Smug's Compendium of Changes - A Set of Tweaks and Houserules for 5E D&D

by Smug Coffee Man

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Smug's Compendium of Changes

Introduction

This document exists to provide a series of tweaks, changes, and overhauls as well as brand-new content for 5th Edition Dungeons and Dragons. Some options reference existing, official material or other homebrew created by me; in fact, any mention of a Class or Subclass should be assumed to use my Revised version of that Class or Subclass. Below is a list of document names and the abbreviations used for them.

  • AAG: Astral Adventurer's Guide
  • DMG: Dungeon Master's Guide
  • EEPC: Elemental Evil Player's Companion
  • EGW: Explorer's Guide to Wildemount
  • ERLW: Eberron: Rising From the Last War
  • FTD: FIzzban's Treasury of Dragons
  • GGR: Guildmaster's Guide to Ravnica
  • IDRotF: Icewind Dale: Rime of the Frostmaiden
  • MOT: Mythic Odysseys of Theros
  • MPMM: Mordenkainen Presents: Monsters of the Multiverse
  • MTF: Mordenkainen's Tome of Foes
  • PHB: Player's Handbook
  • SCAG: Sword Coast Adventurer's Guide
  • SCC: Strixhaven: A Curriculum of Chaos
  • SCoC: Smug's Compendium of Changes
  • SPAD: Pact of the Ancient Dragon
  • SPG: Pact of the Greedallion
  • SRT: Races of Telikos
  • SSUB: Smug's Selection of Subclasses
  • TCE: Tasha's Cauldron of Everything
  • VGM: Volo's Guide to Monsters
  • VRGR: Van Richten's Guide to Ravenloft
  • XGE: Xanathar's Guide to Everything

Armor


New Armor

Buckler

Armor (Shield)
5 GP, 3 lbs.
AC +1
A buckler is made from wood or metal and is strapped to the forearm, leaving the hand free. Wielding a buckler increases your Armor Class by 1. You can benefit from only one shield at a time.
Special. While wearing this, you can use a weapon with the Two-Handed property or engage in Two-Weapon Fighting while still benefiting from the AC granted by this item.

Tower Shield

Armor (Shield)
20 GP, 12 lbs.
AC +3
A tower is made from wood or metal and is held in the hand and strapped to the forearm. Wielding a Tower Shield increases your Armor Class by 3. You can benefit from only one shield at a time.
Unwieldy. While wielding this shield, you have disadvantage on dexterity checks and asving throws. Additionally, if you have less than 15 Strength, your movement speed is reduced by 10 feet.
Special. While wearing this, you cannnot use a weapon with the Two-Handed property or engage in Two-Weapon Fighting.

Medium Armor

  • All Medium Armor can now use Strength or Dexterity when calculating AC. All other restrictions remain the same.

Heavy Armor

  • All Heavy Armor now requires its user to meet the Strength Ability Score Requirement on it to use it at all. If a Player Character lacks the ability to cast Spells (be it from a Class Feature, Racial Feature, or Feat), this requirement is reduced by -2.

Ammunition

Ball Ammo (20)

Ammunition
2 GP, 1 1/2 lbs.
This ammunition is fit for use with Flintlock Pistols, Flintlock Rifles, and Blunderbusses.

Renaissance Bullet (20)

Ammunition
3 GP, 2 lbs.
This ammunition is fit for use with Firearms that have the Renaissance property.

Modern Bullet (20)

Ammunition
5 GP, 2 lbs.
This ammunition is fit for use with Firearms that have the Modern property.

Anti-Materiel Rifle Bullet (20)

Ammunition
10 GP, 2 lbs.
This ammunition is fit for use with the Anti-Materiel Rifle.

Feats

Feats for Skills (Revised)

Acrobat

Prerequisite(s): Proficiency in the Acrobatics Skill
You become more nimble, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Acrobatics Skill.
  • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.

Animal Handler

Prerequisite(s): Proficiency in the Animal Handling Skill
You master the techniques needed to train and handle animals. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Animal Handling Skill.
  • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.

Arcanist

Prerequisite(s): Proficiency in the Arcana Skill
You study the arcane arts, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Arcana Skill.
  • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Brawny

Prerequisite(s): Proficiency in the Athletics Skill
You become stronger, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Athletics Skill.
  • You count as if you were one size larger for the purpose of determining your carrying capacity.

Diplomat

Prerequisite(s): Proficiency in the Persuasion Skill
You master the arts of diplomacy, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Persuasion Skill.
  • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 30 feet of you and for 1 minute thereafter.

Empathic

Prerequisite(s): Proficiency in the Insight Skill
You possess keen insight into how other people think and feel. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Insight Skill.
  • You can use your action to try to get uncanny insight about one humanoid you can see within 15 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on your next attack roll and ability check against the target until the end of your next turn.

Historian

Prerequisite(s): Proficiency in the History Skill
Your study of history rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the History Skill.
  • When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.

Investigator

Prerequisite(s): Proficiency in the Investigation Skill
You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Investigation Skill.
  • You can take the Search action as a bonus action.

Medic

Prerequisite(s): Proficiency in the Medicine Skill
You master the physician's arts, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Medicine Skill.
  • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.

Menacing

Prerequisite(s): Proficiency in the Intimidation Skill
You become fearsome to others, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Intimidation Skill.
  • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 15 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

Naturalist

Prerequisite(s): Proficiency in the Nature Skill
Your extensive study of nature rewards you with the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Nature Skill.
  • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Perceptive

Prerequisite(s): Proficiency in the Perception Skill
You hone your senses until they become razor sharp. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Perception Skill.
  • Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.

Performer

Prerequisite(s): Proficiency in the Performance Skill
You master performance so that you can command any stage. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Performance Skill.
  • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.

Quick-Fingered

Prerequisite(s): Proficiency in the Sleight of Hand Skill
Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Sleight of Hand Skill.
  • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.

Silver-Tongued

Prerequisite(s): Proficiency in the Deception Skill
You develop your conversational skill to better deceive others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Deception Skill.
  • When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 15 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your next attack roll against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.

Stealthy

Prerequisite(s): Proficiency in the Stealth Skill
Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Stealth Skill.
  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.

Survivalist

Prerequisite(s): Proficiency in the Survival Skill
You hone your senses until they become razor sharp. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Survival Skill.
  • You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the ability increased by this feat.

Theologian

Prerequisite(s): Proficiency in the Religion Skill
You hone your senses until they become razor sharp. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You add double your proficiency bonus to checks you make with the Religion Skill.
  • You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

New Feats

Commando

Prerequisite(s): Strength or Dexterity 13 or higher
You have mastered the use of the dagger. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • When you make a Thrown attack with a Dagger, its ranges are increased to 60/120.
  • Once per turn, when you take the Attack Action with a Dagger, you can move 15 feet in a straight line towards the target of that attack. You must be within 15 feet of that creature to gain this benefit.

Expert Artisan

Prerequisite(s): Proficiency in a set of Artisan’s Tools
You have mastered your craft, making you an expert with your tools. You gain the following benefits:

  • Increase one Ability Score of your choice by 1, to a maximum of 20.
  • Choose one set of Artisan’s Tools you are proficient in. You may add double your proficiency bonus to checks you make with that kind of Artisan’s Tool.
  • When using your Artisan’s Tools to craft something, gold cost and time are halved for you. If you already have a feature or ability that would halve this time, you do not gain this benefit.

Magical Restoration

Prerequisite(s): The Spellcasting Feature from the Bard, Cleric, Druid, Sorcerer, or Wizard Class.
You have learned how to restore your magical power through your own will. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half of the level of a Class listed on this feat (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level Wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. You cannot recover Spell Slots for Pact Magic with this feature.

Marksman Adept

Prerequisite(s): Proficient with at least one Martial Weapon with the Ranged property or a Firearm (SCoC)

You have martial training that allows you to fire special shots. You gain the following benefits:

  • You learn two arcane shot options of your choice from among those available to the Arcane Marksman archetype of the Fighter Class. If an Arcane Shot option you use requires your target to make a saving throw to resist the shot option's effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.
  • You gain one use to expend with either of these arcane shot options, which is replenished when you finish a short or long rest.

Martial Arts Initiate

Prerequisite(s): Dexterity OR Strength 13.
You have learned the basics of Martial Arts. You gain the following benefits:

  • Your Unarmed Strikes now use a d6 for damage. This increases to a D8 at 5th level, and a d10 at 11th level.
  • You may use Dexterity instead of Strength for the Attack and Damage rolls of your Unarmed Strikes.

Pai Zhua Master

Prerequisite(s): Ki class feature.
You have studied under ancient masters, and unlocked new techniques. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • Unarmed Strikes using the Martial Arts feature land a critical hit on a 19 or 20.
  • If you land a Critical Hit using your Flurry of Blows feature, you restore Ki equal to your Proficiency Bonus.
  • While wielding no weapons and not wearing a shield, you gain +1 AC.

Pistolero

Prerequisite(s): Proficient with Firearms
You have mastered the use of the pistol. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • If you use two-weapon fighting with Firearms that lack the Two-Handed property but have the Reload property, you can reload both weapons at the same time when you use an Action or Bonus Action to Reload.
  • Your normal range number is doubled when using a Firearm that lacks the two-handed property.

Pointman

Prerequisite(s): Proficient with Firearms, Strength 13 or higher
You have mastered the use of the scattergun. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Firearms with the Spread property gain the Finesse Property when used by you.
  • Firearms with the Spread property use Strength instead of Dexterity when calculating the DC for the property's save.
  • When you have to make a Strength (Athletics) Skill Checl to break down a door or similar obstacle, you can roll a weapon attack with a weapon that has the Spread property instead.

