Aeiroth Table Rules & Extras

by DrakeBigShep

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Table Rules

I do apologize that this section is lengthy, but I want to make sure how everything works is very clear. I require you to read these before participating in a session.

Once these have been read and you confirm you have done so, I will give you an invite to the community Roll20 where you can make the character. If you prefer to do D&DBeyond or an individual pdf, I will need you to send me a PDF of your character sheet so I can look over it proper. If you use pen and paper sheets.. Well I guess I'll need a scanned copy or picture that gives me a clear image. Independent sheets from other sites or your own documentation will need to include spell descriptions, feat descriptions, racial abilities, and subclass features. If you use any third party content with it I will need you to send me some form of PDF or link of the content so I can keep it on hand for quick, easy reference.

This section details the rules for character creation and table conduct. If you have any further questions or concerns, you can contact me on the appropriate source. I'm going under the assumption you have gotten a link to this from my community discord server where you can contact me via DMs.

Looking forward to seeing what characters you create and what life you bring to the table!

-Drake

Allowed Table Content

I love allowing an excessive variety of builds at the table, but some thngs DO require a small bit of restriction.

2014 Content

Feats & Spells If there is a 2024 version of a 2014 feat or spell, you must use the 2024 version. Speedy IS Mobile, for feats.


Feats 2 If you want to use a feat that was in 2014 but didn't make it into 2024, and it lacks the new change of having a +1 ability score tied to it, we can discuss an appropriate +1 ASI to add to the feat OR if it can be eligible as an origin feat! This way popular old feats remain competitive!


Classes I want the 2024 versions used. HOWEVER! For Ranger I allow the Tasha's Ranger to be used with weapon masteries and preparred casting added. Also, Four Elements monk you can also use the 2014 version if you choose (I have a buffed version available later in the document)


Unearthed Arcana This applies to UA as well. I want the UA version of subclasses, but if you prefer the 2014 version (sans hexblade) I'm open to discussion.

Third Party Content

I allow the use of third party items, subclasses, classes, and feats. HOWEVER! I want them run by me first so I know what to expect or possibly decline its use if its power scaling is unreasonable. If you want to use third party/homebrew content, I will state that I need you to be open to make adjustments if something feels a bit too strong, but if it feels too weak I am also open to adjusting for that, too.

If you want to homebrew something for yourself, such as a feat, spell, or subclass then you need to talk to me about it! I will be happy to look it over but you need to be willing to have changes made down the line just in case I miss something!

Bellyports

So these spells from Vore5e are a bit... Strong. If you want to use a bellyport spell, the versions from Vore5e are disallowed but the versions from Dungeons and Dinners are okay to use. Even if I think they should be a charisma save instead of dex. Basically, no lesser bellyport- it's WAY too strong.

2024

The table uses the 2024 ruleset with some houserules (as is to be expected). There's a lot of good tools and I want you to use the updated versions of the classes and subclasses. The rulesets, for the most, are now available online. However, I can provide the rulebook as a PDF if you want your own copy.

Table Bans


Silvery Barbs I think it goes without saying why but to be transparent, the spell does far too much for a first level spell and is completely overpowered.


Wish So while the wish spell is banned, I do offer a wish given specific circumstances in game. However, I will not specify those here as to not incur cheating to earn a wish. They can be used to request a boon or benefit within reason- a feat, item, or future story beats to occur are good examples.


Simulacruum I don't want to balance around it.


Feats Cartomancer and Elven Accuracy need to use the revised version later in the document.


Peace/Twilight Domain Cleric, Eloquence Bard, UA Mystic Wither's Voice No.


Dunamancy & Glutton Warrior They are very rare and require story reasons to allow. Chronurgy and Graviturgy will have story tied to a specific cultural background. Glutton Warrior is just fully disallowed on character creation- but may be takable later.


Theurgy Wizard Not outright banned, but there are a few domains that I disallow with Theurgy. Twilight, Peace, and Life are not usable for a Theurgy wizard.


*Shepherd Druid Too much initiative clogging.


Plane Shift via level up It's not outright banned, but I would like a story progression to allow your character to learn/cast it.


Triple Multiclassing 90% of times triple classing isn't done in good faith so for community sessions it fully isn't allowed.


Aarakokra SPECIFICALLY the original Aarakokra with 50 movespeed. The 35 movespeed version is acceptable.


Dhampir No Dhampir + flight.


Centaur Centaurs are exclusive to the fey wilds in the setting, but not PCs.


Satyr I have a toned back version of Satyr that is usable, but no to standard.


Character Creation Guidelines

We are now using 2024 character creation. I allow custom backgrounds, so long as they are background and story appropriate. If you are struggling to come up with a character idea I can help ideas or guide you through the process you're struggling there. Alternatively I have a list of premade characters you can choose from. All of them have their own unique personalities, stories, and builds and can easily be tied in.

Stats

Point Buy or Standard Array. 15/15/15/8/8/8 point buy will be declined. All official classes are allowed but keep the flavor within the confines of a mostly mideival setting- lower end steampunk is fine. New characters to one shots default to level 8 unless stated otherwise and may level up to 9 or 10 over time. I may do t3 (11+) in the future- we'll see. You can roll health or take average- if you roll you may reroll 1s, but must need to be able to show me over Roll20.

Starting Gear

Characters can start with 2 Uncommon items (Or a +1 armor, shield, or weapon) and 1 rare item on character creation. The Illusionist bracers are not allowed and you may not stack ring of protection with the cloak of protection. I reserve the right to decline item choices if I feel they're being chosen in bad faith.

Also, you start with 2d20x10 starting gold that you can use for potions and scrolls.

Additional Feats

Usually by lvl 8 I have awarded players an additional feat. If we work together to make a character, I will allow an extra feat to enable builds to work or encourage roleplay. If you don't start with an extra feat I will find a reason to reward one to you after a couple sessions based on how I feel you've roleplayed the character.

Size Limitation

Characters must be within the Medium size category. Weight is limited to 750 pounds at starting. This way token sizes are more managable for the former, and weight points won't provide an instant advantage with the latter. Obviously, character will put on a lot of weight depending on your subclass or actions so I want to make it clear that if you want to play a character bigger, just let me know and I can try to enable them to get to that sort of size over time- this is just for a start.

I will also be VERY clear- I heavily discourage the "I have to be the biggest!!" mindset because, well, that's just bad ettiquite. Playing a character and BEING that guy are totally different so please be considerate of other players and communicate your intentions on character creation. Now if you want to make a character that makes everyone else in the party huge.. Just make sure to be clear about that but I doubt too many will mind.

Modified Character Features

I'm a fan of having characters customized so I am open to discussing small things to help your character be unique. EG, tweaking racial or subclass features to fit the character vision better. Maybe homebrewing their origin feat. Please don't exploit my generosity with this. I may consider declining you for a session if you do.

Flex Casting

I allow flex casting if the stat will make more sense for the character flavor (an int warlock or sorcer for example)- that's fine with me so long as you run it by me. If you want to, say, play a wizard and take a warlock dip for extra cantrip to play a sort of 'cantrip collector' type character, I can be open to discussing it for multiclassing to allow them to work easier as long as you're transparent about your intentions.

There is a leaning for flex casting to intelligence, and no you may NOT use con or dex as your modifier. Wisdom will be relatively contextual and likely only for third or half casters.

Basically, I'm not closed to it and tend to go with the philosophy of "will it lead to something more powerful than a Sorclock, Sorcadin, Hexadin, or Hexbard? No? We're good." Though I will likely need you to at least have some of the spellcasting modifier of the original (like that int sorcerer would need SOME charisma)

Alignments

Evil characters ARE allowed. HOWEVER! Don't use it as a reason to be a problem player. Alignments are typically defined as follows:


Good. Generally very much about helping others, aiming for the greater good, and steering their actions to do right by others. The kind who wants to help make things better for everyone.


Evil. Very self-interested. You don't have to be actively malicious, just selfish. An evil character is easily viewed as the player that works with the party as a means to an end, but may leave or betray them for a higher price.


Lawful. They often times follow some form of dogma. Be it sticking to the law of the land, or a strict societal, cultural, or moral code. They are reluctant to stray from said code, using it as a strict guideline to guide their actions.


Chaotic. Very much in favor of going against the rules and following their own moral compass. Often times a free spirit 'the rules are made to be broken' or 'the ends justify the means' type. While they do tend to seem very capricious, they often have a method to their madness and may often just prefer going against the grain.

Player Conduct

Respect the preferences and boundaries of other players. I shouldn't HAVE to say this but it still needs to be said. I will be giving a 3 strikes policy for inappropriate behavior (slurs, insults, etc) or poor player behavior (spotlight stealing, backseat playing, metagaming). Bigotry and cheating will have a zero tolerance policy. If your behavior is inappropriate or disruptive for the table, I will consider removing you and not allow you to attend future sessions.

If you are removed from the table and future sessions, you can write an appeal and I will discuss it with the other players who were present on if it would be acceptable to allow you to return.

Suspected Cheating

I allow for physical dice, because I know people like to roll their own, but if I begin to suspect you're fudging your rolls I will require you using a dice bot within the discord server- refusal to switch on request will lead to removal from the session and consideration for not being allowed to attend future sessions.

Murderhoboing

Murderhoboing will likely result in a warning if not outright removal. If you are playing a character that is prone to violence with a criminal past, or etc, that's fine just talk to me. However, killing every shopkeep to get their stuff or every npc you meet just because you don't like them, no.

Disputes

Disagreements on rulings do happen, I get that. If you have questioning or disagreement with a ruling I make you are free to voice that. However, if I feel it is just arguing and splitting hairs to give yourself an advantage I will shut that down. As the DM, the ruling IS final. I want to be fair but if you keep pushing it may result in a warning.

Fully arguing with other players will also result in a warning. "That's what my character would do" is not the air-tight argument you think it is.

Issues with other players

If you have a personal beef with another player, please don't bring it to the table. If you can't do that, just back out and be respectful. If there is behavior from a specific person you find to be a considerable problem, let me know personally so I can address it if need be.

Disclaimer

I reserve the right to not allow you to participate in further sessions, or even decline you for a session 1, for any reason I see fit. They include but are not limited to:

  • I and/or other players find you draining or unpleasant to be around.
  • You have shown unrealistic expectations for sessions.
  • Your microphone and/or accent make you too difficult to understand.
  • You've shown poor behavior to other players and/or the DM.
  • Attempting to munchkin or powergame.
  • Being consistently disruptive to the pace of the game.

Misc

Things that don't quite fit into other topics but still need to be covered.

Triggering Topics

There are some topics that are a bit dicey to handle. To cater to general preference, there are some things that will be handled in specific ways. Many of these topics may be implied but never directly shown. If these topics are out of your boundaries or even triggering to you, please let me know in private so I know to avoid any violation of that boundary.

