arm: You can no longer hold anything with two hands, and you can hold only a single object at a time. [Regenerate, 7+] |
| 3 | Crippled Sense | You suffer disadvantage on all Wisdom (Perception) checks that rely on either sight or hearing (DM choice). [Heal, 6+] |
| 4 | Disfiguring Scar | You have disadvantage on all Charisma checks that rely on beauty or allure and advantage on Charisma (Intimidation) checks. [Heal, 6+] |
| 5-6 | Internal Injury | Whenever you attempt an action in combat, you must make a DC 10 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Resolves in 1d4 weeks [Cure Wounds, 3+] |
| 7-9 | Limp | Your speed on foot is reduced by 10 feet. You cannot make a running jump. [Cure Wounds, 3+] |
| 10-11 | Broken Hand/Arm | You can no longer hold anything with two hands, and you can hold only a single object at a time. If splinted by a DC10 Medicine check, it will heal in 1d4 weeks. [Lesser Restoration, 2+] |
| 12-13 | Concussion | You have disadvantage on Wisdom checks, as well as Constitution saving throws to maintain concentration. Resolves in 2d4 days. [Lesser Restoration, 2+] |
| 14-16 | Hemorrhaging Wound | At the end of each of your turns, you suffer an additional 1d6 damage and make a DC 15 Constitution save to stop the bleeding [Cure Wounds, 1+] |
| 17-20 | Minor Scar | The scar doesn't have any adverse effect. [Heal, 6+] |
Mental (Psychic Damage, INT/WIS/CHA saves)
| d20 | Injury | Effect |
|---|---|---|
| 1 | Coma | You fall unconsious. Resolves after 1d4 weeks. [Greater Restoration, 5+] |
| 2 | Indefinite Madness | Roll on the Indefinite Madness table in the DMG. [Greater Restoration, 5+] |
| 3 | Partial Blindness | You suffer disadvantage on all Widsom (Perception) checks that rely on sight. [Heal, 6+] |
| 4-5 | Phobia | You develop a debilitating fear of something in the situation from which you gained your injury. When you are confronted with your phobia, you must make a DC 15 WIS save or become frightened until the source is gone. [Greater Restoration, 5+] |
| 6-8 | Long-Term Madness | Roll on the Long-term Madness table in the DMG. [Lesser Restoration, 3+] |
| 9-11 | Short-Term Madness | Roll on the Short-term Madness table in the DMG. [Lesser Restoration, 2+] |
| 12-16 | Minor Brain Damage | You have disadvantage on Wis and Int checks, as well as Con saves to maintain concentration. Resolves after 1d4 weeks [Lesser Restoration, 2+] |
| 17-20 | Nosebleed | You lose concentration on anything you are currently concentrating on. |
Resurrection
Long Casting Time
If a character is dead, and a resurrection is attempted by a spell or effect with a casting time longer than 1 action, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party (or NPCs with close ties to the character) can offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusted based on how helpful/impactful the DM feels the contribution would be.
For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, whereas loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty.
After all contributions are completed, the DM then rolls a single, final Resurrection Success Check with no modifier. The base DC for the final resurrection check is 10, increasing by 2 for each previous successful resurrection the character has undergone. For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1. True Ressurection and Wish automatically pass this check.
Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost.
Quick Resurrection
If a spell with a casting time of 1 action is used to attempt to restore life (via the revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 2 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and increases any future Resurrection checks’ DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.
Tasha's Cauldron
Tasha's has well documented balance and design issues, so be aware that building characters using the subclasses from this source could result in some form of changes from RAW.