Rifleman

Prerequisite(s): Proficient with Firearms
You have mastered the use of longarms. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • If you roll a 20 on your attack roll with a Firearm that has the Two-Handed property, you may forgo dealing critical damage to instead cause the target to have disadvantage on attack rolls until the end of its next turn.
  • Your Ranges with firearms that have the two-handed property increase by 20 feet.

Striker Adept

Prerequisite(s): Proficient with at least one Martial Weapon

You have martial training that allows you to perform special strikes. You gain the following benefits:

  • You learn two strikes of your choice from among those available to the fighter class. If a strike you use requires your target to make a saving throw to resist the strike's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Revised Feats

Athlete

Prerequisite(s): N/A
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 a Climbing and Swimming speed equal to your walking speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet and your jumping height and distance are doubled.
  • When you are prone, standing up uses only 5 feet of your movement.

Chef

Prerequisite(s): N/A
Time spent mastering the culinary arts has paid off, granting you the following benefits:

  • Increase your Constitution or Wisdom Score by 1, to a maximum of 20.
  • You gain proficiency with cook's utensils if you don't already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 + Your Wisdom or Constitution modifier (whichever score you increased with this Feat) hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to 2 + your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to half of your level (rounded down, minimum 1) + your proficiency bonus.

Crossbow Expert

Prerequisite(s): N/A
Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • When you use the reload quality of a crossbow with which you are proficient, you can treat it as "other activity on your turn" as described on page 190 of the Player's Handbook, similar to drawing a weapon as part of an attack. If you have already done something else that would qualify for this, you must instead use an Action or Bonus Action to reload your weapon during that turn.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Durable

Prerequisite(s): N/A
Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • When you take damage, you can roll 1d6 + your Constitution modifier and reduce the damage taken by that amount. You may do this a number of times equal to your Proficiency Bonus, and recover all expended uses at the end of a Long Rest.

Grappler

Prerequisite(s): Strength 13 or higher.
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You can make a Grapple attempt as a Bonus Action.
  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, your movement speed is reduced to 0 and you are considered prone and the creature is restrained until the grapple ends.

Great Weapon Master

Prerequisite(s): Proficiency with at least one Martial Weapon that has the Heavy and Two-Handed properties.
You've learned to put the weight of a weapon to your advantage instead of making it a hinderance, letting its momentum empower your strikes. You gain the following benefits:

  • Increase your Strength by 1, to a maximum of 20.
  • You ignore the Heavy property on melee weapons that have it.
  • You have +1 to Attack and Damage Rolls made with melee weapons that you are wielding with two hands.
  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Gunner

Prerequisite(s): N/A
You have a quick hand and keen eye when employing firearms, granting you the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
  • You ignore the loading property of firearms.
  • When you use the reload quality of a firearm with which you are proficient, you can treat it as "other activity on your turn" as described on page 190 of the Player's Handbook, similar to drawing a weapon as part of an attack. If you have already done something else that would qualify for this, you must instead use an Action or Bonus Action to reload your weapon during that turn.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Heavy Armor Master

Prerequisite(s): Proficient with Heavy Armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by an amount equal to your proficiency bonus. This cannot reduce damage taken below 1, but other features stack with this reduction and can reduce damage below 1, applying after this feat.

Magic Initiate

Prerequisite(s): N/A
You have studied the arcane, gaining the ability to cast spells. You gain the following benefits:

  • Increase you Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. You can also cast these spells using spell slots you have of the appropriate level.

  • The spells' spellcasting ability is the ability increased by this feat.

Prodigy

Prerequisite(s): N/A
You have a knack for learning new things. You gain the following benefits:

  • Increase an Ability Score of your choice by 1, to a maximum of 20.
  • 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, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Ritual Caster

Prerequisite(s): Intelligence, Wisdom, or Charisma 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. The spells' spellcasting ability is the ability increased by this feat.

Savage Attacker

Prerequisite(s): N/A
Your attacks are more brutal than before. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

Sharpshooter

Prerequisite(s): Proficient with at least one ranged Martial Weapon or a Firearm.
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Increase your Dexterity by 1, to a maximum of 20.
  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Non-magical ammunition you fire counts as magical for piercing resistance and immunity.

Skilled

Prerequisite(s): N/A
Your skill is unmatched. You gain the following benefits:

  • Increase an Ability Score of your choice by 1, to a maximum of 20.
  • You gain proficiency in any combination of three languages, skills, or tools of your choice.

Tavern Brawler

Prerequisite(s): N/A
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand and heated drinking contests, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Your unarmed strike uses a d6 for damage. This becomes a d8 if you are not wielding any weapons or a shield.
  • You are proficient with improvised weapons, and they use a d6 for damage when used by you.
  • When you make a Constitution Saving Throw to resist the poisoned condition from eating or drinking, you have advantage on that saving throw.

Tough

Prerequisite(s): N/A
Your stamina and health are unmatched. You gain the following benefits:

  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
  • Your Hit Point Maximum and Constitution Score cannot be reduced in any way.

Weapon Master

Prerequisite(s): N/A
You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. If your DM's setting has Firearms, a firearm is also a viable choice.
  • Any time you wield one of these four weapons, they count as magical for the purpose of piercing resistance and immunity for you.

Fighting Styles

Brutish Fighting

Classes: Armoured Hero, Barbarian, Fighter, Paladin, Spellsword

You learn one Martial Strike of your choice from among those available to the Fighter class. If a Strike 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).

Marksman's Fighting

Classes: Armoured Hero, Fighter, Gunner, Monk, Ranger

You learn one arcane shot option of your choice from among those available to the Arcane Marksman archetype of the Fighter Class. If an Arcane Shot option you use requires your target to make a saving throw to resist the shot option's effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.

You gain one use of this arcane shot, which is replenished when you finish a short or long rest.

Monastic Fighting

Classes: Monk

As long as you are not wearing armor, holding a weapon, or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Wild Fighting

Classes: Barbarian

As long as you are not wearing armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Magic Items

New Magic Items

Arena Fighter's Gloves

Rare
While wearing these gloves, your Unarmed Strikes use a d8 for damage.

Boots of the Out-Boxer

Wondrous item, Uncommon (Requires Attunement)
These boots have 5 charges. While wearing them, you can expend a charge to take the Dodge or Disengage Action as a Bonus Action. The boots regain 1d4 + 1 expended charges daily at dawn.

Cape of the Brawler (Common)

Wondrous item, Common (Requires Attunement)
While wearing this cape without armor or a shield, your AC is calculated as 10 + Your Strength Modifier + Your Charisma Modifier.

Cape of the Brawler (Uncommon)

Wondrous item, Uncommon (Requires Attunement)
While wearing this cape without armor or a shield, your AC is calculated as 11 + Your Strength Modifier + Your Charisma Modifier.

Cape of the Brawler (Rare)

Wondrous item, Rare (Requires Attunement)
While wearing this cape without armor or a shield, your AC is calculated as 12 + Your Strength Modifier + Your Charisma Modifier.

Cape of the Brawler (Very Rare)

Wondrous item, Very Rare (Requires Attunement)
While wearing this cape without armor or a shield, your AC is calculated as 13 + Your Strength Modifier + Your Charisma Modifier.

Claws of the Slumbering Dragon

Uncommon (Requires Attunement)
These metal claws are made to look like a Dragon’s claws. When they steep in a dragon's hoard, they absorb the energy of the dragon's breath weapon and deal damage of that type with its special properties.

When you Attune to these claws, they fuse to your fingernails.While wearing them, your Unarmed Strikes deal Slashing damage instead of the normal damage they would deal.

Additionally, you gain resistance to damage of the type dealt by the dragon's breath weapon.

Claws of the Stirring Dragon

Rare (Requires Attunement)
These metal claws are made to look like a Dragon’s claws. When they steep in a dragon's hoard, they absorb the energy of the dragon's breath weapon and deal damage of that type with its special properties.

When you Attune to these claws, they fuse to your fingernails.While wearing them, your Unarmed Strikes deal Slashing damage instead of the normal damage they would deal.

Additionally, you gain resistance to damage of the type dealt by the dragon's breath weapon.

You gain a +1 bonus to attack and damage rolls made using Unarmed Strikes while attuned to these Claws. On a hit, you deal an extra 1d6 damage of the type dealt by the dragon's breath weapon.

Claws of the Wakened Dragon

Very Rare (Requires Attunement)
These metal claws are made to look like a Dragon’s claws. When they steep in a dragon's hoard, they absorb the energy of the dragon's breath weapon and deal damage of that type with its special properties.

When you Attune to these claws, they fuse to your fingernails.While wearing them, your Unarmed Strikes deal Slashing damage instead of the normal damage they would deal.

Additionally, you gain resistance to damage of the type dealt by the dragon's breath weapon.

You gain a +2 bonus to attack and damage rolls made using Unarmed Strikes while attuned to these Claws. On a hit, you deal an extra 2d6 damage of the type dealt by the dragon's breath weapon.

As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.

Claws of the Wakened Dragon

Legendary (Requires Attunement)
These metal claws are made to look like a Dragon’s claws. When they steep in a dragon's hoard, they absorb the energy of the dragon's breath weapon and deal damage of that type with its special properties.

When you Attune to these claws, they fuse to your fingernails.While wearing them, your Unarmed Strikes deal Slashing damage instead of the normal damage they would deal.

Additionally, you gain resistance to damage of the type dealt by the dragon's breath weapon.

You gain a +3 bonus to attack and damage rolls made using Unarmed Strikes while attuned to these Claws. On a hit, you deal an extra 3d6 damage of the type dealt by the dragon's breath weapon.