  • Child Death. Kids will not die directly in a session, but implications that tragedy happens is the nature of storytelling.
  • Sexual Assult. If you're going to ask to molest (or worse) an NPC you will be removed from the game AND community WITHOUT HESITATION. This is the only warning. Other than that, in terms of story it will only be handled with implications and things as far as rape will never be directly shown... if it's ever even a topic covered.
  • Sex. We're adults here. I will not shy away from the implications that adult characters, do in fact, show affection, kiss, cuddle, or even fuck. If it is to happen from PCs it will be a fade to black and not be described thoroughly.
  • Physical Assault. I mean.. there's killing of monsters and baddies. You might see a villain beating the snot out of someone.
  • Torture. This is sometimes used as a device to show the mentality of villains or others and may be mentioned. If you are a player and try to torture for information, it will be case-by-case but I don't encourage going too far.
  • Murder. Yeah.. That does happen. Bhaal is part of the setting. Murder and assassinations are topics that happen.
  • Body Horror. It sometimes happens as a story device, so I will not shy away from it if it is necessary to telling the story. But I don't want to to it to an extent of causing discomfort so if it does, feel free to speak up
  • Gore. Same as the last, but I will refrain from making it excessive.
  • Firearms. They don't show very often and are mostly used as a weapon as it is a part of some classes and builds. I will never do a mass shooting.
  • Racism. There are some characters that will have charged opinions for storytelling and character development but I will not make it a focal point.
  • Slavery. Also a storytelling device and does exist within some npc backstories and plot devices. Again, will be painted in a bad light.
  • Familial Abuse. Touchy subject, yes. It is a story point for some characters. If it's too much, tell me.
  • Adult language. If that bothers you, grow the hell up. If they're not saying slurs who the fuck cares?

Small rule and spell tweaks

Just some rules that never made sense to me or toning back/up some spells to bring them more in line.

  • Prone does not cause disadvantage to ranged attacks and its advantage range is 10 feet instead of 5
  • True Strike requires a melee weapon you are proficient with as part of the material component, instead of any weapon your are proficient with.
  • UA Resistance instead of 2024- range of 30 feet, gives 1d4 to a saving throw and it's casting time is 1 reaction where an ally you can see fails a saving throw.
  • Attacks or spells that add your proficiency bonus to the damage do not stack. Unless I'm missing something, this really does just apply to Hexblade's Curse and Great Weapon Master not stacking. (As of UA in July, this no longer applies but is being kept in case a subclass that uses it shows up)
  • Conjure Minor Elementals. While this WAS erata'd I want to keep it in line with other spells of its nature- the upcast adds an additional ld8 for every second level above 4th. Not every spell level.
  • Eldritch Adept (2014) aside the aforementioned +1, you work within the purviews of the class you picked it up from. EG- the spellcasting modifier of the class you picked it up from. Wizard, Int, etc. If you take them on a class lacking a spellcasting modifier, we can talk about it but probably choose one.

Playtime

I am based in eastern standard time. Games will start at 2pm eastern standard (GMT-5), 11AM pacific standard on Saturdays by default. If that changes I will make an open announcement in the discord server. That is when dice will roll, not when to show up. If you leave at 1:59 to go get water and food, I will simply start without you. Have everything your need, be present, and be ready to start by 2/11. Showing up a few minutes early is also a good courtesy.

Sessions run anywhere from 3-5 hours and I will make sure to have a break after about an hour and a half of play. Sometimes sessions might go a little bit over, but if you do not have the time or energy to continue, feel free to speak up and we can attempt to pick back up. If you need to leave early or will show up late, let me know ahead of time if possible. If something unexpected pulls you away, I understand- shit happens.

How to attend

I will announce by Friday evenings when I mention I'm intending to host a session. You will have until noon (EST)/9AM (PST) on Saturday to get your sheet for me to approve. The sooner the better, however. I will probably leave it as first approved first served. I will aim between 4-6 players and please do not just surprise show up.

I also allow people to listen in, as I know there's a genuine appeal to listening to D&D being played as background noise. If you want to listen in just ask and I can let the players know. If you are a player and others listening in is out of your comfort zone, please let me know that when asking to attend.

Make sure your character backstory is easy to read and simple enough that it can fit into a world easily. If you have a backstory incompatible with the setting I can help work it to fit in. And for the love of Talos please don't be this super OP god-like character by level 8. You're not a dragonslayer, you're lined to be an adventurer with some basic experience.

Snollygoster

Once you've read this far, you can DM me "I am not a Snollygoster" so I know you've read the table rules. After that we can start on actual character creation.

Past here is house rules, DM ruling choices, and lore information. House rules are important to read as many of them are made to make more builds viable or prevent cheese and ruling choices are here to prevent confusion. Lore is to help with character creation but is not absolutely necessary to read- just encouraged.

Fat rulings!

The gluttony module is a bit "dm decides how penalties for weight happen" so here's a spot to explain my rulings! I do apply some penalties because, hey, some of us really dig how being a biggun' effects the interactions with the world!

Penalties

Flight

So shocker, being heavier makes flight higher! The following chart is simple effects based on weight points for simplification.

Weight Points Effect on Flight
0 Flight Unaffected
1 Non-magical flight must land at the end of your turn or fall
2 Non-magical flight cannot be higher than your walking speed
3 Non-Magical flight is no longer possible. Magical flight must land at the end of your turn or fall
4 Magical flight cannot be higher than your walking speed
5 Flight is no longer possible, magical or otherwise

Mind, this is for medium sized characters. Large would increase the values by 1 and small would decrease the values by 1 (minimum of 1)

Skill checks

A lot of dex based skills can be.. difficult to achieve when you're getting hefty. Good luck hiding behind those boxes when you're wider than you are tall.

Stealth & Acrobatics. Your weight points are added to the DC of the check at minimum. But overall, the effects are behind the DM screen- fatter means harder to be stealthy. I may have disasterous outcome happen at higher numbers than a natural 1. Even a 5 may result in falling through the floor if you're big enough.

Stuck

Sometimes, hallways you fill.. yeah you may get stuck in a hall or doorway and allies won't be able to pass you. It may require a strength check to pass through a hall or doorway.

Benefits

Hey sometimes big is great and can really serve you well!

Forced Movement

When adjudicating DCs for effects that would move the character I will take weight into consideration! So the 'immovable object' concept does play in game from time to time!

Social Encounters

Listen, I'm just saying if you pin a gnome to a wall wiht your gut, you may intimidate them a bit better. And if the person is a chubby chaser they may be inclined to listen to you.

Cover

Yes, if you are significantly larger than an ally, they may be able to benefit from three quarters, or possibly full cover if they stand behind you!

Rest Changes!

I run a couple changes to rests to make survival missions a bit more grit without going the '7 day long rest' route that, let's be fair, nobody likes. The idea behind these is how well of a rest you get will reflect in the resources you can gain. If you get more than a short rest, but less than a long rest you will get a nice halfway point- enough to make high level resources more valuable and increase the incentive to not use magic to solve every problem.

Short rest time adjustment

I run a shortened time for short rests, taking them from 1 hour to 30 minutes.

What counts as light activity for a short rest?

Crafting non-magic items, sitting and relaxing, a power nap, light investigating (a simple look around, deep "I search for a specific thing" will be much more in depth) reading, studying a spellscroll, eating, cooking, casual walking or prayer/meditation.

Prayer of Healing

A fun spell that, with this rule loses a lot of value. SO!!! To compensate?

Its casting time is reduced to 1 minute! Enjoy!

Pact Spellslots

Warlock, Demonologist, and LL Shaman are pact casters. If you are a sorcerer. To reiterate. No, you may not turn your pact spellslots into sorcery points.

Adjusted Long Rest Rules

In order to complete a long rest you must be in a secure location with designated rest spaces such as a bastion, city, inn, or ship on calm waters. Alternatively, during travel, if the broader area is free of dangerous animals and other immediate threats, you can attempt a survival check (DM adjudication) to create a camp suitable for a long rest. This means that nobody would need to stand watch for the night or work in shifts and the characters have confirmed it clear and free of danger to rest peacefully in a friendly environment. However, rests may still be interupted and meeting these conditions may be impossible in some environments, such as a desert or tundra.

A half rest is achievable in a semi-secure area, such as a campsite, that is clear of immediate threats. There is a source of food and water, shelter to protect from the elements, and the characters are not under the threat of immediate danger. It is naturally less restful than a long rest, and usually indicates there is a shift cycle for keeping watch over camp as a precaution.

Where the characters need to be alert and ready, take shifts of guarding the camp, and ultimately will not be able to fully lay their heads down for a peaceful sleep, they will otherwise simply be able to complete a short rest and gain the benifits of such. An interupted night sleep may also qualify for this.

Half Rest

Halfway between a short and long rest.

A half rest, while still a decent night sleep, is not quite as restorative as a long rest where you can kick your feet up, fall asleep to a book, and maybe have fun with your party members. A half rest is achievable in a semi-secure area, such as a campsite, that is clear of immediate threats. There is a source of food and water, shelter to protect from the elements, and the characters are not under the threat of immediate danger. It is naturally less restful than a long rest, and usually indicates there is a shift cycle for keeping watch over camp as a precaution.

Where the characters need to be alert and ready, take shifts of guarding the camp, and ultimately will not be able to fully lay their heads down for a peaceful sleep, they will otherwise simply be able to complete a short rest and gain the benifits of such. An interupted night sleep may also qualify for this.

When you are taking a half rest you gain the following benifits instead of the full restoration of a long rest.

  • When half resting you regain spellslots equal to half your caster level (EG a 10th level caster would regain spellslots as if a 5th level caster. 2 3rd level, and all 2nd and 1st level spellslots, but no 4th or 5th level spellslots)
  • You gain all benefits of a short rest.
  • Features that gain one use on a short rest and all uses on a long rest, you regain half their maximum uses with a half rest. (rounded up)
  • You regain a number of hit dice equal to half your proficiency bonus. (rounded up)
  • You automatically heal an amount up to half your hit point maximum. You can expend hit die to heal further.
  • To remove a level of exhaustion, you must make a Constitution Check (DC 10 + your level of exhaustion) to clear it. On a fail the level is not cleared but you do not gain a further level.

Non-Lethal Blows

So non-lethal attacks are something a lot of players have interest in.. the problem is casters struggle to do that. Naturally I will restate the actual RAW here. All melee attacks, both spell and weapon, can be made to be non lethal, knocking the creature to 1hp and rendering them unconscious. HOWEVER!! I will extend that to ranged attacks and other spells.

Spells & Spell like effects

So if you want to do a ranged spell non-lethally that is going to require some things. First- I will likely weigh in and consider based on the spell. Fireball might not be able to do non-fatal, but something like ice knife or chromatic orb? I may consider that; the rule of thumb is the higher the spell level, the less likely you can do it non-fatally. Then, if I will allow that spell to be non-fatal, I can call for an Arcana check based on the spell, its level, and how much damage it did. If you pass, it will be non-fatal and problem solved!

Ranged Weapon Attacks

This one is a lot more straightforward. I will likely simply call for either a perception check to see if it's possible against an attack with a higher AC.

Retraining

Since level ups can take a long time, sometimes you may end up with a real stinker of a spell or fighting style. No worries- I allow known casters (Bard, Warlock, Sorcerer, Psion, etc) to retrian their spells during downtime/between sessions and martials to retrain their fighting styles.