Revised Subclasses
- Bard: College of Eloquence, removed silver tongue
- Cleric: Peace Domain, banned, just play life domain
- Cleric: Twilight Domain, nerfed twilight sanctuary
- Druid: Circle of Stars, anti-dip
- Paladin: Oath of Glory, re-implemented UA abilities
- Ranger: Fey Wanderer, removed an abuse case
- Rogue: Phantom, improved early levels and roleplay
- Rogue: Soulknife, made the knife actually function
- Sorcerer: Clockwork Soul, removed spell swapping, improved the base spell list
Variant Features
Allowed
- All the "Versatility" Features
- Additional Options (Fighting styles, metamagic, invocations, etc)
- Bard: Magical Inspiration
- Barbarian: Primal Knowledge
- Barbarian: Instinctive Pounce
- Druid: Wild Companion
- Monk: Ki Fueled Strikes
- Monk: Quickened Heal
- Monk: Dedication (Ask DM)
- Ranger: Deft Explorer (Required)
- Ranger: Favored Foe (non-replacement)
- Ranger: Nature's Veil (at level 14)
- Rogue: Steady Aim
- Wizard: Cantrip Formulas
- Cleric/Paladin: Harness Divine Power (only 1 use/LR)
Not allowed
- Cleric: Blessed Strikes
- Monk: Focused Aim
- Sorcerer: Magical Guidance
Balance Changes
95% of the balance changes and tweaks in this document are implimented on DnDBeyond. Look out for the (Revised) tag when picking a spell, feat, or subclass; and when making a new character, add the OLevel - Realism feat, and any numbered feat for your class or subclass at the appropriate level. (for example, 1Level - Artificer adds proficiency with crossbows and the mending cantrip)
Unimplimentable
- Variant Humans feat delay
- Some Revised Ranger features
- Blood Hunter Changes
- Edits to Variant Features
- Edits to Warlock Invocations
Race Tweaks
Human
Variant Humans choose their feat at level 3 (like Aasimar and Eladrin get their upgrade), and this feat can not be from the Mastery Feats list (see the Feats section).
Earth Genasi:
Replaced Blade Ward with Mold Earth and Earth Tremor
Warforged:
Added an integrated item for flavor, and updated them to the dual-type system.
Yuan-ti & Satyrs:
Removed magic resistance. (Satyrs gain a bard cantrip)
Class Changes
In this section, any changed existing character options are laid out in full for ease of use. Any changed, added, or removed text is either in bold italics or strikethrough text.
Artificer
Additional Proficiencies
Artificers start with the mending cantrip, which does not count towards the number of cantrips you can know, and have proficiency with hand crossbows and heavy crossbows.
Spell Storing Item
This can be any tiny item instead of just a weapon or tool set. Get creative!
Alchemist: Experimental Elixir
Add: Whenever you roll on the Experimental Elixir table, you can choose any effect with a number equal or less than the number you rolled.
Also, keep in mind that the "potions can be drank as a bonus action" rule applies to these Elixirs.
Barbarian
Berserker: Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack or attempt to shove a creature as a bonus action on each of your turns after this one. When your rage ends, you are unable to enter a frenzy again until you finish a short or long rest.
Berserker: Intimidating Presence
Uses your strength modifier instead of charisma.
Wild Magic: Wild Surge
Improved Scaling of some results
Bard
Eloquence: Silver Tongue
Removed.
Eloquence: Universal Speech
Now gained at 3rd level instead of 6th.
New Fighting Styles
- College of Swords can choose Archery or Thrown Weapon Fighting
Cleric
Nature Domain
Gains an additional option for Channel Divinity at 2nd level:
Channel Divinity: Call Wild Spirit
Starting at 2nd level, you can use your Channel Divinity to summon a spirit of the wild.
As an action, you pray over your holy symbol for aid, casting summon beast without expending a spell slot or requiring material components. When cast in this way, this spell has a duration of 1 minute, and does not require concentration.
Trickery Domain
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with rapiers, shortswords, and thieves tools.
Channel Divinity: Invoke Duplicity
No longer requires concentration.
Channel Divinity: Cloak of Shadows
Now a bonus action.
Twilight Domain
Solider of Night Eyes of Night
At 1st level, you gain proficiency with martial weapons and heavy armor, and gain darkvision to a range of 120 feet.
Channel Divinity: Twilight Sanctuary
Starting at 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 plus your cleric level.
- You end one effect on it causing it to be charmed or frightened.
War Domain
War God's Blessing
Combined with Guided Strike at level 2.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Druid
Circle of the Moon: Circle Forms
Instead of gaining CR 1 forms at level 2, you gain CR 1/2 forms at level 2, and CR 1 forms at level 4. The rest of the ability is unchanged.
Circle of Stars: Star Map
You’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.
While holding this map, you have these benefits:
- You know the guidance cantrip.
- You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a short or long rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
Shepherd: Mighty Summoner
For the first bullet point, all "Summon ____" spells are considered to have hit dice equal to twice the level of the spell slot used to cast the spell.