As an action, you can unleash a 60-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 18 Dexterity saving throw, taking 12d6 damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.

Gauntlets of the Monk +1

Uncommon (requires Attunement by a Monk)
Your Unarmed Strikes and Monk Weapons gain +1 to attack and Damage rolls while wearing these gauntlets.

Gauntlets of the Monk +2

Rare (requires Attunement by a Monk)
Your Unarmed Strikes and Monk Weapons gain +2 to attack and Damage rolls while wearing these gauntlets.

Gauntlets of the Monk +3

Very Rare (requires Attunement by a Monk)
Your Unarmed Strikes and Monk Weapons gain +3 to attack and Damage rolls while wearing these gauntlets.

Handwraps of Nimbleness

Rare (requires attunement)
While wearing these cloth wraps, your Dexterity score changes to 21. The item has no effect on you if your Dexterity without the belt is equal to or greater than the handwraps' score.

Lead-Filled Boxer's Gloves

Legendary (Requires attunement)
While wearing these gloves, your Unarmed Strikes use a d12 for damage.

Additionally, whenever you roll a 20 on your attack roll while wearing these gloves, the target of the attack is stunned until the end of their next turn.

Pugilist's Gloves

Very Rare
While wearing these gloves, your Unarmed Strikes use a d10 for damage.

Robes of the Monk +1

Wondrous Item, Uncommon
While wearing these robes and using the Unarmored Defense feature of the Monk Class, your AC is increased by 1.

Robes of the Monk +2

Wondrous Item, Rare
While wearing these robes and using the Unarmored Defense feature of the Monk Class, your AC is increased by 2.

Robes of the Monk +3

Wondrous Item, Very Rare
While wearing these robes and using the Unarmored Defense feature of the Monk Class, your AC is increased by 3.

Sash of Wisdom

Rare (requires attunement)
While wearing this sash, your Wisdom score changes to 21. The item has no effect on you if your Wisdom without the belt is equal to or greater than the sash's score.

Street Brawler's Gloves

Uncommon
While wearing these gloves, your Unarmed Strikes use a d6 for damage.

Training Gloves

Common
While wearing these gloves, your Unarmed Strikes use a d4 for damage.

Revised Magic Items

Veteran's Cane (Revised)

Wondrous Item, Common

When you grasp this walking cane and use a bonus action to speak the command word, it transforms into a silvered longsword. You may speak the command word as a bonus action to transform this longsword into a walking cane once again.

Races

Revised Races

Custom Lineage (Revised)

Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them:

Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size: You are Medium or Small. You choose the size when you select this race.
Speed: You have 30 feet of walking speed.
Creature Type. You are a humanoid. You determine your appearance and whether you resemble any of your kin.
Darkvision. You have darkvision out to 60 feet.
Skill Proficiency. You have proficiency in one skill of your choice.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Your race is considered to be a Custom Lineage for any game feature that requires a certain race, such as elf or dwarf. This means that you do not qualify for any Feat, Subclass, or other feature that would require you to be a specific Race.

Human (Revised Variant)

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size. You are Medium.
Speed. You have 30 feet of walking speed.
Creature Type. You are a Humanoid.
Adaptable. You are proficient in one Skill and One type of Artisan's Tools of your choice.
Expert. Choose one Skill with which you are Proficient. You may double your proficiency bonus whenever you make a Skill Check using that Skill.
Languages. You speak, read and write Common and two other languages of your choice.

Spells

New Spells

Cantrips

Air Burst

Evocation Cantrip


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You strike out with a fist coated in swirling air at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage. An object not being worn or carried that weighs less than 10 lbs is knocked back 5 feet.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Classes: Artificer, Druid, Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter, Tempest Cleric

Spider's Bite

Evocation Cantrip


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

You cause your hand to glow a sickly green and slash at a foe with a clawing motion. Make a melee spell attack against the target. On a hit, the target takes 1d8 poison damage.

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

Classes: Druid, Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter

Tyrant's Tail

Transmutation Cantrip


  • Casting Time: 1 Action
  • Range: Self (10 Feet)
  • Components: V, S
  • Duration: Instantaneous

You grow a Tyranosaurus Rex's tail from your back and lash out at a foe within 10 feet of you. The target must succeed on a Strength saving throw or take 1d8 Thunder damage and be pushed up to 10 feet in a straight line away from you.

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

Classes: Druid, Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter

Water Whip

Evocation Cantrip


  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: V, S, M (a drop of water)
  • Duration: Instantaneous

You lash out with a long whip of water. Make a melee spell attack against a target. ON a hit, the target takes 1d8 bludgeoning damage. If it is an unsecured object that is not being worn or carried and weighs less than 10 lbs, it is knocked back 5 feet.

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

Classes: Druid, Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter, Greedallion Warlock (SPG), Tempest Cleric

1st Level

Rough Waves

1st-level Evocation


  • Casting Time: 1 action
  • Range: Self (15-foot Cone)
  • Components: V, S
  • Duration: Instantaneous

A surge of water erupts from your hands. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 2d8 bludgeoning damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one.

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

Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter, Greedallion Warlock (SPG), Tempest Cleric

Shower of Sparks

1st-level Evocation


  • Casting Time: 1 action
  • Range: Self (15-foot Cone)
  • Components: V, S
  • Duration: Instantaneous

Electric sparks spring your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.

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

Classes: Artificer, Sorcerer, Warlock, Wizard
Subclasses: Ancient Dragon Warlock (SPAD), Arcane Trickster Rogue, Draconic Bloodline Sorcerer, Eldritch Knight Fighter, Tempest Cleric

2nd Level

Cordon of Bullets

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (four or more pieces of firearm ammunition)
  • Duration: 8 Hours

You plant four pieces of nonmagical firearm ammunition in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.


Classes: Artificer, Ranger
Subclasses: Battle Smith Artificer

Electrify

2nd-level Transmutation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a copper piece)
  • Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to become electrified. Any creature in physical contact with the object takes 2d8 lightning damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If you do so, the creature may attempt the save again, ending the spell on a successful saving throw.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Classes: Artificer, Sorcerer, Wizard.
Subclasses: Ancient Dragon Warlock (SPAD), Draconic Bloodline Sorcerer, Tempest Cleric

Lightning Strikes

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create three bolts of lightning and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 lightning damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Classes: Artificer, Sorcerer, Warlock, Wizard
Subclasses: Ancient Dragon Warlock (SPAD), Arcane Trickster Rogue, Draconic Bloodline Sorcerer, Eldritch Knight Fighter, Tempest Cleric

Shadowy Surge

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A Topaz Dragon's Scale)
  • Duration: Instantaneous

A line of lashing darkness 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, College of Whispers Bard, Draconic Bloodline Sorcerer, Eldritch Knight Fighter, Grave Cleric

Venom Blade

2nd-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (A vial of rattlesnake venom)
  • Duration: Concentration, up to 10 minutes

You evoke a blade dripping with venom in your free hand. The blade is similar in size and shape to a shortsword, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the venomous blade. On a hit, the target takes 3d6 poison damage.

Once per Turn, if you deal damage to a creature with this blade, they must make a Constituion saving throw or be Poisoned until the start of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Classes: Druid, Ranger, Sorcerer.
Subclasses: Ancient Dragon Warlock (SPAD), Arcane Trickster Rogue, Draconic Bloodline Sorcerer

Water Blast

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A drop of water from a water elemental)
  • Duration: Instantaneous

A line of surging water tears forward in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Strength saving throw. A creature takes 3d8 bludgeoning damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter, Greedallion Warlock (SPG), Tempest Cleric

3rd Level

Corrosive Touch

3rd-level Evocation


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

The touch of your hand can corrode the defenses of others. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 acid damage, and the next attack made against it has advantage. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Classes: Artificer, Sorcerer, Warlock, Wizard
Subclasses: Ancient Dragon Warlock (SPAD), Arcane Trickster Rogue, Draconic Bloodline Sorcerer, Eldritch Knight Fighter, Trickery Cleric

Ice Arrows

3rd-level Transmutation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 Hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Classes: Artificer, Ranger, Sorcerer, Warlock.
Subclasses: Arcane Trickster Rogue, Draconic Bloodline Sorcerer, Eldritch Knight Fighter

Poison Wave

3rd-level Evocation


  • Casting Time: 1 Action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You create a wave of poison and unleash it in a 30-foot cone. Each creature in that cone must make a Constitution saving throw. A creature takes 4d6 poison damage and is poisoned on a failed save, or half as much damage on a successful one. A creature poisoned by this spell can a constitution saving throw at the end of its turn, ending the condition on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6.

Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Subclasses: Ancient Dragon Warlock (SPAD), Arcane Trickster Rogue, Draconic Soul Sorcerer, Eldritch Knight Fighter, Trickery Cleric

Psychic Explosion

3rd-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (A pure, clear crystal)
  • Duration: Instantaneous

A flash of psychic energy erupts from a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make an Intelligence saving throw. A target takes 6d6 psychic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Classes: Warlock, Wizard
Subclasses: Aberrant Mind Sorcerer, Ancient Dragon Warlock (SPAD), Arcane Trickster Rogue, College of Whispers Bard, Draconic Soul Sorcerer, Eldritch Knight Fighter

Sudden Chill

3rd-level Evocation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S, M (A bit of Polar Bear fur and a piece of arctic ice)
  • Duration: Instantaneous

A blast of freezing air bursts forth in a line 100 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Subclasses: Ancient Dragon Warlock (SPAD), Arcane Trickster Rogue, Draconic Bloodline Sorcerer, Eldritch Knight Fighter, Tempest Cleric

4th level

Acid Rain

4th-level Evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (A vial of acid and a few drops of water)
  • Duration: Instantaneous

A rain of corrosive acid to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Constitution saving throw. A creature takes 6d6 acid damage on a failed save, or half as much damage on a successful one.