Spells

With downtime you may retrain one of your spells. You can change your spells using downtime at an amount of 2 days per spell level for another spell of the same level from your class's spell list. For example, you can spend 10 days time to change Bigby's Hand to Teleportation circle. Cantrips are treated as a lvl 1 spell. If it is a spell you previously knew, you may retrain it in half the time. You may still do other small activities such as shopping and carousing, but more demanding activities such as armor, weapon, or skill training, research, or creating items and spellscrolls will require your full attention to do.

When you do this retraining, your DM may ask you to describe how you do the training for an appropriate skill check. Bards may opt to practice a new spell via performing, sorcerers by studying their own bloodline, or warlocks making a deal with their patron.

Fighting Styles

If you want to change your fighting style, you will need to find someone who'd be able to train you in a different fighting style and change your current one. Doing so would take 5 days of downtime. While doing this you can still take time each day to shop or corouse, but more demanding activities such as armor, weapon, or skill training, research, or creating items and spellscrolls will require your full attention to do.

In order for an NPC or PC to be eligible to teach you a new fighting style, they will, naturally, need to be willing first. They will also need to know the fighting style themselves. Once they have agreed to train you, they, as well as you, will spend the 7 days of downtime to retrain. Switching back to a previously known fighting style will only take 3 days of retraining.

However, the intent for these options is to allow you to swap off of spells or fighting styles that you took, but later realized may not have been as good of choices as you thought. If I feel you're trying to retrain super often to get an upper hand in versatility, I may consider revoking this.

Combat Adjustments

To allow more things to be viable in combat, or just ad quality of life to builds, I've adjusted a few combat rules to lead to a more enjoyable experience.

Leveled Spell

As it stands, even using a level 1 healing word can cause such a loss in function that it can lead to more problems than it prevents. So to have spells like Healing Word, Lesser Restoration, Misty Step, or Mass Healing Word be more usable, I've adjusted leveled spells to allow multiple leveled spells used on a turn if specific criteria is met.

When you use the magic action to cast a spell of 1st level or higher, you may not only cast another leveled spell of 1st level or higher if it meets the following criteria:

  • It has an innate casting time of one bonus action or reaction
  • Its spellslot level does not exceed 3rd level

Using your bonus action to cast a spell of first level or higher using quickened cast will limit your action from being cast as a non-leveled spell. If you use your bonus aciton to cast a leveled spell of 4th level or higher, you may also not cast a spell of 1st level or higher as a magic action.

Not being able to use action surge to take the magic action is unchanged.

Counterspell

No, you may not counterspell counterspell.

Adding Spellcasting Modifier to Damage

Features that add your spellcasting modifier to damage rolls on spells only apply once per turn. This is to prevent the absurd damage that can come from quickened cast. (Agonizing blast and Empowered Evocation still applies to all its beams, so don't worry on that one.) Additionally, multiple instances of adding spellcasting modifiers to a single damage roll do not stack. For example, if you are using Eldritch Blast with the Glutton's Blast invocation, it will not stack with a Lipomancer's Bloating Blast feature; instead, it will use whichever modifier would lead to the higher result to calculate damage.

If a spell or feature already adds you dexterity or strength modifier to the damage and you gain another feature that adds your spellcasting modifier, they may stack.

Weapon Changes

  • Shields can be used as a weapon, if you have proficiency in them, dealing 1d4 bludgeoning damage. That's it- you can hit someone with your shield if you want.
  • Quarterstaves have the Finesse property

Unarmed Strikes

What better way to beat out a ball of fire than punching god in the face? Some universal changes to unarmed strikes.

  • Unarmed strikes now have the Finesse property
  • Baseline unarmed strike damage is increased from 1 to 1d4
  • The unarmed strike damage from Tavern Brawler is increased to 1d6
  • A Natural weapon's damage is increased by 1 tier, up to a maximum of 1d8.
  • Pact of The Blade, True Strike, and Green Flame/Booming Blade can apply to unarmed strikes with Natural Weapons OR if you have Wraps of Unarmed Power/similar items.
  • You can use your bonus action to make an unarmed strike to attempt to shove a target. If you have proficiency in athletics you shove them an extra 5 feet. If you have expertise you shove them an additional 5 feet further.

Coyote Time Falling Rules

So falling in D&D SUCKS. Instead, if you were to fall more than 10 feet, you can choose to delay the falling until the end of your turn to give yourself a chance to react and prevent falling to your death... or just out of position too harshly. As it stands, even if you are the old aarakokra, falling off a cliff keeps you out of the fight for 3+ rounds and that's no fun.

Divine & Eldritch Smite

While I agree divine smite spam was a problem, the 2024 change to it was.. a bit excessive. Instead I have the following changes.

  • Divine Smite is still a spell. However, its casting time is changed to 1 melee weapon attack. This frees up their bonus action while still limiting divine smite spam. It also allows it to still be applied on cantrips or other spells that require a melee weapon attack.
  • Eldritch Smite adheres to these exact same restrictions and is treated as a leveled spell.
  • When you want to use a smite, you must say you are using it before the attack roll. Being able to apply high level smites to a critical hit wasn't healthy game design. To compensate for this, we adapt the BG3 style that if the attack misses, the spellslot from the smite is not consumed. This only applies to Divine and Eldritch Smite. All other smites (Thundering, Shining, Searing, etc) still function as normal.

Class Adjustments

I use some table tweaks to classes. Mainly to popular third party or to clarify rulings.

Bard

Clarification

Level 10: Magical Secrets

You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class’s section for its spell list). In addition, whenever you replace a spell prepared or cantrip for this class, you can replace it with a spell from those lists.

Blood Hunter

Added

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.


Level 2: Fighting Style

You have honed your martial prowess and gain a non-class specific Fighting Style feat of your choice.

Whenever you gain a Blood Hunter level, you can replace the feat you chose with a different Fighting Style feat.

Adjustments

Level 1: Blood Maledict

Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one Blood Curse of your choice. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use at 6th level, 13th level, and 17th level.

Barbarian

Alternate

Level 1: Minimal Armor
replaces unarmored defense

While wearing no armor, light armor or hide armor your AC is calculated as 12+your constitution modifier. You can use a Shield and still gain this benefit.

the intent for this is to allow some freeing of Barb stats to allow them to have SOME mental stat investment

Adjustments

Level 2: Rage
Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

If you later gain a feature that allows you to attack with your spellcasting ability modifier, such as Pact of the Blade, Shillelagh, or Bladesong, you may add your rage damage made to attacks made with that modifier.

Cleric

Clarification

Level 10: Divine Intervention

You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower with a casting time of an action. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can’t use this feature again until you finish a Long Rest.

Pugilist

Added

Level 10: Float Like a Butterfly, Sting Like a Bee

Your Old One-Two, Brace Up and Stick and Move gain the following benefits.

Brace Up. You can expend 1 Moxie Point to gain temporary hit points equal to two rolls of your fisticuffs die + your pugilist level + your constitution modifier.

The Old One-Two. You can expend 1 moxie Point to make three Unarmed Strikes with it instead of two.

Stick and Move. When you expend a Moxie Point to use Stick and Move, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.

Adjustments

Level 2: Moxie Your experience laying the beatdown on others has given you a moxie you can channel in the midst of battle. This swagger is represented by a number of moxie points. Your pugilist level determines the maximum number of points you have, as shown in the Moxie Points column of the Pugilist table.

You can spend these points to fuel various moxie features. You start knowing three such features: Brace Up, The Old One-Two, and Stick and Move. You learn more moxie features as you gain levels in this class. You regain all expended moxie points when you complete a short or long rest.

Brace Up. You can use a bonus action and spend 1 moxie point to brace for attacks. Roll your fisticuffs die + your pugilist level + your Constitution modifier and gain that many temporary hit points.

The Old One-Two. You can expend 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.

Stick and Move. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Moxie Point to make an unarmed strike against a creature within 5 ft. of you to attempt to grapple them and Dash as a Bonus Action.

Warlock

Adjustment

Level 2: Magical Cunning

You can perform an esoteric rite to bargain for more power. When initiative is rolled you can regain one of your spent warlock spell slots. Once you use this feature, you can’t do so again until you finish a Long Rest.

Wizard

Adjustments

Level 1: Spellcasting
Copying a Spell into the Book.

When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can cast with non-pact casting spellslots and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50GP. Afterward you can prepare the spell like the other spells in your spellbook.

This means a lvl 4 wizard lvl 5 sorcerer can scribe level 5 wizard spellscrolls but they will still use your intelligence modifier. This is to make wizard multis more viable.

Prepared Casters

Clarification

Level 1: Spellcasting:

There's an odd wording quirk in the 2024 manual that states you can prepare spells from your class based on your highest spellslot level. While I think that's cool and the wording is very cloudy on how it was intended. This would mean a lvl 16 wizard with 1 level in cleric and druid could prepare the ENTIRE cleric and druid spell list and scribe lvl 9 wizard scrolls. Until there's a proper clarification I can allow it to function like that with some prerequisites.

You need to have taken at least 4 levels in the class to be able to do that. So if you have access to 5th level spellslots thanks to sorcerer, you would need at least 4 levels in paladin to prepare paladin spells of that level. This does not prepare extra spells granted by your class or subclass.

This is a rule in testing and should I find this to be problematic, I will scrap it! The only one I'm genuinely concerned about is Paladin

Pact Casters

Ruling

Level 1: Pact Casting:

So since I allow third party pact casters (Shaman by LaserLlama and Demonologist) at my table. If you multiclass into pact casters they each count as their own pact spellslots. If you have 5 levels in warlock and 3 in demonologist, you will have 2 lvl 2 pact slots and 2 lvl 3 spellslots.

Sorcerer & Wizard

Added

level 1: Armor Training: Light Armor

Since I start characters off at lvl 5 for new campaigns and lvl 8 for one shots, the level 1 slot requirement for mage armor isn't really a drawback anymore. Henceforth, Sorcerers and Wizards can wear light armor in leu of such because mage armor being needed was really just an archaeic tradition anyway. Why should a leather jacket impede casting?

Besides, you could wear Bracers of Defense with Mage Armor and Bladesinger can't wear light armor in the UA so the spell DOES still have use. So for that I say...


Mage Armor

Mage Armor's duration is increased to until you complete a long rest.

Speaking of....

Spell Adjustments

For balance, there are a few spells that I feel could use adjustment. And by that I mean some spells could use a buff, or are changed to fit with changes in this module.

Guidance

Divination cantrip


  • Casting Time: 1 reaction, which you take when an ally within range is forced to make a ability check
  • Range: 15 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Cleric, Druid, Priest, Shaman

You channel magical aid into an ally when they make a skill check. That creature can roll a d4 and add the number rolled to the save, potentially turning it into a success.

Once a creature succeeds a skill check thanks to this spell, it may not benefit from it again until it completes a short or long rest.

Inflict wounds

Necromancy 1


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

Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 necrotic damage.

At Higher Levels: The damage increases by 1d10 for each spell slot level above 1.