Fighter
Arcane Archer
Arcane Shot
Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have a number uses of this ability equal to your intelligence modifier (minimum of one) , and you regain all expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, and 15th level. Each option also improves when you become an 18th—level fighter.
New Feature: Arcane Survivalist
At 7th level, you learn some basic spells to help protect you from the dangers present while traveling the wilds. You can cast the spells Alarm and Cordon of Arrows, but only as rituals.
Curving Shot
At 10th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with an arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Monk
Be aware of the Two-weapon fighting changes.
Ki - Addition
Add the following features:
- Focused Respite: As an action, you can briefly meditate to focus your mind and restore spent ki points equal to your Wisdom modifier. You must finish a long rest before you can use this feature again.
- Empowered Body: Whenever you make a Strength check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
Stunning Strike -> Disruptive Blow
Once per turn, when you hit a creature with a melee attack, you may have that creature make a Constitution saving throw. If it fails, you may spend one Ki Point to disrupt the creatures energy. They lose concentration on any spells, and are either dazed or blinded (your choice) until the end of your next turn.
Ability Score Improvement
Gain an extra one at level 10.
Way of the Four Elements
Heavily revised, including 18 new Discipline Options. Look in the full homebrew document for details.
Paladin
Oath of Glory
Channel Divnity: Inspiring Smite
Replace with: Lead the Charge. You can use your Channel Divinity as a bonus action to rally those around you into battle. Each creature of your choice within 30 feet of you when you use this ability has their walking speed increased by 10 feet for 1 minute.
Aura of Alacrity
Replaced with:
Mighty Deed
7th-level Oath of Heroism feature
Your actions can supernaturally bolster your allies. Whenever you score a critical hit or roll a natural 20 on an ability check or saving throw, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All of the chosen creatures gain temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
Ranger
Scrap all the versions of Revised Ranger completely. This new version combines many of the Class Feature Variants introduced in Tasha's, with a few further tweaks. Basically its Tasha's Ranger with both Favored Enemy and non-concentration Favored Foe, a tweaked Primeval Awareness instead of Primal Awareness, and extra pet options for Beastmaster.
Look in the full homebrew document for details. Doubly so for Beastmaster Rangers.
Rogue
Gain the UA Cunning Strike feature
Cunning Strike
At 5th level, you have developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.
(List of effects in the full document and on dndbeyond)
Assassin - Addition
Envenom Weapons
Starting at 9th level, when you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores resistance to Poison damage.
Phantom - Tweak
Swap Wails from the Grave and Tokens of the Departed
Soulknife Tweaks
Psychic Blades
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you make an attack, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals 1d6 psychic damage. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
When you take the Attack action, you can make a melee or ranged weapon attack with a psychic blade as a bonus action on the same turn, provided you have a free hand to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Soul Blades
Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
Sorcerer
Spellcasting
Sorcerers are able to use an empty hand as a spellcasting focus for sorcerer spells, their own bodies are magical enough to channel spells through.
Font of Magic
Add: Sorcerers regain sorcery points equal to half their proficiency bonus (rounded up) when they finish a short rest.
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options of your choice. You gain another one at 6th, 10th, and 17th level.
Sorcerer Origin Spells
Sorcerers gain addition spells based on their Sorcerous Origin. These spells do not count against the number of sorcerer spells you know.
Draconic Bloodline Origin Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | chromatic orb, command |
| 3rd | dragon's breath, see invisiblity |
| 5th | fear, protection from energy |
| 7th | elemental bane, polymorph |
| 9th | dominate person, legend lore |
Storm Sorcery Origin Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | fog cloud, thunderwave |
| 3rd | gust of wind, warding wind |
| 5th | call lightning, thunder step |
| 7th | storm sphere, summon elemental (air) |
| 9th | control winds, howling tempest |
| 17th | storm of vengeance |
Divine Soul Origin Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | bless, cure wounds |
| 3rd | lesser restoration, prayer of healing |
| 5th | beacon of hope, spirit guardians |
| 7th | banishment, guardian of faith |
| 9th | summon celestial, wall of light |
Shadow Magic Origin Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | false life, inflict wounds, sapping sting |
| 3rd | darkness, shadow blade |
| 5th | gaseous form, summon shadownspawn |
| 7th | blight, shadow of moil |
| 9th | enervation, negative energy flood |
Wild Magic Origin Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | chaos bolt, color spray |
| 3rd | enlarge/reduce, mirror image |
| 5th | blink, hypnotic pattern |
| 7th | confusion, polymorph |
| 9th | animate objects, mislead |
Wild Magic
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.