Attacks have advantage against creatures who end their turn within the area.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Classes: Artificer, Sorcerer, Warlock, Wizard
Subclasses: Ancient Dragon Warlock (SPAD),Arcane Trickster Rogue, Draconic Bloodline Sorcerer, Eldritch Knight Fighter, Trickery Cleric

Thunder Shield

4th-level Evocation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (A string tied tightly around a wooden frame)
  • Duration: 10 minutes

A pulsing field of sonic energy covers your body for the duration. You can end the spell early by using an action to dismiss it.

While the shield is active, you have resistance to Bludgeoning damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield repulses them. The attacker takes 2d8 thunder damage and has disadvantage on its next attack against any creature other than you.

Classes: Artificer, Bard, Sorcerer.
Subclasses: Ancient Dragon Warlock (SPAD), Arcane Trickster Rogue, Draconic Bloodline Sorcerer, Eldritch Knight Fighter

Venomous Stinger

4th-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

A wyvern's tail erupts from your lower back and lunges at a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 7d6 Poison damage and is poisoned until the start of your next turn. On a successful save, the creature takes half as much damage and isn't poisoned.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Classes: Druid, Ranger, Sorcerer, Warlock.
Subclasses: Ancient Dragon Warlock (SPAD), Draconic Bloodline Sorcerer, Transmutation Wizard

5th Level Spells

Acid Bath

5th-level Evocation


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Acid douses one creature you can see within range. The target must make a Constituion saving throw. It takes 8d6 acid damage on a failed save, or half as much damage on a successful one. On a failed save, the target also is dissolved at the end of every turn for the spell's duration. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 acid damage on a failed save, and the spell ends on a successful one.

If damage from this spell kills a target, the target is turned to a puddle of liquid.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Classes: Artificer, Druid, Sorcerer, Wizard.
Subclasses: Ancient Dragon Warlock (SPAD), Arcane Trickster Rogue, Draconic Bloodline Sorcerer, Eldritch Knight Fighter

Electrocution

5th-level Evocation


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Electricity sparks along one creature you can see within range. The target must make a Constituion saving throw. It takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. On a failed save, the target also is shocked at the end of every turn for the spell's duration. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 lightning damage on a failed save and an extra 1d6 damage if it is wearing metal armor, holding an object made of metal, or standing in water, and the spell ends on a successful one.

If damage from this spell kills a target, the target is turned to ash.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Classes: Artificer, Sorcerer, Wizard.
Subclasses: Arcane Trickster Rogue, Draconic Bloodline Sorcerer, Eldritch Knight Fighter, Tempest Cleric

Revised Spells

1st-Level Spells

Find Familiar

1st-level Conjuration (ritual)


  • Casting Time: 1 Hour
  • Range: 10 Feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions except for the Help Action as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. If a familiar is reduced to 0 hit points, roll a Charisma Saving Throw with a DC of 15. On a failure, your familiar rejects you and you must summon a new familiar to replace it with a separate casting of this Spell. On a success, your familiar reappears 12 hours later at no cost to you. As an action, you can temporarily dismiss the familiar to a pocket dimension. It cannot bring anything with it into this pocket dimension, such as a Bag of Holding or Potion of Healing. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 15 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. If you order it to take an Action that would cause it to be reduced to 0 Hit Points, such as attacking an Adult Red Dragon or placing a Bag of holding inside of another Bag of holding, you must make the same save as if it had been brought to 0 Hit Points. On a success, it does the action anyway. On a failure, it ignores your orders.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 30 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Classes: Artificer, Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
Other Options/Features: Book of Ancient Secrets, Pact of the Chain

Goodberry

1st-level Transmutation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a sprig of mistletoe)
  • Duration: Instantaneous

Up to five berries appear in your hand and are infused with magic for the duration. A creature can use its bonus action to eat one berry as long as it is holding it, gaining one of the following benefits:

  • Eating a berry restores 1d4 hit points.
  • The berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. If a creature benefits from one of the above effects, they cannot benefit from the other for 24 hours after consumption.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Classes: Druid, Ranger
Subclasses: Nature Cleric
Races: Halfling (Mark of Hospitality)

Shield

1st-level Abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: V,S
  • Duration: Instantaneous

A barrier of magical force appears and protects you. Until the start of your next turn, you have a bonus to AC equal to your Proficiency Bonus, including against the triggering attack, and you take no damage from magic missile.
Classes: Artificer, Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Battle Smith Artificer, Eldritch Knight Fighter, Lunar (Full Moon) Sorcerer, Hexblade Warlock
Races: Gith (Githzerai),Githzerai, Human (Mark of Sentinel)

Silvery Barbs

1st-level Enchantment


  • Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of yourself succeeds on an attack roll, an ability check, or a saving throw.
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you cannot choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

This Spell cannot be used on a creature with Advantage or a creature that rolls a critical hit in combat and a creature cannot be affected by this Spell more than once per Round.
Classes: Bard, Sorcerer
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
Backgrounds: Silverquill Student (SCC)

Unseen Servant

1st-level Conjuration (Ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of string and a bit of wood)
  • Duration: 1 hour

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack, wear armor or shields, or wield weapons. If it drops to 0 hit points, the spell ends. This force cannot block attacks, meaning that it cannot be used as cover by a Small or smaller creature.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object that isn't a weapon, armor, or a shield. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, or command it to interact with a weapon, armor, or a shield, the spell ends.
Classes: Bard,Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
Races: Halfling (Mark of Hospitality)(ERLW)
Backgrounds: Izzet Engineer (GGR)

2nd-Level Spells

Suggestion

2nd-Level Enchantment


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: V,M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
  • Duration: Concentration, up to 1 hour.

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed or that have an Intelligence score of 4 or less are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable to the creature, taking into account their Alignment, personal moral code, and overall well-being. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell as does asking it to do something that would go against its moral code. For example, asking a Lawful Good creature to commit murder or asking a Chaotic Evil creature to behave in accordance with local law would end this spell's effects.

The target must make a Wisdom saving throw. If you or your companions are hostile to the target, they have advantage on this saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give a gold coin to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.
Classes: Bard, Sorcerer, Warlock
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter, Knowledge Cleric
Races: Tiefling (Fierna),Yuan-Ti, Yuan-Ti Pureblood

3rd-Level Spells

Conjure Animals

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes.

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

Each beast disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them as a Bonus Action, and you can choose to give conotrol of up to two of these summoned beasts to allied creatures when you cast this spell. If no commands are issued to the beasts, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics and chooses which creatures appear. These creatures must have a movement type that can be used in the terrain where the spell is cast.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Classes: Sorcerer, Wizard
Subclasses: Ancient Dragon Warlock (SPAD), Arcane Trickster Rogue, Artillerist Artificer, Eldritch Knight Fighter, Fiend Warlock, Genie (Efreeti) Warlock, Light Cleric

Counterspell

3rd-level Abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

You cannot cast this spell in response to another casting of Counterspell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter

Fireball

3rd-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (A tiny ball of bat guano and sulfur)
  • Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Classes: Sorcerer, Wizard
Subclasses: Ancient Dragon Warlock (SPAD), Arcane Trickster Rogue, Artillerist Artificer, Eldritch Knight Fighter, Fiend Warlock, Genie (Efreeti) Warlock, Light Cleric

Glyph of Warding

3rd-Level Abjuration


  • Casting Time: 1 Hour
  • Range: Touch
  • Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
  • Duration: Until dispelled or triggered

When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You cannot create glyphs with this spell inside of an extradimensional space, such as a demiplane created by a spell or class feature. If you attempt to do so, you immediately take 5d6 Force damage.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d6 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. You may only use Glyph of Warding on an object in this way with a single spell at a time.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d6 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Classes: Artificer, Bard, Cleric, Wizard
Subclasses: Arcane Trickster Rogue, Divine Soul Sorcerer, Eldritch Knight Fighter
Races: Dwarf (Mark of Warding)(ERLW)
Backgrounds: Izzet Engineer (GGR)

Leomund's Tiny Hut

3rd-level Evocation (ritual)


  • Casting Time: 1 minute
  • Range: Self (10-foot radius hemisphere)
  • Components: V, S, M (a small crystal bead worth 15 GP)
  • Duration: 1 Hour

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque, of any color you choose.

You can choose to consume the materials used to cast this spell. If you do, the duration becomes 8 hours instead of 1 hour.

Classes: Bard, Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
Races: Halfling (Mark of Hospitality)

4th-Level Spells

Compulsion

4th-level Enchantment


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

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed, and if a creature is hostile to you or your allies they have advantage on this saving throw. On a failed save, a target is affected by this spell and is immune to its effects for 24 hours. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, and it will not provoke opportunity attacks when it moves in the designated direction.

Classes: Bard, Sorcerer
Subclasses: Glory Paladin, Order Cleric
Backgrounds: Azorius Functionary, Silverquill Student
Other Features/Options: Bewitching Whispers

5th-Level Spells

Wall of Force

5th-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
  • Duration: Concentration, up to 10 minutes

A semi-transparent wall of magical force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage. A disintegrate spell destroys the wall instantly. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

A creature can attempt a Strength Saving Throw if it is adjacent to this wall against your Spell Save DC. A creature without a weapon that deals bludgeoning damage or that is completely unarmed has disadvantage on this saving throw. On a success, the spell ends and the wall shatters. A creature must be on the material plane to attempt this Saving Throw.