Mage Armor

Abduration 1


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of cured leather)
  • Duration: Until you complete a long or half rest
  • Classes: Artificer, Druid, Warlock, Wizard

You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Prayer of Healing

Abduration 2


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Warlock, Wizard

Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.

At Higher Levels: The healing increases by 1d8 for each spell slot level above 2.

Resistance

Abduration cantrip


  • Casting Time: 1 reaction, which you take when an ally within range is forced to make a saving throw
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Cleric, Druid, Priest, Shaman

You channel magical protection into an ally who is forced to make a saving throw. That creature can roll a d4 and add the number rolled to the save, potentially turning it into a success.

Once a creature succeeds a saving throw thanks to this spell, it may not benefit from it again until it completes a short or long rest.

Sniloc's Snowball Swarm

Evocation 2


  • Casting Time: 1 Action
  • Range: 90 feet (10-foot sphere)
  • Components: V, S, M (a piece of ice or a small white rock chip)
  • Duration: Instantaneous
  • Classes: Shaman, Sorcerer, Wizard

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage and their movespeed is slowed by 10 feet on a failed save, or half as much damage on a successful one and is not slowed.

At Higher Levels: The damage increases by 1d6 for each spell slot level above 2.

Can I do this with my character??

Frequently asked requests for making characters.

Use this cool homebrew subclass, spell, race or feat I found online?

Yes, I'm cool with you finding or using your own homebrew, I just need you to be open to making adjustments if it feels like it could use a bit of balancing. Sometimes features may seem fine early on but may end up synergizing too well with other things, so being open to figuring out a balance that is both fair and fun for everyone is the key here!

Make my own homebrew to fit the vision I had?

Alright, that's nothing too big to worry about. Tell you what, how about we sit down and see if we can cobble something together to fit what you want! I also have a fair amount of experience with homebrewing and have written guides on how to design cohesive subclasses- if I can weasel the time I can be persuaded to help you build your own custom subclass, or critique and balance one if you opt to try and make one yourself!

Use this cool homebrew class?

This I may be aprehensive on. Honestly, if it's not from a reputable homebrewer or playtested and published third party content, I may have to say no on that one.

Play a druid mechanically but flavor it as a Wizard?

Oh hells yes! I love that as an idea- so by all means run the idea by me if you want to use one thing mechanically but tell the story of something else! I'm evin willing to make tweaks to the class itself to help it work a bit more smoothly!

Adjust this feat a little to work better for my build?

Run what you had by me and let's see what we can come up with! That's not too unreasonable an ask

Can I change my subclass, feats, etc? I didn't enjoy them like I thought I would.

If it helps you enjoy your character more, absolutely.

Pre-approved Content

This is a basic list of all content, both official and third party, that is actively used at the table and preapproved for use at community games.

Official Books

Fizban's Treasury of Dragons, Xanathar's Guide to Everything, and Tasha's Cauldron of everything, as well as all other core rulebooks are fair game, unless I have the subclasses listed under the ban list. If it's not in those three, so a core rulebook I may be overlooking, at least send me a thing to look at so I know what to prepare for.

UA

Most Unearthed Arcana is usually okay so just run that by me.
Admitedly, I would LOVE to see someone play a Psion

Third Party

Dungeons & Dinners Is a third party module for vore and similar rulings. Many of their classes, feats, and items will need to be converted. Some actually already are for the table. Just let me know what you would like to use and I can do a quick conversion to fit within our table's rulesets!


ExpanD&D Is a popular module for weight gain and inflation content! I know storyteller has other modules, such as Gorai's Compendium of Feasts, but I don't tend to have those on hand as they are more niche. If you intend to use their other stuff, run that by my. Same deal as Dungeons and Dinners though- many of the weight gain mechanics are different so they will need to be converted. A good example is the Lipomancer from the Aeiroth Gluttony Module.


Arcanophage & Pneumonist APPLE, or applied levels of expansion, is another ruleset that focuses on inflation and weight gain with a ruleset that calculates weight very similar to how the Aeiroth rules deal with temporary weight so many of their things can be ported over with minimal conversion. If you would like to use the Arcanophage or Pneumonist you can, but at the table they will be referred to as Weave Eater and Bloat Chemist. We'll have to convert the stuff but that should be easy enough!


Champions of Azeroth/Northrend This is a proper conversion for the table. Shaman and priest were pretty much moved over as is with flavor adjustments. The warlock is changed to Demonologist, Death Knight to Grave Knight, and Hunter to Survivalist. I've added in 2024 mechanics, like weapon masteries, and I have also made a couple of my own subclasses to compliment what is there. If you want to use feats and other spells or subclasses from the original Champions of Azeroth and sister modules, let me know.


KibblesTasty Spell Compendium Who doesn't love some extra elemental spells?! If you're using a class not normally in the main binder or REALLY want one of these to fit the character theme, just ask me and I'm sure we can work something out. Kibbles also has other third party that I will 90% likely approve.


Pugilist by Benjamin Huffman A fun strength-based fistfighter- what's not to love? Good for playing a strength fist fighter without playing a super low AC monk. I am also open to allowing monk subclasses to be used as a pugilist subclass, just because of how similar they are in structure.


Wildmount/Taldorei Setting & Blood Hunter TECHNICALLY a core rulebook but it's worth mentioning.


LaserLlama Shaman Yeah there's the shaman from CoA but this is much more spirit and witch doctor flavored as well as a wisdom pact caster.


Other Popular modules that the table has used include

  • Humblewood
  • Ryoko's Guide to the Yokai Realms
  • Drakkenheim
  • Monster Classes

Table specific Content

Modules written for the table or by its players.


Aeiroth Gluttony Rules This is a document detailing the rules, most of the interactions, guidelines, spells, subclasses, and feats tied to the table and will be used. There's a link to the calculator to keep track of your temporary and permenant weight so you don't need to do any math of your own, as well.


Balthazar's Grimoire of Gorging An expansion module containing a pleothora of subclasses based off my table players, the DMs, table friends, and some of the inspirations for the initial module, subclasses that were made after the finalized version of the main module, signature spells, and additional feats for character building! It is still in WIP with new content being added frequently- the bestiary is currently being worked on.


Aeiroth Elemental Expansion A WiP compendium full of Subclasses and spells to expand on element-themed character ideas! Many of these are still in the process of playtesting but if lava, ice, lightning, fire, wind, water, and earth magic is what you like you can feel free to give it a peek!


The Magic of Painting I doubt it's a surprise an artist would make something like this but here- some subclasses for straight up art-themed builds! A barbarian who stamps runes of blood, an artificer who turns their discarded sketches into explosives, or a bard who paints so well they become real! Still under construction but I'm making it slowly as a side project!


Samroa's Tome of Sanity A module for subclasses I have made/revised for the table that aren't weight gain focused, in case you want to play a more regular character but still like some homebrew stuff.


ExpanD&D & Dungeons&Dinner conversion module This is a module dedicated specifically to converting all the spells from ExpanD&D and Dungeons&Dinners. It is also referrenced in the Grimoire of Gorging. Every single spell (barring a few exceptions) from those modules is converted as well as a good few subclasses that did not appear int he original module. I also converted some subclasses to Blood Hunter, Pugilist, Priest, and Demonologist to play with additional class choices.


A fair warning

No document goes without a disclaimer or warning. While I will not immediately say no to Dandwiki..
There is a 99% chance anything from there WILL need to be rebalanced.

Continents Synopsis

The setting used for the table is a homebrew setting on a planet called Aeiroth. It is a high magic, decently powered setting. Most people are at least capable of SOME magic and pretty much most people CAN become a wizard if they are dedicated enough. There are several continents around the world and it is currently set in 3751AC (after Calamity)

Yasmia

The Yasmian capital is a temperate, more forested climate- think Europe in terms of climate. There's thriving coastal cities, with small tundras in the northern areas, dense tropical jungles in the eastern segment, and woodlands in central.

Notable details about the continent as a whole is the abundance and acceptance of magic- it is the most progressive continent globally and heads a lot of arcane innovation and experimentation. They trade mostly crafted goods- weapons, armors, vehicles, etc. and it is decently advanced in terms of arcane innovation; at least compared to other continents.

Major towns
  • Yasmian Capital City, a progressive political powerhouse, home of the Aschement Circle Magocracy- a leading global political powerhouse-
  • Xibalcuhe, a wealthy northern city of rich cultural influence.
  • The Atol, a porate town off the eastern peninsula, hidden among the cliffsides. It is a retiree village for pirates, kept under wraps to avoid political ire.

North Buramis

The northern half of a pair of continents. Very comparable to North America in climate. It's forested with plains, mountainous tundras up north, and vast coastal communities.

Notable details about the continent is it is has the lowest population of teh continents with vast distances between major cities, and otherwise towns being small and port cities. Also off its eastern coast is considered some of the most dangerous waters in the world- not for weather but inhabitants.. Pirates. It is also the continent with the highest number of monk monestaries.

Major towns
  • Buramis Capital City, a large coastial city. Currently under political upset as it is picking up the pieces after notable deep-seeded corrupton was found within its magocracy, The Paragon.
  • Subnova Bay is a thriving coastal town on the east coast. Known for being the starting ground for several well-known adventurers and even politicians.
  • Three River's Mouth was a town that stood tall as a beacon of prosperous magics until the entirety of the population was sacrificed by one vile necromancer as a ploy for power. Now that the necromancer is dead, it is slowly being reconstructed to honor the legacy it once held.
  • Thornstrith is a town far in the north, settled inside a mountain and populated primarily by Dwarves, Ursines, Ulfrar, and other cold-friendly races. The terrain is wracked by vicious snowstorms that scare off all but the sturdiest hearts.

South Buramis

Tehas

Dukleth

Sutrin

HallowCrest

Ryushora

Species Lore

Canid

Canids inhabit almost all continents and areas. Descendants of hellhounds from the Hells, they are often rebelious, wild, and free-spirited. They have strong senses of community and easily form tight, brotherly bonds- ESPECIALY with other canids. They often reject tradition due to their turbulent past of being victims of tradition to other races- namely the period of Humans and Elves keeping Ulfrar as slaves and even going far enough to selectively breed them to create the Domestic. Despite being long in the past, they have been shaped by these events to become fiercely independant.

They have several subraces:

  • Domestics are a race of dog-like humanoids, fiercely loyal, and spirited of heart. They learn and adapt quickly, and make for fierce allies who will stay by your side to the bitter end.
  • Ulfrar are the wolves of the crew. Wild, free, and independant they had a strong sense of justice and once on their good side, you are part of their pack and they will ride and die by you.
  • Hellhounds are the closest descendants of those from the hells, maintaining notable amounts of their infernal blood. While uncommon, they intentionally form strong partnerships to strengthen their influence and chances of survival.
  • Anubians are well-suited for the deserts to be jackal-like and often prefer arid climates. They tend to be highly spiritual, valuing scholarly values and the trade of knowledge and ideals.
  • Laetrans are the coyotes of the bunch, cunning and quick-witted they are more independant than most canids, treating bonds as often times necessary, but still preferring solitary lives where they can freely practice trade.