You have an instability score of 1, representing the building chaotic energies within you. Once per turn, immediately after you cast a sorcerer spell of 1st level or higher, roll a d20.
If you roll below your instability score, your instability score resets to 1, and you must roll on the Wild Magic Surge table to create a magical effect. Otherwise, your instability score increases by 1. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. When you use this ability, your instability score increases by 5. You must finish a long rest before you can use this feature again.
If any time before you regain the use of this feature you roll on the Wild Magic Surge table, you immediately regain use of this feature.
Warlock
Pact of the Chain
If you take Pact of the Chain at 3rd level, you can choose from many familiar options. In addition to the imp, psuedodragon, quasit, and sprite; you may choose a more exotic familiar such as a boggle, a flumph, a gazer, or a smoke mephit.
Note that for the purposes of familiars, a gazer's Eye Rays and a flumphs stench spray are considered attacks.
Pact of the Blade
Add "You gain proficiency with medium armor, and you can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, when attacking with a pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. "
Deepened Pact
Each Pact Boon gains one invocation for free when they reach 5th level in this class
- Pact of the Chain: Investment of the Chain Master
- Pact of the Tome: Book of Ancient Secrets
- Pact of the Blade: Thirsting Blade
- Pact of the Talisman: Protection of the Talisman
- Pact of the Instrument: Enthralling Song
This is a minor power boost, since you would always choose these invocations anyway, and helps warlocks maintain parity with long rest classes in a world of ~0-1 short rests a day.
Agonizing Blast
Add "Prerequisite: 5th level "
Great Old One - Revised
Great Old One's Lore - Addition
At 1st level, you also gain proficiency in one of the following skills of your choice: Arcana, History, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses this skill.
Beyond the Veil
(Entropic Ward is folded into level 10)
At 6th level, you can attempt to draw knowledge from your patron, at great risk to your own mind. Choose one of the following effects:
- Hear the Unspoken. You have advantage on Wisdom checks.
- Know the Unknown. You have advantage on Intelligence checks.
- See the Unseen. You gain true sight to a range of 60 feet.
The chosen effect lasts for 1 minute. When it ends, you must succeed on a DC 15 Intelligence saving throw or take psychic damage equal to your warlock level.
You can use this feature once, and regain the ability to do so when you complete a long rest.
The Soulbound (Hexblade- Revised)
You have made your pact with a mysterious entity of dark power—a force that seeks to cover the world under the dark veil shadow. Forging items imbued with a portion of their own soul, these patrons use these items both to grant power and keep control of those that make a pact with them.
As part of this pact, you have bound your very soul to an item through which your patron grants your power, as well as keeps an eye on you as needed. You find the very idea of losing this item unsettling, and quickly lose trust in anyone who suggests you part with it for even a moment.
Expanded Spell List
The Soulbound lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Soulbound Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | shield, wrathful smite |
| 2nd | blur, blindness/deafness |
| 3rd | blink, life transference |
| 4th | phantasmal killer, staggering smite |
| 5th | cone of cold, dominate person |
Soulbound Curse
Hexblade's Curse, no changes
Hex Warrior
Removed
Accursed Specter
Gain the ability to summon the specter from a corpse.
Armor of Souls
At 10th level, your curse grows more powerful. The target cursed by your Soulbound Curse has disadvantage when targeting you with attacks.
Master of Souls
Starting at 14th level, you can spread your Soulbound Curse from a slain creature to another creature. When the creature cursed by your Soulbound Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated.
In addition, your Accursed Specter gains the benefits of your Soulbound Curse when when making attack or damage rolls against the cursed creature.
Spells
Simple Changes
Blade Ward Has range touch instead of self.
Elemental Weapon has a casting time of 1 bonus action.
Investiture of ____ The repeatable action in the spell is a bonus action.
Mordenkeinen's Sword The damage is increased to 6d10.
Phantasmal Killer and Weird do not have an initial saving throw, and Weird does not require concentration.