Classes: Sorcerer, Wizard
Subclasses: Armorer Artificer, Artillerist Artificer, Clockwork Soul Sorcerer, Redemption Paladin

6th-Level Spells

Mass Suggestion

6th-Level Enchantment


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V,M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
  • Duration: 24 hours.

You suggest a course of activity (limited to a sentence or two) and magically influence up to twice your proficiency bonus in creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed or that have an Intelligence score of 4 or less are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable to the creatures, taking into account their Alignment, personal moral code, and overall well-being. Asking the creatures to stab themselves, throw themselves onto a spear, immolate themselves, or do some other obviously harmful act ends the spell as does asking it to do something that would go against its moral code. For example, asking Lawful Good creatures to commit murder or asking Chaotic Evil creatures to behave in accordance with local law would end this spell's effects.

Each target must make a Wisdom saving throw. If you or your companions are hostile to the target, they have advantage on this saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers all give a gold coin to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Classes: Bard, Sorcerer, Warlock
Subclasses: Arcana Cleric

7th-Level Spells

Forcecage

7th-level Evocation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (ruby dust worth 1,500 gp, which the spell consumes)
  • Duration: 1 Hour

An immobile, semi-transparent, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can only leave it by nonmagical means with a successful Strength Saving Throw against your Spell Save DC at the end of its turn. A creature must be on the material plane to attempt this Strength Saving Throw. On a success, the creature shatters the cage, ending the spell. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

Classes: Bard, Sorcerer, Warlock, Wizard
Subclasses: Arcana Cleric

Tools

Gunsmith's Tools

Artisan's Tools
50 GP, 15 lbs.
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Gunsmith's Tools allow you to care for and repair firearms as well as reload empty casings and shells to create more ammunition.
Components. Gunsmith's Tools include a Case Cleaner, a Reloading Press, Reloading Dies, a Powder Dispenser, Calipers, and supplies to clean and maintain a firearm.
Arcana and History. Your expertise lends you additional insight when examining firearms and ammunition, letting you know the quality and origins of such objects.
Investigation. You can spot clues and other oddities related to firearms, such as burnt powder or a stray bullet casing. You can also notice imperfections in a firearm that could make it dangerous to fire.
Reloading Ammunition. With GP equal to half of the cost of 20 rounds of ammunition (rounded down, minimum 1 GP) in materials as well as empty bullet casings, you can craft 20 rounds of ammunition for a firearm. Additionally, you can spend an hour working to potentially repair a firearm that's been damaged.

Activity DC
Identify what type of ammunition a Firearm uses. 10
Reload some ammunition. 15
Repair a damaged weapon. 20

Weapons

Modified Properties

The following properties for Weapons have been modified.

Heavy. Creatures with a Strength score of 16 or lower have Disadvantage on any attack rolls made with this weapon, and do not add their Ability Score Modifier to their damage rolls with this weapon. If a Weapon with Heavy also has Oversized, then this Strength Score requirement is 18 instead. A heavy weapon's size and bulk make it too large for weaker creatures to use effectively.

Oversized. This weapon can be used only by a creature that has a Strength of 18 or higher. The weapon may also use Strength instead of Dexterity for its attack and damage rolls.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. When used with one hand, this Weapon receives a +1 to all attack rolls. <br
Light. This weapon can be used with Two-Weapon Fighting. Additionally, you have advantage on Skill Checks made to conceal this weapon on your person. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Axes

  • The Greataxe, Handaxe, and Battleaxe gain a new property: Bloodletting
  • Bloodletting. Once per turn, when you deal damage with this weapon, the target must make a Constitution saving throw against a DC of 8 + your Strength modifier + your proficiency bonus or take 1d4 damage at the start of their next turn.

Bows

  • All Bows and Crossbows now have the Silent Property.

    Silent. If this weapon misses with its attack beyond its first range value, it does not reveal the user's location.

Hand Crossbow

  • Range is now 30/60

Heavy Crossbow

  • Range is now 100/200

Light Crossbow

  • Range is now 80/160

Light Repeating Crossbow

Weapon, Range
Simple Weapon
1d6 Piercing - Ammunition (60/120), Reload (6 Shots), Two-Handed
50 GP, 5 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Longbow

  • Range is now 150/300.

Oversized Longbow

Weapon, Range
Martial Weapon
2d6 Piercing - Ammunition (150/300), Heavy, Oversized, Two-Handed
50 GP, 5 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Heavy. Creatures with a Strength score of 15 or lower have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for weaker creatures to use effectively.
Oversized. This weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The weapon also uses Strength instead of Dexterity for its attack and damage rolls.
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Shortbow

  • Now has a range of 80/160.

Firearms

Flintlock Pistol

Weapon, Range
Firearm
1d6 Piercing - Ammunition (40/120), Light, Loading
125 GP, 3 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Light. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Revolver

Weapon, Range
Firearm, renaissance
1d8 Piercing - Ammunition (60/180), Reload (6 Shots)
175 GP, 7 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Semi-Automatic Pistol

Weapon, Range
Firearm, Modern
1d6 Piercing - Ammunition (50/200), Light, Reload (8 Shots)
250 GP, 4 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Light. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Laser Pistol

Weapon, Range
Firearm, futuristic, very rare
2d8 Radiant - Ammunition (80/400), Reload (20 Shots)
5000 GP (average of 2d10 x 1000 GP as per XGE), 2 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Flintlock Rifle

Weapon, Range
Firearm
1d8 Piercing - Ammunition (80/240), Loading, Two-Handed
75 GP, 10 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Lever-Action Rifle

Weapon, Range
Firearm, renaissance
1d6 Piercing - Ammunition (90/270), Heavy, Reload (7 Shots), Two-Handed
150 GP, 12 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Heavy. Creatures with a Strength score of 15 or lower have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for weaker creatures to use effectively.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Bolt-Action Rifle

Weapon, Range
Firearm, Modern
1d10 Piercing - Ammunition (150/600), Reload (5 Shots), Two-Handed
375 GP, 12 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Assault Rifle

Weapon, Range
Firearm, Modern
1d6 Piercing - Ammunition (100/400), Burst-Fire, Reload (30 Shots), Two-Handed
250 GP, 12 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Burst-Fire. A weapon that has the burst fire property can make a single-target attack, or it can spray a 15-foot-cube area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw with a DC equal to 8 + the attacker's proficiency bonus + the attacker's dexterity modifier or take the weapon's normal damage. This action uses five pieces of ammunition.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Marksman's Rifle

Weapon, Range
Firearm, Modern
1d8 Piercing - Ammunition (120/480), Reload (20 Shots), Two-Handed
560 GP, 14 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Burst-Fire. A weapon that has the burst fire property can make a single-target attack, or it can spray a 15-foot-cube area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw with a DC equal to 8 + the attacker's proficiency bonus + the attacker's dexterity modifier or take the weapon's normal damage. This action uses five pieces of ammunition.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Anti-Materiel Rifle

Weapon, Range
Firearm, Modern,Very Rare
1d12 Piercing - Ammunition (200/800), Heavy, Oversized, Reload (10 Shots), Two-Handed
30,000 GP (average cost of a Very Rare magic item, as per XGE), 25 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Heavy. Creatures with a Strength score of 15 or lower have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for weaker creatures to use effectively.
Oversized. This weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The weapon may also use Strength instead of Dexterity for its attack and damage rolls.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Blunderbuss

Weapon, Range
Firearm
2d4 Piercing - Ammunition (40/120), Heavy, Loading, Spread, Two-Handed
150 GP, 8 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Heavy. Creatures with a Strength score of 15 or lower have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for weaker creatures to use effectively.
Spread. A weapon that has the spread property can make a single-target attack, or it can spray a 15-foot-cone area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw with a DC equal to 8 + the attacker's proficiency bonus + the attacker's dexterity modifier or take the weapon's normal damage.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Lever-Action Shotgun

Weapon, Range
Firearm, renaissance
2d4 Piercing - Ammunition (50/150), Heavy, Reload (5 Shots), Spread, Two-Handed
250 GP, 9 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Heavy. Creatures with a Strength score of 15 or lower have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for weaker creatures to use effectively.
Spread. A weapon that has the spread property can make a single-target attack, or it can spray a 15-foot-cone area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw with a DC equal to 8 + the attacker's proficiency bonus + the attacker's dexterity modifier or take the weapon's normal damage.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Double-barrel Shotgun

Weapon, Range
Firearm, Modern
2d8 Piercing - Ammunition (70/280), Heavy, Reload (2 Shots), Spread, Two-Handed
225 GP, 9 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Heavy. Creatures with a Strength score of 15 or lower have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for weaker creatures to use effectively.
Spread. A weapon that has the spread property can make a single-target attack, or it can spray a 15-foot-cone area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw with a DC equal to 8 + the attacker's proficiency bonus + the attacker's dexterity modifier or take the weapon's normal damage.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Pump-Action Shotgun

Weapon, Range
Firearm, modern
2d8 Piercing - Ammunition (60/240), Reload (7 Shots), Spread, Two-Handed
600 GP, 7 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Spread. A weapon that has the spread property can make a single-target attack, or it can spray a 15-foot-cone area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw with a DC equal to 8 + the attacker's proficiency bonus + the attacker's dexterity modifier or take the weapon's normal damage.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Semi-Automatic Shotgun

Weapon, Range
Firearm, modern
2d4 Piercing - Ammunition (50/200), Reload (12 Shots), Spread, Two-Handed
400 GP, 8 lbs.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Spread. A weapon that has the spread property can make a single-target attack, or it can spray a 15-foot-cone area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw with a DC equal to 8 + the attacker's proficiency bonus + the attacker's dexterity modifier or take the weapon's normal damage.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Mauls

  • All Clubs, Flails, Greatclubs, Light Hammers, Maces, Mauls, Morningstars, and Warhammers now have the Debilitating Property
  • Debilitating. Once per turn when you deal damage with this weapon, you may force the creature who took that damage to make a Constituation saving throw against 8 + your Proficiency Bonus + Your Strength modifier. On a failed save, that creature has disadvantage on its next attack.