Ursine

Large, tough, and resilient. The ursines are a diverse group of bear-like humanoids that stand tall and proud. With longer than normal lifespans, and tall, hardy bodies, it leaves no reason to surprise as to how these descendants of bears from the Feywilds have lasted as long as they have. They tend to live alongside other races, especially seeming to favor the company of Dwarves and Gnomes.

They tend to favor structure and order, as well as a strong value on innovation and hard work. Progress is not achieved by complacency but by dedication to one's craft.

  • Grizzlehide ursines are especially tough and hardy, coming from northern forests where survival can be a challenge with how many nasty beasts are in the area. With thicker and more durable bodies, they can protect others and be a formidable obstacle.
  • Rimepelt come from the far, far north where the auroras shine bright. The harsh cold and frigid terrain have led them to be a very adaptive kin and well-suited to arctic and coastal climates.
  • Duskmane have earned the name for favoring turning in early for an couple hours of rest. In the more peaceful forested environments, they are afforded the luxury to accomodate a midday nap, striking a balance between work and relaxation.
  • Ryushari are an enigmatic race where their origins are shrouded in mystery- enough to where very few of them actually know how deep their own roots go. But they are often jovial, and considered to be inherently lucky by nature.

Cervidaens

A large race of ungulat humanoids, believed to originally be sent to guard the nature of the prime material plane from the feywilds. They are bold, diverse, and strong, willing to uphold the greater good no matter the cost. While they often prefer the quieter lives, their natural instinct to protect leads them to take on roles that would often times require more active roles in community- such as politics or social work.

Sanguire

These bat-like humanoids are the odd sort. Legends tell of them being long descendants of vampires, while others say they were an experiment with partial vampirism gone wrong, but regardless of belief they are an enigmatic race that tends to keep to the shadows. Highly resistant to diseases and toxins, and with phenominal hearing, they make for efficient assassins that will strike during the dark and be gone before anyone would know.

Lutragon

A small race of otter folk.

Eusugard

Well-adapted for semi-aquatic life, the Eusgard are a reptilian race almost tailor made for swampy environments as ambush predators. With thick scaly hides, a

Fun Setting Facts!!

Species Facts

  • Cervidaen (ESPECIALLY Reinfir) antlers can be carved into druidic foci due to being decendants of fey creatures and innately magical. If they would come from a sorcerer, wizard, or warlock they can also be made into an arcane focus.
  • Since Tiefling and Hellhounds need to trim their horns periodically, the trimmings for them can be ground down into a powder and used as a reagent for certain magical items, like a Bloodwell Soul Vial, or reagents for potions of Protection from Good and Evil or Fire resistance.
  • Wizard Wool is a fabric made from shed fur or hair from spellcasters. The most significant contributors are Canids due to how frequently and significantly they shed. The magic strength of the wizard wool also scales with the level of the caster it came from.
  • Arachni silk can be produced by both male and females, and is highly valued as a cloth, often considered one of the strongest, most comfortable fabrics. However, it is EXCEPTIONALLY difficult to dye, and as such, is very much rarely used for fashion.
  • Dragonborns can have hair or feathers, but not both at the same time. (Wigs DO exist, though.)
  • Most species can actually have children together. However, gene expression tends to lead toward one parent or another in which species they are, but have traits resembling the other parent. EX: a canid father and human mother may have a child that is a human but has abnormally sharp teeth, excessive hair, or sharper nails. A second child may be canid but have naturally dull nails, and short fur. Yes, that does mean Goliath MAY be able to have small amounts of hair.
  • While Ursines tend to be very lawful and by the book, their close associations with dwarves also lends to them enjoying rowdy bars and parties.
  • Canids tend to form VERY strong communities with other canids so towns where they are found they are either very common or exceptionally rare in any given location.
  • Humans are actually the LEAST common species on Aeiroth, due to long past historical reasons.
  • Elves are also not exceptionally common, however there are isolated cities populated almost entirely by elves.
  • Many Canids, Orcs, and Tabaxi are naturally distrustful of Humans due to aforementioned historical reasons.
  • Fey are often times very open to gnomish culture, often times integrating into Gnomish societies and groups.
  • While it is rare, some Goliath men can have long hair and full beards. It is a sign of other species being present in bloodlines.
  • While Humans are the rarest species, some species are seen less often due to originating from areas no longer habitable, or coming from extremely oppressed societies- Mainly C'thulians, coming from the wasteland of Tehas, and Arachni, often times being slaves to Lolth in the Underdark.
  • Being a traveling merchent is the most common career choice among Racosa, Laetran, and Kenku.
  • Kenku CAN talk- they just often like to mimic others.
  • There are several traveling Orc bard groups. No they are not all skilled- only most of them are.

Setting Details

  • Almost every person has a leyline that connects them to either the arcane or primal weave, giving them at least SOME access to magic. Ergo, most people can learn arcane magic given the right instruction.
  • Divine, Primal, Shadow, and Fiendish magics have their own weaves that one must connect to via study, worship, or other unnatural means.
  • Sometimes some people DO develop a taste for raw magic. It's often times referred to as a "Weave Eater" and is very, VERY frowned on by the gods of magic.
  • It's possible for someone to train themselves to be able to see the leylines that connect others to the weave, and even interact with them to make them visible to others. It takes intense training and discipline but IS possible. The gods of magic are often neutral to this practice so long as it is not abused.
  • The setting is on planets, not flat discs like normal D&D. Sorry, that means there IS Flat Aeiroth conspiracists.
  • The current year is 3750 AC (after Calamity)
  • Sorcerers and Wizards are NOT always ultra judgy toward eachother. They both recognize the practice takes years of dedication and effort, it just meerly comes from a different source but both must learn to control their magic all the same. Warlocks, however, are often accused of taking shortcuts unless it was their only way to learn magic, as they lacked a connection to the weave.

Societal Customs

  • A common courtesy for mages is to wear something that signifies them as a mage- EX: a pointed hat, large beard, their spellbook or holy symbol being clearly visible, etc.
  • If you have a long, grey beard expect someone to mistake you as a wizard. Unless you are a dwarf- that is normal.
  • Casting magic in someone else's home without express permission is considered a grave breech of trust.
  • Many people consider spells such as scrying and locate creature to be stalking.
  • Fireball and other such spells. Are not. To be used. Indoors. Unless. Stated. Otherwise.
  • Storing your arcane or druidic focus or leaving it at a designated location is considered polite when entering someone's home.
  • It is considered gravely disrespectful to grab another mage's staff, wand, focus, etc.
  • Familiars should be kept close by at all times in public.
  • Reading another mage's spellbook without their permission is considered an invasion of privacy.
  • Good sumaritan law applies to Clerics, Paladins, Druids, etc.
  • Wild magic users should limit the use of their magic within buildings or other closed spaces. It's considered inconsiderate or possibly dangerous to those around them.
  • Invisibility in public spaces is usually frowned upon.
  • Summoning extraplanar beings and undead in a public space is considered extremely rude.
  • Black and red clothing and robes are often assumed as colors of dark practictioners.
  • It is considered bad manner to cast non-divine magic near a burial site.
  • Prestidigitating a fart might get you kicked out of a bar.

Supersticions

  • Casting with another mage's focus can cause 5 years of bad magic luck.
  • Ink spilled loses its arcane stability and should not be used to write spells, lest it possibly cause wild magic.
  • Stacking a spellbook on top of a mundane book may cause unintended effects of the written spells or spells to misfire.
  • When writing spells, mixing languages such as infernal and celestial causes spells to misfire.
  • Spellbooks recycled into mundane books will cause the new printed word to form wild, unpredictable magics.
  • Invoking Artimus' name in a magic shop will cause the items inside to lose their power.
  • Blood spilled on a focus during its crafting corrupts the inate magic inside.
  • Invoking the name or image, outside of condemnation, of an opposing god inside of church will invoke the wrath of both gods.
  • Bards using musical magics opposing the nature of the location can cause the barriers between associated realms to weaken.
  • Sorcerer's bodies must be drained of blood before uncremated burials so their magic will return to the weave and not stagnate and corrupt.
  • Invoking Nyaleth's name causes an instant happening of bad luck.

Global Laws

  • Using enchantment spells and other mind-altering spells, without pre-expressed consent, is considered magical assault. Exceptions include, but are not limited to, defense of one's self, defense of another, or preserving public amnesty.
  • Public places of privacy, such as rooms in an inn or bathrooms, must have scrying protections in place.
  • Charlatanry shall be charged with impersonation at minimum with a maximum proportional to any damage caused by actions.
  • The use of Feeblemind and other long term mind altering spells are strictly prohibited without expressed legal clearance.
  • Undead servents must be completely denatured and sanitized before allowed in public spaces.
  • Reagents such as food ingredients cannot be used for commercial food service once used for a spell.
  • Permenant Magnificent Mansion, Stone Fortress and demiplanes must be registered and licensed under local government.
  • Food salespersons must inform customers whether the food is conjured or naturally produced, be it written on menus or stated vocally. Failure to do so is considered fraud.

Extra Gods

While Aeiroth primally uses the Faerunian Pantheon, it has some removed and others added in place.

  • Arcanus, God of magic, knowledge, and wizardry. He is a counterpart to Mystra, working alongside her to maintain the stability of the weave, but also is whom allowed most people to have at least access to basic magic. Mystra is also the godess of magic, talent, and sorcery. These 2 create a system of checks and balances with eachother to maintain the stability of the heavy abundance of magic. Both Lawful Neutral and often times clerics that pray to one, will show strong reverence to the other.
  • Chronis, God of Time.
  • Pelor, Goddess of War.
  • Pelos, Goddess of Love.

Spells

by the Aschement Circle

Cantrips

Sorry about not ordering these, but at least they're organized by spell level! These are meant to be extra spell options that have been either invented by a story character, made by a player character, or just added options I came up with!

If you're playing at an Aeiroth table, I am open to custom or modified cantrips to fit your character idea better! If you want to make your own we can work together to make something tailored for your character and add it to this list!

Drake's Magic Snowballs

Transmutation Cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Warlock, Wizard

You touch a small body of water and imbue it with magic, creating 3 balls of ice. You or someone else can make a ranged spell attack with one of the ice balls by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the ice ball, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes cold damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the iceball and it melts.

If you cast this spell again, the spell ends early on any ice balls still affected by it.

Thadryn's Filling Spotlight

Illusion Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Wizard

You shine a spotlight on one creature or object within range, overwhelming them with a sense of fullness. Make a ranged spell attack against the target. On a hit, the target takes 1d4 radiant damage, and if it has any food in its stomach it takes an additional 1d4 stuffing damage. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Solar Lance

Evocation Cantrip


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

You fire a bolt of divine fire toward a target, briefly making it easier to hit. Make a ranged spell attack against the target. If you hit deal 1d4 radiant and 1d4 fire damage to the target and the next attack to against does not suffer disadvantage from low light or darkness. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Elemental Whip

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (at least 30 feet of wire or rope, worth at least 1sp)
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Wizard

You brandish a rope, chain, or wire with elemental energy. Make a ranged spell attack against the target. On a hit, the target takes 1d4 slashing and 1d4 of the matching damage. When you cast this spell, roll a d8 to determine the secondary damage type it deals.