Stoneskin also applies to magical damage, and its component is not consumed.
Vampiric Touch Has range touch instead of self.
Witch Bolt being upcast increases the recurring damage.
No longer require Concentration:
- Barkskin
- Flame Arrows
- Flame Blade
- Immolation
- Protection from Energy
Component Requirements
The following spells Components are not consumed:
- Protection from Evil and Good
The following spells Components are consumed:
- Create Food and Water (a days rations)
- Create or Destroy Water
- Goodberry
Smite Spells
All smite spells casting time is changed to: Reaction, which you take immediately after hitting a target with a melee weapon or an Unarmed Strike
All smite spells except Banishing and Wrathful do not require concentration.
Staggering smite now dazes the target.
Find Familiar - Extra Options
A few extra options for Familiars are availble from different adventures: Almirajs, Crawling Claws, Moles, and Tressyms.
Magic Missile - Clarified
"The darts all strike simultaneously" means that they count as one singular application of damage for the purposes of failing death saving throws, triggering concentration checks, and other effects.
Find Traps - Revised
2nd-level divination
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
You learn the approximate location of a trap you sense, if its mechanical or magical, and the general nature of the danger posed by it, but not any information about its detailed workings, nor do you gain any insight on how to disable or bypass it.
Remove Curse - Revised
3rd level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (holy water or a gem worth 25gp, which is consumed)
- Duration: 24 hours
At your touch, all curses affecting one creature or object are suppressed for the duration, unless otherwise specified by the curse. If the object is a cursed magic item, the spell breaks its owner’s attunement to the object so it can be removed or discarded (this effect does not work on artifacts).
In addition, if the curse is not removed, the spell reveals the method required to break the curse (such as return the sword to its tomb, or sacrifice an innocent, etc). The information you learn is accurate but might be couched in figurative language.
At Higher Levels: If you cast this spell using a spell slot of 5th Level or higher, the Duration is 7 days. If you use a spell slot of 7th Level or higher, the Duration is 30 days. If you use a 9th level spell slot, the spell permanently removes the curse regardless of its source.
Additonal Spells
Artificer Spells
2nd level
Immovable Object
Vortex Warp
4th level
Vitriolic Sphere
Bard Spells
3rd level
Tiny Servant
7th level
Power Word: Pain
Druid Spells
Cantrips
Sapping Sting
1st level
Ceremony
2nd level
Wither and Bloom
5th level
Dawn
Paladin Spells
5th level
Dawn
Ranger Spells
3rd level
Feign Death
Sorcerer Spells
1st level
Frost Fingers
2nd level
Wither and Bloom
Vortex Warp
Warlock Spells
Cantrips
Sapping Sting
5th level
Modify Memory
6th level
Magic jar
8th level
Reality Break
9th level
Shapechange
Wizard Spells
1st level
Frost Fingers
2nd level
Immovable Object
Wither and Bloom
Vortex Warp
Feats
Changed Feats
(See Below for Specific Changes)
Buffed: Athlete, Dual Wielder, Grappler, Martial Adept, Medium Armor Master, Savage Attacker, Shield Master, Spell Sniper
Added +1 Stat: Defensive Duelist, Dungeon Delver, Fighting Initiate
Background Feat
Players may choose a single feat at 1st level as part of their character background. This feat should tie into the character's background, and represents a special skill or ability they have picked up over the years. Feats are organised by difficulty below, your DM will decide what levels this background feat may be taken from (usually Talented and Racial).
Note: As exceedingly rare traits, requiring backstory reasoning, or not being suitable for all games, Narrative Feats may only be chosen with DM approval.