Clubs

  • No Changes.

Flails

  • Gains the Finesse property.

Greatclubs

  • Damage Die is now a d10.

Greathammer

Weapon
Martial Weapon, Melee Weapon
2d8 Bludgeoning damage - Debilitating, Heavy, Oversized, Two-Handed
150 GP, 14 lbs.
Debilitating. Once per turn when you deal damage with this weapon, you may force the creature who took that damage to make a Constituation saving throw against 8 + your Proficiency Bonus + Your Strength modifier. On a failed save, that creature has disadvantage on its next attack.
Heavy. Creatures with a Strength score of 15 or lower have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for weaker creatures to use effectively.
Oversized. This weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The weapon may also use Strength instead of Dexterity for its attack and damage rolls.
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Light Hammers

  • No Changes.

Maces

  • No Changes.

Mauls

  • No Changes.

Morningstars

  • Now have the Versatile(1d10) property.

Miscellaneous Weapons

Blowguns

  • No Changes.

Dart

  • No Chanes.

Double-Bladed Scimitar

  • Now costs 50 GP.

Hooked Shortspear

Weapon
Martial Weapon, Melee Weapon
1d4 Piercing - Light, Special
1 GP, 2 lbs.
Light. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Special. On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.

Javelins

  • No Changes

Kilij

Weapon
Martial Weapon, Melee Weapon
1d8 Slashing - Finesse
25 GP, 2 lbs.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Lances

  • No Changes

Nets

  • DC to break out is now 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
  • The Special property of nets no longer includes the text "When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.".

Rapiers

  • No Changes.

Sai

Weapon
Martial Weapon, Melee Weapon
1d6 Piercing - Light, Finesse, Special
25 GP, 2 lbs.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Special. If you are attacked by a melee weapon that deals Slashing damage while wielding this weapon, you can use your reaction to add +2 to your AC against that attack.

Sickles

  • Now has the Finesse property.

Slings

  • No Changes.

War Picks

  • Now has the Finesse Property.
  • Now has the Light Property.

Whips

  • Now uses a d6 for their damage die.

Yklwa

Weapon
Simple Weapon, Melee Weapon
1d8 Piercing - thrown (10/30 ft.)
1 GP, 3 lbs.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Polearms

  • The Polearm Master Feat can be used with any of the weapons listed below, replacing the list on the original printing of the feat.

Glaives

  • Damage Die is now a d12
  • Glaives now cost 40 GP.
  • Now has the Special property.
  • Special. You can use a Bonus Action to shift your grip on this weapon, extending its reach by 5 feet. While it has this extended reach, any attacks made at creatures 5 feet or closer to you are made with disadvantage.

Halberds

  • No Changes.

Poleaxe

Weapon
Martial Weapon, Melee Weapon
1d8 Slashing damage - Reach, Special, Versatile (1d10)
25 GP, 7 lbs.
Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Special. When you deal damage with this weapon while using it one-handed, you can choose whether it deals Slashing or Bludgeoning damage. When using the Versatile property of this weapon to wield it two-handed, it deals Piercing damage instead.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. When used with one hand, this Weapon receives a +1 to all attack rolls.

Pike

  • Pikes now deal 2d6 Piercing damage.
  • Pikes now cost 35 GP.

Quarterstaff

  • This Weapon now has the Reach property.

Spear

  • This Weapon now has the Reach property.

Trident

  • This Weapon now has the Reach property.

Swords

  • Daggers, Greatswords, Longswords, Shortswords, Scimitars now have the Balanced property.
  • Balanced. This weapon is balanced for offense and defense. While wielding this weapon, you can use your Reaction to add +2 to your AC against a Melee Weapon Attack.

Broadsword

Weapon
Martial Weapon, Melee Weapon
2d8 Slashing damage - Heavy, Oversized, Two-Handed
150 GP, 14 lbs.
Balanced. This weapon is balanced for offense and defense. While wielding this weapon, you can use your Reaction to add +2 to your AC against a Melee Weapon Attack.
Heavy. Creatures with a Strength score of 15 or lower have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for weaker creatures to use effectively.
Oversized. This weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The weapon may also use Strength instead of Dexterity for its attack and damage rolls.
Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Dagger

  • Now has the Critical Property.
  • Critical. When you score a critical hit with this weapon, you roll an additional die of damage.
  • Now has the Special Property.
  • Special. When you make a Melee Attack with this weapon, you choose whether it deals Slashing or Piercing damage.

Greatsword

  • No Changes.

Longsword

  • Now has the Special Property.
  • Special. When you make a Melee Attack with this weapon, you choose whether it deals Slashing or Piercing damage.

Scimitar

  • Now costs 10 GP.

Shortsword

  • Now has the Special Property.
  • Special. When you make a Melee Attack with this weapon, you choose whether it deals Slashing or Piercing damage.
  • Now costs 20 GP.

Weapon Modifications

  • The following items are only suited for use with Renaissance and Modern Weapons

Bipod

Attachment
250 GP, 3 lbs.
A pair of metal legs that have the ability to lock in place underneath the barrel of a two-handed firearm. While you are Prone, you no longer have disadvantage on Attack rolls, but your movement speed is reduced to 0 and ranged attacks made against you no longer have disadvantage. Incompatible with Enhanced Grip.

Scope

Attachment
500 GP, 1 lbs.
This hand-crafted scope magnifies your vision, doubling whatever you see through it in size. While attached to a non-magical Firearm with the Two-handed property, it grants +1 to Attack rolls.

Muzzle Break of Silence

Attachment, Wondrous Item, Rare, Requires attunement
4000 GP, 5 lbs.
This magical muzzle break can be attached to any non-magical Firearm over the course of an hour. When attached, the sound from your shots is drastically reduced. Your location is not given away if you make an attack and miss with a Firearm that has this item attached to it if you are attacking from your maximum normal range or further.

Enhanced Grip

Attachment
250 GP, 1 Lbs.
Bandages wrapped around the grip of your weapon and glued in place make for a more sure grip. You have +1 to Attack Rolls with your firearm. Incompatible with Bipod.

Extended Magazine

Attachment, Uncommon 500 GP, 2 lbs.
When used with a firearm that has the Reload property, grants 50% (rounded down, minimum +1) to the Shots you can fire before you must use the Reload property of your firearm. Cannot be placed on a Firearm with the Loading property. Incompatable with Speed Loader. Requires Reload (3 shots) or more.

Speed Loader

Attachment, Rare 2000 GP, 2 lbs
This attachment can only be used with the Revolver. When attached, you can reload without using an Action or Bonus Action. You may do this a number of times equal to your Proficiency Bonus, and regain all uses when you finish a Long Rest. Incompatible with Extended Magazine.

Variant Rules

The following list of rules are all optional, and are intended to give a more fun and sensible gaming experience.

Alternative Skill Ability Scores

  • The Medicine Skill uses Wisdom as its default Ability Score. The Medic Feat in this document grants +1 to Wisdom instead of Intelligence.
  • The Religion Skill uses Wisdom as its default Ability Score. The Theologgian Feat in this document grants +1 to Wisdom instead of Intelligence.
  • The Survival Skill uses Constitution as its default Ability Score. The Survivalist Feat in this document grants +1 to Constitution instead of Wisdom.

Dedicated Two-Handed Weapons

For those who wish to avoid the troublesome nature of characters using Great Weapons with spellcasting and other features, two-handed weapons now always require both hands to hold and prevent the character from doing anything else so long as they hold the hand unless they drop the weapon first.

Enhanced Attunement

With these rules, Player Characters no longer have a set amount of 3 Attunement Slots. Instead, they have a fixed amount of slots on their body that they can use. Each Slot may only have magic items equipped equal to the value listed next to it.

  • Head (Circlets, Hats, Helmets) x 1
  • Body (Armor, Clothing) x 1
  • Feet (Boots) x 1
  • Arms x 1 (Bracers, Gauntlets)
  • Belt (Belts, Sashes) x 1
  • Back (Capes, Cloaks) X 1
  • Hand (Gloves, Rings) x 2
  • Weapon/Focus (See Below)
  • Shield x 1
  • Misc. (Anything not covered by the other options, such as a Bag of Holding or a Ruby of the War Mage) x 2

Additionally, a Character can only attune to a certain number of weapons or foci at once as noted on the table below. The number refers to the total amount of Weapons and Foci combined that a character can be attuned to at once.

Classes Maximum Attuned Foci/Weapons
Bard, Cleric, Druid, Sorcerer, Warlock, Wizard 1
Artificer*, Paladin, Ranger 2
Barbarian, Monk, Rogue 3
Fighter 4

*Artificer's 10th and 14th level features now allow you to attune to an extra Weapon each; a total of 3 at 10th and 4 at 14th. Additionally, Soul of Artifice's bonus is now capped at a +6.

The following table accounts for and applies to Smug's Homebrew Classes.

Classes Maximum Attuned Foci/Weapons
Shadow Summoner, Spellsword 2
Armoured Hero, Gunner 3

Lastly, a character who gains Expertise (as described in the 3rd-level Bard feature or 1st level Rogue feature, that is to say, doubling one's proficiency bonus with a Skill such as from those features or the Skill Expert (TCE) Feat) in the Arcana skill in any way may attune to one additional Foci, Weapon, or item allowed by the Misc. Slot.

Incremental Advantage

Instead of re-rolling a d20, this Variant Rule sees Advantage being turned into an Advantage Modifier.