  • 1 Acid
  • 2 Fire
  • 3 Cold
  • 4 Thunder
  • 5 Lightning
  • 6 Fattening
  • 7 Force
  • 8 Poison

At Higher Levels: This spell's damage for both types increases by 1d4 when you reach 5th level (2d4+2d4), 11th level (3d4+3d4), and 17th level (4d4+4d4)

Vivian's Volatile Mixture

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

You conjure and then throw a volatile concoction with a random effect. Make a ranged spell attack against the target. On a hit, a target is hit by a potion of one of the following mixtures, which each have a unique effect and purpose. For each target, roll a d6 to determine which color mixture effects it.

  • 1 Red: The target takes 2d4 fire damage.
  • 2 Orange: The target takes 2d4 acid damage.
  • 3 Yellow: The target takes 2d4 lightning damage.
  • 4 Green: The target takes 2d4 poison damage.
  • 5 Blue: The target takes 2d4 cold damage
  • 6 Violet: The target takes 2d4 fattening damage.

The spell creates more than one mixture when you reach higher levels: two mixtures at 5th level, three mixtures at 11th level, and four mixtures at 17th level. You can direct the mixtures at the same target or at different ones. Make a separate attack roll for each mixture.

Aquatic Tether

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Druid, Sorcerer, Wizard

You conjure a tether of water, resembling a watery rope, up to 30 feet long. One end of the tether attaches to an object or surface of your choice within range, and the other end forms a handle that you can grasp. The tether is weightless and has a tensile strength equivalent to a thick rope.

You can use the tether to pull or suspend objects, or to anchor yourself to a stationary object. The tether can support your weight and the weight of objects you carry, allowing you to climb, swing, or traverse gaps as if you were using a rope.

The tether disappears if it is ever more than 30 feet away from you, or if you dismiss it as a free action.

Jolt

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warlock, Wizard

You hurl bolt of electricity at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

Kikimora's KABOOM!

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

You create a small explosion underneath a target. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d4 thunder and 1d4 force damage. This does double damage to objects and can be heard from up to 100 feet away. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Vicious Clockery

Enchantment Cantrip


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

You wind up a powerful unarmed melee attack against one creature within your reach. On a hit, the target suffers the attack’s normal effects and then is wracked by surging humiliation and takes an additional 1d6 psychic damage. This psychic damage increases by 1d6 when you reach 5th level (1d6), 11th level (1d6), and 17th level (1d6)

Arcane Communion

Divination Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

You channel the weave and ley lines around you, allowing them to be visible and interact with the world. You create one of the following effects within range:

  • You create an instantaneous, harmless sensory effect, such as a motes of magic, colorful mists to fill the air, crackling sparks, or otherworldly humming.
  • You change the appearance of a candle, torch, or a small campfire- such as making the flames roar, change color, or even look as if made of liquid.
  • A mote of iridescent light floats to a nearby source of powerful magic before fading.
  • Ley lines within range briefly reveal themselves as they flicker with otherworldly light.

Tarov's Psychic Repulsor

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer

You focus your mind into a concentrated blast of force. The target must make a strength saving throw or take 1d6 force damage and be pushed back 10 feet. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Lance Of Faith

Evocation cantrip

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

You fire a bolt of divine energy toward a target, briefly making it easier to hit. Make a ranged spell attack against the target. If you hit deal 1d8 radiant damage to the target and the next attack to against does not suffer disadvantage from low light or darkness. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Acid Lance

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

You launch a glob of corrosive toxins toward a target. Make a ranged spell attack against the target. On a hit deal 1d8 poison damage to the target and at the end of their next turn the target must make a constitution saving throw or take 1d4 acid damage. The damage increases by 1d8 + 1d4 when you reach 5th level (2d8+2d4), 11th level (3d8+3d4), and 17th level (4d8+4d4).

Rotting Puncture

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warlock, Wizard

Your fangs elongate as you administer a lethal bite to the target. Make a melee spell attack against the target. On a hit deal 1d4 poison and 1d4 piercing damage to the target and at the end of their next turn the target must make a constitution saving throw or take 1d4 necrotic damage. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

1st level spells

Phantasmal Wolf

Illusion 1


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a handfull of canine fur)
  • Duration: Concentration, up to 1 minute
  • Classes: Ranger, Sorcerer, Wizard

You create a medium size illusionary wolf that appears in an unoccupied space within range. It acts immediately after you in initiative and moves and behaves as a real wolf and under your command. It can take the dash, disengage, dodge and attack actions.

The wolf uses your spellcasting ability modifier for its attack and damage rolls. It has an AC of 13 and 15 hit points, attacks with a melee spell attack using your spell attack modifier for 2d4 force damage, and has a movement speed of 40. It can only be targeted with direct attacks.

At Higher Levels: The AC of the wolf increases by 1, its health by 3, and force damage by 1d4 for every spell level cast above 1st.

Dodger's Nonspecific Nonsense

[redacted] 1


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer

You scream a nonsensical incantation. Roll on the Wild Magic Sorcerer table and may the Gods of Fate have mercy on your soul.

You may only freely cast this spell once before needing to complete a short or long rest, due to the taxing it puts on your body. If you attempt to cast this spell a second time you must roll a d20. On a 15 or lower the spell fails and you gain a level of exhaustion.

Jokey-Joke

This is an in-joke among the Aeiroth players and not intended for optimized use.

2nd level spells

Drake's Frosty Gag

Enchantment 2


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shard of ice)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

You attempt to cast an enchantment on a creature within range. The target must make a Wisdom saving throw. On a failed save, the target is compelled to move up to their movement speed toward and lick a nearby object that you superchill with magical frost. Once they lick the object their tongue freezes to the object, rendering them incapable of casting spells with verbal components for the duration of the spell. On a success they are unaffected.

At the end of each of their turns they can make an intelligence saving throw to attempt to unstick their tongue. On a success they are freed and the spell ends.

At Higher Levels: When you cast this spell using a 3rd-level spell slot or higher, you can target one additional creature for each level above 2nd.

Samroa's Venemous Ward

Conjuration2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of poison)
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Sorcerer, Wizard

You conjure a venomous ward at a point within range, creating a 5-foot cube. The ward remains stationary and has an AC of 12 and 10 hit points. It is immune to poison and psychic damage and resistant to other damage types. It is immune to the charmed, poisoned, paralyzed, stunned and prone conditions and uses your statistics for the sake of saving throws. The ward has a passive perception of 12. The ward cannot move and occupies its space. It has the following effects:

  • Passive Poison Aura

Creatures that start their turn within a 10-foot radius of the ward must make a Constitution saving throw against your spell save DC. On a failed save, they take 1d6 poison damage.

  • Active Attack

As a bonus action on your turn, you can command the ward to make a ranged spell attack, using your spell attack modifiers, against a creature within 60 feet of it. On a hit, the target takes 2d6 poison damage.

At Higher Levels: Both the aura damage and the active attack damage increase by 1d6 for each slot level above 2nd.

Fafnir's Elemental Glaive

Evocation 3


  • Casting Time: 1 action
  • Range: Touch (15-foot line)
  • Components: V, S, M (a melee weapon worth at least 1sp)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Warlock, Wizard

You channel elemental forces into your weapon, transforming it into crackling lightning or freezing ice. Make a melee spell attack against a target within your reach. On a hit, the target takes 4d6 cold damage. Additionally, the elemental energy cleaves through the target. All targets in a 15-foot line must make a dexterity saving throw or also take 3d8 lightning damage.

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

Ogi's Frostborn Slam

Evocation 3


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous
  • Classes: Artificer, Ranger, Sorcerer, Warlock, Wizard

You channel the power of frost into your fist, delivering a powerful uppercut to a creature you touch. Make a melee spell attack against the target. On a hit, the target takes 4d6 cold damage, and the force of the impact launches the creature 10 feet into the air to land at the start of its next turn.

The launched creature must make a Strength saving throw. On a failed save, the creature is prone and when it lands and it takes an additional 1d6 bludgeoning damage from the fall. Additionally, the creature's move speed is halved until the end of its next turn. On a successful save, the creature is still launched into the air but suffers no additional effects.

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

Raul's Spectral Bodyslam

Illusion 3


  • Casting Time: 1 action
  • Range: Self (15-foot line)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

You project a spiritual manifestation of yourself and send it forth in a 15-foot line. The image performs a bodyslam, dealing psychic damage to creatures in its path. Targets in the line must make a strength saving throw or take take 5d6 psychic damage. On a success they take half damage.

The damage of this spell increases by 2d6 for every accumulative 100% fattening, stuffing, or inflation.

Reuben's Static Charge

Transmutation 3


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, (a small lodestone and a copper wire)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Druid, Sorcerer, Wizard

You channel a surge of electric energy into the target creature you touch. For the duration, the target becomes charged with electric power. Whenever a creature makes a melee attack against the target or starts its turn within 10 feet of the target, the charged creature can use its reaction to release a burst of electric energy. They must make a dexterity saving throw. On a fail they take 2d8 lightning damage and half damage on a success. Additionally, they may add this damage as part of a successful attack. The charged creature can use this ability a number of times equal to your spellcasting ability modifier before the spell ends.

Krade's Abyssal Pyroclasm

Evocation 6


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an object attuned to the abyss worth at least 200gp)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You summon the wrath of the abyss, creating a 20-foot radius sphere of otherworldly flames. The area is filled with swirling abyssal energy that creates difficult terrain and deals 2d8 fire damage to creatures that start their turn in it or enter it for the first time on a turn.

When you cast this spell and at the start of each of your turns, you can use your action to choose a point within the sphere. A bolt of abyssal fire strikes that point, dealing 3d8 force damage and 3d8 fire damage to all creatures in a 10-foot radius centered on that point. Creatures in the area must make a Dexterity saving throw, taking half damage on a successful save. You can continue to use your bonus action on each of your turns to move the center of the abyssal fire to a new point within range.

Targets fatten equal to the force damage dealt by this spell.

At Higher Levels: The force and fire damage from the bolt increase by an additional 1d8 for every level cast above 6th.

Fafnir's Lightning Obliteration

Evocation 7


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a small sapphire worth 50gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You summon a crackling glaive made of pure lightning into your hands and plunging it into the ground to unleash a powerful lightning explosion, electrifying the area in a 30-foot radius. Each creature within the area must make a Dexterity saving throw. On a fail they take 6d10 lightning damage and half their movement speed halved until the end of their next turn. On a success they take half damage and are not slowed.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.