Feat Catagories
Talented Feats - 25
Actor, Animal Handler, Artificer Initiate, Blacksmith, Chef, Dungeon Delver, Durable, Eldritch Adept, Elemental Adept, Fighting Initiate, Healer, Inspiring Leader, Keen Mind, Lightly Armored, Linguist, Magic Initate, Mounted Combatant, Performer, Ritual Caster, Skilled, Skill Expert, Skulker, Tavern Brawler, Telepathic, and Tough
Expierenced Feats - 22
Alert, Athlete, Defensive Duelist, Flash Recall, Grappler, Gunner, Heavy Armor Master, Mage Slayer, Martial Adept, Medium Armor Master, Metamagic Adept, Mobile, Mystic Conflux, Poisoner, Remarkable Recovery, Resilient, Savage Attacker, Sentinel, Shield Master, Tactician, Telekinetic, and Vital Sacrifice
Mastery Feats - 15
Crossbow Expert, Crusher, Dagger Master, Dual Focused, Dual Wielder, Great Weapon Master, Observant, Piercer, Polearm Master, Sharpshooter, Slasher, Spell Driver, Spell Sniper, Thrown Arms Master, and War Caster
Narrative Feats
Lucky, Fey-touched, Shadow-touched, Cruel, Sanguine Spellcraft, Giant and Dragon origin feats
Racial Feats - 21
Abyssal Corruption, Bountiful Luck, Dragon Fear, Dragon Hide, Dwarven Fortitude, Elemental Surge, Elven Accuracy, Fade Away, Fey Teleportation, Flames of Phlethogos, Gate Senses, Grudge Bearer, Hybrid Lineage, Human Determination, Infernal Constitution, Prodigy, Orcish Fury, Second Chance, Squat Nimbleness, Strength in Unity, and Wild Fury
Athlete
You have undergone extensive physical training to gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- When you are prone, standing up uses only 5 feet of your movement.
- You always count as running when you jump, and climbing doesn’t halve your speed.
Defensive Duelist
Prerequisite: Dexterity 13 or higher
- Increase your Dexterity score by 1, to a maximum of 20.
- When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Dungeon Delver
Alert to the hideen traps and secret doors found in many dungeons, you gain the following benefits:
- Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
- You have advantage on Perception and Investigation checks made to find secret doors.
- You have advantage on saving throws made to avoid traps, and have resistance to damage dealt by traps.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
- If you have the Extra Attack feature, then when you take the Attack action on your turn, you can make two additional attacks using your off-hand weapon, instead of the usual one.
Fighting Initiate
Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting.
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain one Fighting Style of your choice from the Fighter list.
Grappler
Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- You have advantage on attack rolls and shove attempts against a creature you are grappling.
- You can use a bonus action to attempt to shove a creature you are grappling.
- When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to attempt to grapple the creature, rather than making an opportunity attack.
Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- If you already have superiority dice, you gain one more; otherwise, you have two superiority dice, which are a d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Medium Armor Master
Prerequisite: proficiency with medium armor
You have practiced moving in armor to gain the following benefits:
- Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor, you can add an additional +1 to your AC.
Savage Attacker
You have trained with skills to make your weapon attacks even more brutal than usual.
Once per turnWhen you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.- When you reduce a creature to 0 hit points with a weapon attack, you can use your reaction to terrify another foe within 30 feet of you. That creature must succeed on a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be frightened until the start of your next turn.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
Attack actionYou can use a bonus action to try to shove a creature within 5 feet of you with your shield.- 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.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Spell Sniper
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
- Your ranged spell attacks ignore 1/2 and 3/4 cover.
- Spell attack rolls count as a critical hit on a roll of 19 or 20.
New Feats
Abyssal Corruption
Prerequisite: Genasi
Your elemental ancestor was tainted by the power of the Abyss, causing you to manifest as a Caustic, Cinder, Chaos, Plague, or Void Genasi. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- You have resistance to necrotic damage.
- You can cast a spell based on your subrace. Air: silence, Earth: ray of sickness, Fire: absorb elements, Water: caustic brew. You can cast this spell once per short rest, and Constitution is your spellcasting ability.
Blacksmith
Having honed your talents at the forge, you gain the following benefits:
- You gain proficiency with smith's tools if you don't already have it.
- It takes you half the time and gold to craft items with smith's tools.
- Over the course of any short or long rest, you can sharpen one weapon that does piercing or slashing damage and give it a bonus to damage rolls equal to your proficiency bonus. Once that weapon has dealt damage a number of times equal to your proficiency bonus, this effect ends.
Dagger Master
You have trained extensively with the simple dagger, learning techniques to enhance its effectiveness and versatility. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- Your melee weapon attacks with a dagger, dueling dagger, or parrying dagger deal an additional 1d4 damage.
- Once per turn when you hit a creature with a thrown weapon attack or an opportunity attack using a dagger, the target's walking speed is halved until the start of your next turn.
Grudge-bearer
Prerequisite: Dwarf
You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You gain the following benefits:
- Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
- Your first attack roll against one of these foes in combat has advantage.