  • When a creature would benefit from Advantage, it adds +1 to its roll instead.
  • When a creature would suffer Disadvantage, it subtracts -1 from its roll instead.
  • This can stack, up to a maximum +5 or -5 bonus or penalty.

Functionally, this results in a roughly 5% increase or decrease in success rate, capping at the 25% Advantage would normally grant.

Intercepting

When a creature is the target of an attack or single-target spell, a character can intercept that attack and change the target of the attack to themselves, moving up to 15 feet to do so. To do this, the following requirements must be met:

  • The creature intercepting must be within 15 feet of the creature being attacked.
  • There must be space adjacent to the creature being targeted for the creature who wants to intercept to use this feature.
  • If an Attack, the attacking creature has advantage on its attack roll if it didn't have it already and cannot have disadvantage imposed upon this attack in any way.
  • If a spell with a saving throw, the creature intercepting has disadvantage on the saving throw, and the spell must target only one creature. The rules for Twinned Spell apply for this; you could not intercept a Fireball, but you could intercept Toll the Dead.
  • The creature attacking or casting the spell treats any 1s it rolls for damage against the creature that is intercepting as 2s instead.
  • You must decide to use this before the DM states if the attacker hits or misses.
  • A creature can use this variant rule a number of times equal to its proficiency bonus, and regains all uses at the end of a long rest.

Magical Metals

Adamantine, Mithral, and Silver weapons now count as magical weapons for piercing resistance, though they grant no bonus to attack or damage rolls.

Furthermore, +1 and higher Magical Weapons now pierce Resistance and Immunity to Bludgeoning, Piercing, and Slashing damage.

Mighty Martial Arts

With this variant rule for Monks, they can use Strength in place of Dexterity, perfect for those who prefer a strength-focused brawler to an agile warrior of calm and aestheticism.

Any time a Monk Class or Subclass feature refers to Dexterity, that instance is replaced with Strength instead; for example, Unarmored Defense is now 10 + the character's strength modifier + the character's Wisdom modifier.

More Dangerous Death Saves

These rules make Death Saving Throws a tougher affair, prevent the sort of "Fight till you drop, then get back up with a healing spell and fight at low HP" mentality the game normally provides without being too brutal.

  • Upon reaching 0 HP, the character immediately makes a Death Saving Throw of 1d20 + Their Constitution Modifier.
  • Rolling a Natural 1 - meaning 1 before any modifiers - is instant death; it’s time to roll up a new character.
  • Rolling a 2-5 means your character is Unconscious and Unstable. If healed with any spell under 3rd level, they are rendered Unconscious and Stable, but unable to continue the fight. They roll 1d4 and are unconscious for that many hours. If healed with a spell of 4th level or higher (or a lower level spell cast at 4th level or higher), they enter the fight with 1 HP and the following restrictions:
    • They cannot use any Feats, Class Features, or Racial Powers that would affect their Attack or Damage Rolls. This includes features like Steady Aim and Extra Attack or Brutal Critical or the Great Weapon Master/Sharpshooter Feats.
    • All Attacks they make are made at Disadvantage.
    • They may only make an Action or Bonus Action during their turn, not both.
    • Their movement speed is halved (rounded down).
    • They cannot regain hit points in any way until the combat has ended.
  • Rolling a 6-10 means your character is Unconscious and Stable. If healed with any spell under 3rd level, they are in the same state as the 2-5 result. If healed with a 3rd level spell or higher (or a lower level spell cast at 3rd level or higher) they regain hit points as normal and return to the fight.
  • Rolling an 11 or higher means that your character is stable, as per the standard rules, and any sort of healing magic or item can bring the character back up and into the fight.
  • Rolling a Natural 20 - meaning a 20 before modifiers - sees the character immediately get back up and into the fight with 1 HP.
  • If you get back up in any way other than a Natural 20 and are brought to 0 HP again, you suffer a level of Exhaustion on top of any other effects from your Death Saving Throw(s). This cannot kill you, meaning the maximum amount of Exhaustion you can gain from this is 5 Levels of Exhaustion… but at that point, you won’t really be contributing to the fight anymore.
  • A character can make a DC 10 Medicine check to stabilize another character as a Bonus Action.
  • If a character takes damage while down, they become unstable, meaning they must make another Death Saving Throw at the start of their next turn.
  • Each Death Saving Throw beyond the first incurs a -1 penalty unless you roll a Natural 20 or finish a Long Rest.

Quick-Use Potions

Once per Turn, a character may consume a Potion without using an Action or Bonus Action. Any additional potions consumed require the use of the Use an Object action.

Selfless Spell Scroll Scribes

Following the rules found in Xanathar's Guide to Everything, there is one change made. The text "The creator of the Scroll cannot use the Scroll themselves, and it cannot be copied into a Wizard’s spellbook." is to be added to the rules for creating spell scrolls.

Additionally, anyone can use Spell Scrolls. The rules for this are as follows:

  • If your character lacks Spellcasting or Pact Magic, your character must cast the spell at its lowest level.
  • If your character has Spellcasting, they may either cast it at its lowest level or spend one of their higher level slots to cast it at that level instead.
  • If your character has Pact Magic, they cast it at the Spell Slot Level of their Pact Magic.

Superior Ability Score Increases

Upon Leveling up to a Level where you would earn an Ability Score Increase, you may choose one of the following:

  • +2 to any one Ability Score
  • +1 to any two Ability Scores
  • +1 to any one stat and a Feat that does not grant an Ability Score Increase
  • A feat that does grant an Ability Score Increase.

The goal of this Variant Rule is to make Ability Score Increases more useful and make those classes starved of ASIs more useful while offering more player character customization.

Variant Spellcasting Scores

A character with the Spellcasting or Pact Magic feature can consult their Dungeon Master and, with the DM's permission, substitute their usual casting Ability Score (and any Class Feature that would mention that Ability Score) for a different one from Intelligence, Wisdom, or Charisma.

Dungeon Masters should only allow this if it's clear the intent is to complete an interesting character concept, and it is not advised to allow the Multiclassing Variant Rule if you use this rule.

An example of an appropriate use of this rule would be a Cleric who uses Charisma instead of Wisdom for spellcasting being a character who launches into heartfelt, bold, and emotional sermons. Another would be an Illusion Wizard who uses Charisma instead of Intelligence and plays at being a show magician who entertains with his magic.

An example of an inappropriate use of this rule would be someone wanting to use Intelligence on a Warlock so they can multiclass into Bladesinger Wizard and/or Armorer Artificer and make use of Pact of the Blade's casting stat-to-damage feature (If you're using my revised Warlock as I recommend with this document) or Hexblade's Hex Warrior feature (if you are not using my Revised Warlock at your table).

Gestalt Rules

Gestalts are a lesser-known rule from 3rd edition. There are plenty of them out there - and this is my take on them.

What is a Gestalt?

Gestalts are characters who have the benefits and features of two classes, but on the same character. Unlike a multiclass, you are effectively taking the same level of a class at the same time. For example, instead of being a Ranger 3/Monk 2 and being a 5th level multiclassed character, you would be a Ranger 3/Monk 3 as a Gestalt character. You would gain the majority of benefits from both; for example, as a Ranger 3/Monk 3, you would gain the benefits of Ki as well as Spellcasting.

Why use Gestalt Rules?

For a higher powered game, or if you have a smaller amount of players. In a party of 2-3 players, they can suffer from a lack of versatility. These rules let them make up for it.

Choosing your Classes

At 1st level, you choose two classes. These are your Gestalt Classes. Multiclassing is still possible using the variant rule, and will be detailed later.

Hit Dice and Hit Points

As a Gestalt, you do not use both hit dice like you would with a multiclassed character. Instead, you look at your two Gestalt Classes and choose the higher hit die. For example, a Fighter/Artificer would use d10s for their hit dice, and gain Hit Points at the same rate as a Fighter, not an Artificer. To further explain, a 5th level Fighter/Artificer with a Constitution Modifier of +3 who took the average for their hit points at every level would have 45 hit points.

Proficiency Bonus

Like multiclassing, a Gestalt character tracks their Proficiency Bonus as if they were a single-classed character; the aforementioned Fighter/Artificer 5 would have a proficiency bonus of +3 as they are a 5th-level character, not a +4 as a multiclassed Fighter 5/ Artificer 5 would have - they count as a 5th-level character, not a 10th-level character.

Skill Proficiencies

When you create a Gestalt character, look at your two classes and determine which gains proficiency in the most skills. You use that value to determine how many skills you are proficient in at 1st level, but you also may choose those skills from a combined list of the skills from both classes. For example, a Fighter/Rogue Gestalt would have 4 skill proficiencies, but their choice would come from both the Fighter and Rogue lists.

Tool Proficiencies

Like Skill Proficiencies, you choose whichever class would grant the greatest amount of tool proficiencies and gain the tool proficiencies that class would grant.

Saving Throw Proficiencies

To determine what Saving Throws you are proficient in, look at the saving throw proficiencies granted by both your classes and create a list of all of them. Then, select two saving throws from that list. You gain proficiency in those saving throws. You may not gain proficiency in the same saving throw twice, and if both classes share a saving throw proficiency you add it to the list mentioned above only once.

Starting Equipment

When selecting Starting Equipment, you choose one of the following options:

  • Select the list of equipment granted by one of your two Gestalt classes. You gain that equipment.
  • Refer to the Rolled Wealth option for both classes and determine which would grant the most Starting Gold with a maximum roll. You roll starting gold using that class's roll (for example, a Fighter/Monk would roll 5d4 x 10, not 4d4 or 9d4 x 10).