Drake's Primordial Hunger

Transmutation 8


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (an onyx gem worth 500gp)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You cause a hunger inside you to well up as if you swallowed a dark star. You open your mouth as wide as possible and, after a brief pause, begin to pull in everything around you in a 30ft radius. Any non-secured objects in range and weighing under 500lbs travel 30 feet towards you. Anything heavier moves 15 feet. Any non-living object that comes into contact with you is instantly devoured and digested. Creatures within range must make a Dexterity saving throw. The creature takes 8d10 force damage on a failed save or half as much damage on a successful save. Any creature killed under this spell is instantly devoured and digested. Once the spell ends, you gain weight equal to the combined weight of all non-magical objects and creatures absorbed in this way. Magical items are not digested and are left sitting in your stomach to be regurgitated.

Class options

2014 UA Tweaks
Some UA subclasses are usually fine and never got printed but a few are REALLY CLOSE to being
considered as well-balanced options (when Banarrette and Twilight both got published for each end
of the spectrum...) with, with a couple tweaks, are perfectly usable. These are my adjustments to allow
some of those subclasses to work. I will be adding them as I touch up some UA subclasses-
I will NOT be making them for 2024 UA as those are in playtest and still getting active updates while
2014 UA is likely never to be touched again.

Wizard

Theurge

Most deities often have clerics, but some gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion.

Divine Inspiration

When you choose this tradition at 3rd level, choose a cleric domain from your chosen deity’s list of eligible domains. The spells from this domain are added to the Wizard spell list for you. Choose two spells from the domain you chose, each of which must be no higher than 2nd level, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one spell from this divine domain to your spellbook for free. The chosen spell must be of a level for which you have spell slots. If you add all of your domain spells to your spellbook, you can subsequently replace a wizard spell you gain on level up with a spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots.

Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.

Lastly, if a feature gained from your chocen domain uses your Wisdom modifier to determine the caluclations for its features, such as number of uses or save DC, you may instead use your Intelligence modifier.

Channel Arcana

Also at 3rd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 3rd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability.

When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.

Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.

Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.

Channel Arcana: Divine Arcana

As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.

Arcane Acolyte

Starting at 6th level, your faith and your understanding of magic allow you to delve into your god’s secrets. You gain your chosen domain’s 3rd level benefits.

Arcane Priest

Starting at 10th level, your faith begins to allow you to unlock deeper secrets to augment your reverence. You gain your chosen domain’s 6th level benefits.

Arcane High Priest

Starting at 14th level, your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain. You gain your chosen domain’s 17th level benefits.

Note:

If you want to play a Theurge, it need not be a religious flavor. With your DM's permission, you can reframe the feature names, make your own flavor text, etc., and make it a unique wizard subclass. Eg: Tempest Domain cleric being used to make a storm wizard, or Death Domain for an alternative type of necromancer or a plague mage.

Class options

Third Party
These are subclasses I've found over the internet that I thought were cool and have made adjustments to so they could be used at the table!

Sorcerer

Gravity Shifter Sorcerer

Your magic stems from the primal force controlling the cosmos—gravity. Whether bestowed by a rogue entity from the outer planes or an encounter with a spatial anomaly, you wield the power to manipulate gravity itself.

Gravity Shifter Origin Spells
Level Spells
3rd Magic Stone, Magnify Gravity, Feather Fall, Immovable Object, Levitate
5th Pulse Wave, Slow
7th Gravity Sinkhole, Freedom of Movement
9th Animate Object, Far Step

Additional, Gravity Fissure is added to the sorcerer spell list for you.

Armor of Anti-gravity

At 3rd level, low gravity around you enhances your evasiveness. While not wearing armor, your base AC equals 10 + your Dexterity and Charisma modifiers. Additionally, you can use your reaction to reduce fall damage by an amount equal to 5 x your sorcerer level.

Surge of Gravity

At 3rd level, you can spend an action to let forth a violent energy to surround creatures of your choice. This energy lets you exert your control of gravity onto a number of creatures equal to your Charisma modifier and either reduce it or increase it. This ability lasts for 30 seconds and uses your concentration. An unwilling creature must make a Charisma saving throw and can repeat the save at the end of each of their turns, ending the effect on a success.

You can use this feature twice, regaining 1 use on a short rest and all uses on a long rest. At 10th level, you gain an additional use.

  • Reduce Gravity. Creatures gain 10 feet of movement speed and add 1d4 to Dexterity checks and saving throws.
  • Increase Gravity. Creatures’ speed is reduced by 10 feet. Flying speed is halved. They also subtract 1d4 from Dexterity checks and saving throws.

Motes of Gravitation

At 6th level, you create tiny motes of zero gravity that hover around you for up to 1 minute. As a bonus action, or as part of Innate Sorcery, you can spend 3 sorcery points to create a number of motes equal to your Charisma modifier. They can target objects not worn or carried or creatures of medium size or smaller.

  • Move. You can reposition a mote of your choice containing a creature or object using your movement.
  • Grab. As an action, you can send a mote to grab a target and hold it. An unwilling target must make a Dexterity saving throw. A target held by a mote is grappled and can use an action on its turn to make a Charisma saving throw to escape from the mote.
  • Attack. As an action, you can send the mote flying at a target as a ranged spell attack. On a hit, they take force damage equal to 1d8 your charisma modifier. This damage increases by 1d8 at 5th, 11th, and 17th level. The mote is destroyed regardless of it hits or misses.
  • Push. As a magic action, you can push a target. The target must make a Strength save. On a failed save, it is pushed 10 feet, falls prone, and takes 2d8 force damage. Any objects in the direction the target is being pushed are damaged and the target takes 1d6 bludgeoning damage for every object it hits.

These motes can reach a distance equal to your speed and motes not holding a creature return to you at the end of your turn. If a mote is hit with Dispel Magic it dissipates. If a mote has Shield cast against it then the mote returns immediately to you.

Shift Gravity

At 14th level, you gain the ability to shift the field of gravity around you. As a magic action you can shift your pocket of gravity to gain the the following abilities for 1 Minute.

  • You can use a bonus action to gain a magical flight speed until the end of your turn.
  • You ignore non-magical difficult terrain and can walk on ceilings and walls.
  • You have advantage on all Dexterity checks and saving throws while you're not incapacitated, and you can control your fall trajectory.

When this action ends, a wave of lethargy sweeps over you. You gain a level of exhaustion.

Black Hole

At 18th level, you can use an action to spend 6 sorcery points to create a small black hole at a point you choose and can see within 180 feet of you. The hole has a 10-foot radius and lasts for 1 minute. All targets within 30 feet of the sphere experience difficult terrain and must succeed on a Strength saving throw or be pulled 15 feed towards the sphere and take force damage equal to 5d10 + half your sorcerer level, or half as much on a success without being moved. Creatures inside the black hole can only escape by using their action to make a strength check against your sorcerer spell save DC. Objects weighing less than 1,000 lbs. are drawn to the center automatically.

As a bonus action you can choose to implode and end the black hole. All creatures within its radius must make a strength saving throw or take 3d10 force damage, or half as much on a success.

All non-magical objects within the black hole are crushed into a tiny, hyper-dense ball weighing as much as their combined weight.

When you use this feature it uses your concentration and you must complete a long rest before you can use it again.

Source

By CoffeeSorcerer69, balance changes by me

Warlock

Chaos Incarnate Patron

You have made a pact with a powerful entity from one of the planes of chaos. While not necessarily insane, creatures of chaos are fickle and impulsive. Their motives are often unknowable, except for that they seek to tear down societal boundaries and systems of law. The most notable beings of chaos powerful enough to forge a pact are the Slaad Lords of Limbo such as Ygorl, Lord of Entropy and Ssendam, Lord of Madness, as well as the primordial Bazim-Gorag.

Chaos Incarnate Spells

level Spells
3rd Alter Self, Chromatic Orb, Color Spray, Dragon's Breath
5th Erupting Earth, Gaseous Form
7th Confusion, Polymorph
9th Animate Object, Destructive Wave

Chaos Damage

d8 Damage Type d8 Damage Type
1 Acid 6 Necrotic
2 Cold 7 Poison
3 Fire 8 Radiant
4 Lightning 9 Thunder
5 Fattening 10 Inflation

Entropic Blasts

Starting at 3rd level, your attacks are imbued with random, explosive energy. Whenever you hit a creature with an attack, you can deal 1d4 extra damage to all other creatures you choose within 5 feet of it. The type of damage is determined by rolling on the Chaos Damage table. Further attack rolls from you deal this Chaos Damage until the start of your next turn.

Additionally, you can cast Chromatic Orb once at its base level without expending a spellslot and the additional 1d4 damage from Entropic Blasts can contribute to it bouncing to additional targets.

Spatial Fallacy

At 6th level, you can rearrange the battlefield by destroying and reforming creatures elsewhere. As a reaction to taking damage, you can teleport up to 30 feet away to an empty space you can see and take only half damage.

Alternatively, if a creature deals damage to you with an attack roll, you can force the attacking creature to make a Charisma saving throw against your warlock spell save DC. On a failed save, you teleport them up to 60 feet away from its original position and deal it 2d8 force damage. The position must be on solid ground and be occupied by no other creatures or objects. Once you use this feature, you must finish a short or long rest before you can use it again.

Hunger for Havoc

At 10th level, whenever you reduce a creature to 0 hit points with damage from rolling on the Chaos Damage table, you gain temporary hit points equal to the total Chaos Damage dealt that turn + your warlock level.

Additionally, when you roll on the Chaos Damage table, you have resistance to that damage type until the start of your next turn.

Warp Reality

At 14th level, you can distort the fabric of the universe to suit your whims. As an action on your turn, you can affect a 45-foot cube of space centered on you with the following effects:

• determine the direction of gravity, if any

• deal 1d8 damage of your choice from the Chaos Damage table to up to 3 creatures within the affected area

• change any materials in the affected area into other materials or states of matter

• fabricate nonmagical objects or structures from available materials

• destroy nonmagical objects or structures into their parts or raw components

• cause an area of flat terrain to become difficult terrain or vice versa

The distortion lasts a number of rounds equal to your Charisma modifier (minimum of 1) or until you choose to end it (no action required), and you must use your action each turn to maintain or change the effects. When it ends, the environment and all materials in the area revert back to the way they were before you used this feature. Once you use this feature, you can’t use it again until you finish a long rest.

Credits

Created by /u/DungeonRacer

The Tempest Patron

You have made pact with a tempestuous being, born of wind and rain. An ancient elemental, powerful storm giant, or perhaps a demigod of disagreeable weather. What they sought through you may vary, but the mere touch of their powers causes the storm winds to bend the knee.

Such powers tend to be far better at calling the chaotic power at their disposal than calming it, and many who ride the tempest will find the same is true for them, leaving destruction in their wake if they are not careful in how the use their power... if they even care about what remains in their wake.

Tempest Patron Spells
Spell Level Spells
1st featherfall, thunderwave
2nd gust of wind, levitate
3rd lightning bolt, sleet storm
4th ice storm, storm sphere
5th control winds, maelstorm

Pact of the Tempest Quirks

The following are some optional quirks a player who makes a Pact of the Tempest might manifest.

d6 Quirk
1 You dream of flying frequently... sometimes while awake.
2 You lack any precaution for going out in storms.
3 Stillness bothers you, you abhor complete silence.
4 You feel all things must change, nothing lasts forever. Somethings need help not lasting forever.
5 Little crackles of lightning surround you when you get emotional.
6 Your belongings are frequently statically charged when other people touch them.