- Whenever you make an Intelligence check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient.
Human Determination
Prerequisite: Human
You are filled with a determination that can draw the unreachable into reach. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- When you make an attack roll, ability check, or saving throw, you can choose to do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
Strength in Unity
Prerequisite: Hobgoblin
You have a natural instinct for leadership. You gain the following benefits:
- Increase your Strength, Intelligence, or Charisma score by 1, to a maximum of 20.
- When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature when you use the Help action this way.
Tactician
You have a skilled understanding of battlefield tactics. You gain the following benefits:
- You learn two commands of your choice from among those available to the Warlord archetype in the fighter class. Choose Charisma or Intelligence as your Leadership modifier.
- If you already have leadership points you gain one more; otherwise, you have two leadership points. You regain your expended leadership points when you finish a short or long rest.
Wild Fury
Prerequisite: Have a Natural Weapon
You have learned to embrace your more bestial qualities. You gain the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- As a bonus action, you can unleash your inner beast. For the next minute, you lose proficiency with all weapons except your natural weapons. However, when you hit a creature with a natural weapon, you deal extra damage equal to half your level (rounded up). Once you use this ability, you can’t do so again until you finish a long rest.
Additional Mundane Equipment
Additional Armor Types
| Armor | Cost | Armor Class | Strength | Stealth | Weight | Proficiency |
|---|---|---|---|---|---|---|
| Pride Silk Outfit | 500 gp | 11 + Dexterity Modifier | - | - | 4 lbs. | - |
| Buckler | 20 gp | +1 | - | - | 3 lbs. | Shields |
| Tower Shield | 100 gp | +2 | Str 15 | Disadvantage | 25 lbs. | Heavy Armor OR Shield Master |
Buckler. While wielding a buckler, your hand is free enough to preform light actions like reloading or somatic components, but still prevents the use of a weapon in that hand.
Tower Shield. While wielding a tower shield, if you move less than half your movement speed on your turn, you gain half-cover until the start of your next turn. Creatures within 5 feet of you ignore this cover.
Additional Weapons
| Weapon | Cost | Damage | Weight | Properties | Proficiency |
|---|---|---|---|---|---|
| Boomerang | 5 gp | 1d4 bludgeoning | 1 lb. | Range (60/120) | Simple Weapons OR Javelin |
| Broadsword | 15 gp | 2d4 slashing | 3 lbs. | - | Martial Weapons OR Longsword |
| Dueling Dagger | 10 gp | 1d4 piercing | 1 lb. | Light, Finesse, Special | Martial Weapons OR Rapier |
| Elven Glaive | 50 gp | 1d4 slashing | 3 lbs. | Versatile (1d6), Reach, Finesse | Martial Weapons OR Glaive |
| Katana | 20 gp | 1d6 slashing | 2 lbs. | Versatile (1d8), Finesse | Martial Weapons OR Martial Arts |
| Parrying Dagger | 15 gp | 1 slashing | 1 lb. | Light, Finesse, Special | Martial Weapons OR Dual Wielder |
| Saber | 25 gp | 1d8 slashing | 2 lbs. | Finesse | Martial Weapons OR Rapier |
| Yklwa | 1 gp | 1d8 piercing | 2 lbs. | Thrown (10/30) | Martial Weapons OR Spear |
Dueling Dagger. This weapon can be wielded in your off-hand if you are wielding a Finesse weapon in your main hand, even if that weapon does not have the Light property.
Parrying Dagger. Add 1 to your AC while wielding this weapon.
Firearms
| Weapon | Cost | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|
| Palm Pistol | 50 gp | 1d8 piercing | 1 lb. | (40/160) | Light, reload 1, misfire 1 |
| Pistol | 150 gp | 1d10 piercing | 3 lbs. | (60/240) | reload 4, misfire 1 |
| Musket | 300 gp | 1d12 piercing | 10 lbs. | (120/480) | Two-handed, reload 2, misfire 2 |
| Pepperbox | 250 gp | 1d10 piercing | 5 lbs. | (80/320) | reload 6, misfire 2 |
| Heavy Rifle | 1000 gp | 2d12 piercing | 25 lbs. | (200/800) | Two-handed, reload 1, misfire 3 |
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.