Class Features

This is the ultimate feature that sets a Gestalt apart from a Multiclass. You know all Class Features from both classes, with a few exceptions:

Extra Attack

When you would gain the Extra Attack feature from two classes, you choose whichever would grant more attacks by 20th level. For example, a Fighter/Barbarian would gain Fighter's Extra Attack feature, not Barbarian's. Furthermore, when you would gain Extra Attack twice, you replace the Extra Attack feature from the class with fewer total attacks with a Feat of your choice instead. This feat must not grant a bonus to an Ability Score for it to be viable to take using this option. Extra Attack granted by a Subclass does not count for this feature, nor does any optional feature or subclass feature such as Eldritch Invocations (like Thirsting Blade) or Artificer Infusions.

Multi-attack and Smug's Revised Classes. If you use my Revised Classes, the Barbarian, Fighter, and Monk Classes have a new feature that replaces Extra Attack called Multi-attack, while the Half-Casters (Artificer, Paladin, Ranger, Spellsword) and Full Caster Subclasses (Swords Bard, Valor Bard, Bladesinger Wizard) have Extra Attack (which all function as the baseline Bladesinger Extra Attack would, letting one Attack be replaced with a Cantrip). Using these, the features are merged; a Gestalt with Extra Attack and Multi-Attack may replace one of their Multi-Attack attacks with a casting of a Cantrip, but also has Attacks equal to their Proficiency Bonus when they take the Attack Action.

Spellcasting

When you have two classes that have the Spellcasting feature, you gain benefits as follows:

  • You choose the Spellcasting Stat of one of your two classes and use it for both Classes' spellcasting. For example, a Wizard/Sorcerer could choose either Intelligence or Charisma as their Spellcasting Ability, and would use that Ability to calculate Spell Attack Bonuses and Spell Saving Throw DCs for both classes.
  • You gain the Cantrip progression of whichever Class has the greater amount of Cantrips. For example, an Artificer/Wizard would start with 3 Cantrips.
  • However, you may choose your Cantrips from either class's list, provided that class has access to Cantrips.
  • You have Spell Slots equal to whichever Class would have the most. For example, an Artificer/Wizard 5 would have four 1st, three 2nd, and two 3rd level Spell Slots, which they could spend on either list of spells.
  • You have a combined Spell List of both classes' list, and prepare them as normal. For example, an Artificer/Wizard 5 would know 14 Wizard Spells and all Artificer Spells of 1st and 2nd Level. They would be able to prepare Intelligence Modifier + 5 Wizard Spells, and Intelligence Modifier + 3 Artificer Spells, but would only have the Wizard Spell Slots to spend across both.
  • If your Classes both prepare spells from a Class List, you prepare them separately but ultimately know all spells you would for the level of your classes; for example, a Cleric/Paladin 5 would know all Cleric spells up to 3rd level and all Paladin spells up to 2nd level.
  • However, if either of your Classes have the same spell on your spell list, you only learn it once and may choose to prepare it as either class's spell. In the above example of a Cleric/Paladin, both know Cure Wounds at 1st level, so the character would know Cure Wounds and be able to prepare it using either Class, but not both at once.
  • Your Spell Saving Throw DC and Spell Attack Modifier are calculated normally using the Spellcasting Ability you chose, and apply to all spells you cast from either Class.
  • You can cast any Spell you have using any Slots you have. Similar to Multiclassing, this allows you to cast lower level spells from one Class at a higher level. For example, the aforementioned Artificer/Wizard 5 could cast Cure Wounds as a 3rd-level spell, but would not know any 3rd-level Artificer spells.

All in all, a Gestalt Spellcaster will have more spells ready at once, but the same amount of Spell Slots available to cast with.

Pact Magic is unique, and if you make a Gestalt character with a Warlock and another spellcasting class, you may cast spells from either class using either Pact Magic or Spellcasting.

Ability Score Improvements

When you recive an Ability Score Improvement at 4th, 8th, 12th, 16th, or 19th level, you have two choices:

  • You receive a +1 to any ability score of your choice from both classes.
  • You may forgo both ability score increases to instead take a Feat.

The additional Ability Score increases from Fighter and Rogue retain their normal benefits.

Smug's Revised Classes - Ability Score Increases. If you use my Revised Classes, certain ones also receive additional Ability Score Increases. These, like Rogue and Fighter, work as normal.

Variant Rules and Gestalts

Multiclassing

When you multiclass, you treat each gestalt Class as its own class for the purpose of multiclassing; for example, if you were a Ranger/Monk 5 and you wanted to multiclass into Cleric, you would need to choose one class and then meet the Ability Score requirements to multiclass into Cleric with the class you chose. For the sake of example, assume you chose Monk; you'd need Wisdom 13 or higher, and if you did choose to multiclass you would become a Ranger/Monk 6 as well as a Monk 5/Cleric 1.

When multiclassing spellcasters, you use the rules as shown in the Dungeon Master's Guide.

It is ill advised to allow Multiclassing with Gestalt rules both due to the power level and to the complexity of multiclassing. This rule is here to ensure consistency if the GM decides to allow multiclassing with Gestalts.

Spell Points

If you use the Spell Points Variant Rule, you calculate Spell Points based on the Spellcaster you chose; for example, an Artificer/Wizard would use Wizard Spell Points.

Superior Ability Score Increases

When using the variant rule from this document, your choice at reaching an Ability Score Increase (other than the ones granted by Rogue at 10th or Fighter at 6th and 10th) is as follows:

  • +1 to any two Ability Scores
  • +1 to any one Ability Score and a Feat that does not grant an Ability Score Increase
  • A feat that grants an ability score increase

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Changelog

1.01

  • Commando's last line now reads "Once per turn, when you take the Attack Action with a Dagger, you can move 15 feet in a straight line towards the target of that attack. You must be within 15 feet of that creature to gain this benefit.".

1.02

  • New section: Medium Armor
    • Medium Armor can now be used with STR instead of DEX, but all other restrictions apply. This is a buff to Clerics (especially using my Revised Cleric), Barbarians, and Strength-based Rangers.

1.03

  • Added text to the Death Save Variant Rules to clarify a few things.
  • Added a new Variant Rule - Variant Spellcasting Scores.
  • Added a new Variant Rule - Quick-use Potions
  • Added a new Variant Rule - Intercepting

1.04

  • Added a Fighiting Styles Section
  • Added a fighting style (Marine Fighting)

1.05

  • Added a Spells section
  • New Spells added. Compiled from my Revised Sorcerer and Path of the Ancient Dragon Warlock Subclass. Those now link to this document.

1.06

  • Added Cordon of Bullets from my Revised Artificer.
  • Added a new Variant Rule: Superior Ability Score Increases.

1.07

  • Added the Sai from Way of the Cut and Take

1.08

  • Added three new spells.
  • Added a new Variant Rule: Mighty Martial Arts.

1.09

  • Added a new section: Revised Spells
  • Added a revised version of Unseen Servant that prevents the stupid "I use my Unseen Servant carrying a shield as half-cover!" cheese.

1.1

  • Added Gestalt rules. Have fun!

1.12

  • Added a new Feat - Pai Zhua Master. Designed for Monks.
  • Added a new variant rule - Incremental Advantage

1.13

  • Added my Revised Variant Human and Revised Custom Linage.

1.14

  • Added Revised Great Weapon Master and Sharpshooter feats.
  • Added Magical Restoration.

1.15

  • Reworked some of the Gestalt rules.
  • Added revised versions of Crossbow Expert and Gunner that account for weapons with the reload property.
  • Added a new Feat - Martial Arts Initiate. Grants a scaling Unarmed die and DEX strikes.
  • Heavy Armor Master can no longer reduce damage below 1.
  • Firearm prices revised and reduced and some damage modifications (mainly the Reload X Lever weapons). Laser weapons and the Anti-Materiel Rifle are now classified as Magic Items and priced as per the averages of the rolls in Xanathar's Guide to Everything for those tiers.

1.16

  • New spells added: Spider's Bite (Cantrip), Tyrant's Tail (Cantrip)

1.17

  • Reorganized the Variant Rules. They are now in alphabetical order.
  • Added new Variant Rules for attunement.
  • Tweaked the wording of some Variant Rules.
  • Adjusted Gestalt Rule formatting.
  • Added a new section - Magic Items.
  • Added Veteran's Cane (Revised).
  • Added all of my Magic Items from Way of the Fist into this document.
  • New Weapon Added - Greathammer, a 2d8 bludgeoning weapon under the Maul category.
  • Shortswords and Longswords now have the same Special property as Daggers.
  • Scimitars and Shortswords have had their GP costs changed as a result of the above change. Scimitars are cheaper but offer only slashing damage, whereas Shortswords offer two damage types but are more costly.
  • Pikes now do 2d6 Piercing and have increased GP cost.
  • Glaives now have increased GP cost.
  • Oversized property now makes using Strength optional; effectively, it is a reverse of Finesse.
  • Corrected formatting across the board.

1.18

  • Added several revised spells, aiming to make more powerful options less so and give Sorcerers and other casters more spells while stripping Wizards of some of their options that are less-fitting.
  • Added a reference for documents at the start and an introduction.

1.19

  • Added a special section on Modified Properties for Weapons.
  • Altered how Heavy works for weapons.
  • Changed Heavy on the Tower Shield to a new Property, Unwieldy.
  • Added a revised version of Counterspell that cannot affect itself.

1.20

  • Two new Feats
  • Two new Fighting Styles

1.21

  • Reduced Fireball's Damage and Radius.

1.22

  • Added the Silent Property to Bows and Crossbows.
  • Updated the Heavy property's revised effects.
  • Added the Critical property to Daggers, allowing them to deal an additional die of damage.