Building Storm

Starting at 3rd level, when you cast a spell of first level or higher on your turn, a storm begins to brew around you. The storm gains Storm Levels based equal to the level of the spell slot used. If you cast a spell while the storm is active, the storm level is increased by the level of the spell slot used (up to a maximum equal to your Charisma ability modifier).

While a storm is active around you, you gain the following abilities based on how powerful the storm is:

The storm loses 1 level each time you end your turn without casting a 1st level or higher spell. You can prevent the decay of storm by concentrating on maintaining the storm as if it were a spell for up to 1 minute after you last cast a spell 1st level or higher, provided you aren't concentrating on any other spells.

Storm Level Effect
1 You can cast gust as a bonus action.
2 You can use your reaction to impose disadvantage on a ranged weapon attack made against a target within 15 feet of you.
3 You are under the effect of levitate
4 If a creature ends their turn within 10 feet of you or strikes you with a melee attack, you can use your reaction to deal 1d8 lightning damage to them.
5 You gain flying speed equal to your movement speed.

Rolling Thunder

Starting at 6th level, you learn the spell call lightning and while you have a Storm Level of 1 or higher, you can use your action to conjure bolts of lightning as per a 3rd level call lightning spell, treating your Building Storm as the storm cloud (even if you are indoors). If your Storm Level is 2 or higher, you are considered under "stormy conditions" as per the spell.

If you cast call lightning expending a pact magic slot, your storm level does not decrease while concentrating on it.

Tempestuous Blasts

Additionally at 6th level, when you cast eldritch blast you can choose to replace the damage type with lightning or thunder damage.

Whispering Winds

Starting at 10th level, you can hear a whisper on the winds that tells you where they go and what they do. You can predict the weather accurately up to 8 hours away, and know if any weather effect is natural or magical in nature.

Additionally, you may hear other things on the winds by way of what they hear; you can cast scrying without expending a spell slot or requiring any verbal or material components, but when cast in this way, your sensor can only hear and not see. A target gets a -5 to the save if they are in a place open to the wind (such as outdoors), and a +5 to a place that the wind could not reach (such as the Underdark).

Once you cast scrying in this way, you cannot cast it again until you complete a long rest.

Everstorm

Starting at 14th level, the Storm Level of your Building Storm no longer decreases at the end of your turn. You can end the effect of your storm as an action. You can spend an action to start building a storm around you, or increase the storm level by one if you already have a storm.

While the Storm Level is 1 or more, you can cast spells feather fall and levitate without expending spell slots as long as they are targeting creatures that are within 15 feet of you within the effect of the storm.

Tempest Invocations

Stormblessed

You gain resistance to lightning and thunder damage. While in a natural storm, you are under the effect of bless.

Stormcaller

Prequisite: 15th level

You learn the spell control weather and can cast it without expending a spell slot. When you cast it in this way, and change the Precipitation or Wind, you can only increase the stage.

Source

Tempest Patron was created by KibblesTasty. I genuinely recommend checking out their homebrew- they do an excellent job and the table uses a lot of content they've made!

Eldritch Invocations

Eldritch Splinter

Prerequisite: 5th level, Pact of the Tome or Pact of the Talisman feature

Choose one of your warlock cantrips that deals damage and targets a single target with an attack roll. You can have it fire an additional bolt or beam, instead of adding additional damage dice, when you reach certain levels in this class: two beams or bolts at 5th level, three beams or bolts at 11th level, and four beams or bolts at 17th level. You can direct the beams or bolts at the same target or at different ones. Make a separate attack roll for each beam or bolt. When you gain a level in warlock, you can change the cantrip this applies to.

Storming Blast (replaces agonizing blast)

Prerequisite: Eldritch Blast Cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit as either lightning, thunder, or cold. When you cast Eldritch Blast, roll a d6 to decide the damage type added.

d6 Loot
1-2 Lightning
3-4 Thunder
5-6 Cold

Feats

Cantrip Collector

Prerequisite: 4th level, spellcasting or pact magic feature

Your time in the presence of wizards has allowed you to learn additional cantrips that you use to make your life easier and granting the following benefits.

  • Increase your Wisdom, Intelligence, or Charisma by 1, up to a maximum of 20.
  • You learn 4 non-damage dealing cantrips of your choice, their spellcasting ability modifier matches that chosen by the feat.

Quick Reflexes

Prerequisite: 4th level

By either being naturally alert, paranoid, or jumpy you are always ready to react swiftly to any situation, granting the following benefits:

  • Increase your Dexterity or Wisdom by 1, up to a maximum of 20.
  • While conscious, when initiative is rolled you keep your reaction, even if surprised, and may use it to cast a cantrip, make a weapon attack, or unarmed strike on a target.
  • You add your proficiency bonus to initiative.

Pious

Prerequisite: 4th level

You are devout to your religous studies, gaining the following benefits.

  • Increases Charisma or Intelligence by 1, up to a maximum of 20
  • You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • Choose a divine domain or pantheon, you gain advantage on checks relating to knowledge of this chosen domain.

Fey Arrows

Prerequisite: 4th level, Arcane Archer subclass

Your encounters with the fey have granted you insight into their mystical energies, enhancing your arcane arrows with their otherworldly power.

  • Choose one damage type from the following options: radiant, acid, poison, or psychic.
  • Your arcane arrows now deal an additional 1d4 damage of the chosen type when they hit a target. This damage increases to 1d6 at 8th level, 1d8 at 12th level, and 1d10 at 16th level.
  • You gain one additional use of the Arcane Shot feature per short rest.

Elemental Infusion

Prerequisite: 4th level

You have learned to weather and ward off the elements, leaving your body infused with elemental magics.

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the absorb elements spell and one 2nd-level spell of your choice. The 2nd level spell must deal fire, cold, lightning, thunder, acid, or poison damage. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until 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.

Potent Cantrip Master

Prerequisite: 4th level

You've spent countless hours repeatedly refining your form with cantrips to unparalleled mastery. You've honed them to a point where their potency is past that of what one would normally expect of cantrips, granting you the following benifits.

  • Increase your Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 20. -Your cantrips ignore half and three quarters cover.
  • If you lack a feature that already adds your casting modifier to your cantrips, using this feature, you can add your casting modifier to the damage rolls of your cantrips. The spellcasting modifier matches the attribute increased by this feat.

Hand-to-Hand Mastery

Prerequisite: 4th level

Through endless nights of shadowboxing, countless hours in a ring, or growing up fighting in the streets, you have become a master of unarmed combat and gain the following benefits.

  • Increase your Strenght, Dexterity, or Constitution score by 1, up to a maximum of 20.
  • Your body is a lethal weapon. As long as you are not incapacitated your unarmed strikes are considered to be melee weapons with the finesse property and are considered to be worth at least 1sp.
  • Your unarmed attack damage increases one die step on the following list: 1 -> 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d6. If you have another ability that changes the die size of your unarmed strikes, this feature modifies the new die size.

Tainted by the Far Realm

Prerequisite: 4th level

At some point in your life, you came into more than passing contact with some alien creature of the Far Realm beyond the planes. Perhaps you were briefly enslaved by a mind flayer, morkoth, or aboleth, but somehow escaped. Whatever the source, a fragment of the Far Realm has stayed with you, and changed you.

  • Increase your Constitution, Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 20
  • You learn the Crown of Madness spell and a 1st level spell of your choice. The 1st level spell must be from the enchantment school or deal psychic damage. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until 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.

Blessing of the Blood Moon

Prerequisite: 4th level

You've studied under Blood Hunters of the Lycanthrope order, being instructed with techniques passed down through their houses.

  • Increase your Constitution, Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 20
  • You learn a spell of your choice from Enhance Ability, Darkvision, Borrowed Knowledge, Locate Object, Locate Animals and Plants, or See Invisibility and the Phantasmal Wolf spell. When you gain a level you can change the second level spell granted by this feat. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until 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.

Elemental Training

Alternative to Elemental Adept


Prerequisite: 4th level, spellcasting or pact magic feature, a spell dealing the appropriate damage type.

  • Increase your Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 20
  • When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
  • Spells you cast ignore resistance to damage of the chosen type.
  • Choose one of the following: When you roll damage for a spell you cast that deals damage of that type, you can reroll any dice that roll a 1, but must use the new result, up to a number times equal to your spellcasting ability modifier. OR When you cast a spell dealing this damage type, you can add your spellcasting ability modifier to a single damage roll of the spell, if you didn't already.
  • You learn a Cantrip that matches the damage type you choose from the Wizard, Druid, or Cleric spell list,. This cantrip uses the modifier of the stat increased by this feat.

Draconic Empowerment

Prerequisite: Kobold, 4th level

  • Increase a stat of your choice by 1 up to a maximum of 20
  • You gain a second Kobold legacy feature. You must pick a different feature than the one you took when you picked your race.
  • Your Kobold Legacy feature grows more powerful

Craftiness

The proficiency bonus you gain from choosing this feature is doubled, instead becoming an expertise bonus.


Draconic Cry

The range increases to 15 feat and the targets must make a wisdom saving throw (DC = proficiency bonus + 8 + your constitution modifier) or take 1d8 psychic damage.


Draconic Sorcery

You learn a 1st level spell of your choice from the sorcerer spell list. You can cast this spell once at its base level without expensind a spellslot and without needing material components, and you regain the ability to cast it this way when you finish a long rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell(choose when you select this feat)

Bully

You make an art form out of mocking others. As a matter of fact, you are so good at pissing other people off that you can enrage them beyond rational thought simply by opening your mouth. You gain the following benefits:

  • Increase your Charisma score by 1, up to a maximum of 20
  • You gain proficiency in the Intimidation skill. If you are already proficient in the intimidation skill, you may add double your proficiency bonus, instead of your normal proficiency bonus, to ability checks made with that skill.
  • You can use your bonus action to taunt a creature within 60 feet of you that can hear or see you. When you do so, that creature must make a Charisma saving throw (DC = 8 + your Charisma modifier + your proficiency bonus). On a failure, that creature is Taunted by you until the end of its next turn. While the creature is Taunted, it has disadvantage on all Intelligence checks and saving throws. Alternatively, you may use your reaction to taunt a creature within 60 feet of you that rolls a 1 on an attack roll or ability check, provided that it can hear or see you. You must complete a short or long rest before you can use this feature again.

Species Options

Dragonborn Variants

Force Dragonborn

Dragonborn that are descendant from the elusive force dragons, they possess scales that glisten with an ethereal sheen, reflecting light in a subtle yet mesmerizing pattern that seems to ripple and dance like the stars in the night sky. They often tend to isolate themselves, hiding away in their studies to the arcane to gain greater understanding on the mysteries of the cosmos.

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 feet

Languages

You can speak, read, and write Common and one other language you and your DM agree is appropriate for your character.

Breath Weapon

When you take the Attack action on your turn, you can replace one of your attacks with a breath attack in a 15-foot cone. Each creature in that area must make a Dex save (DC = 8 + your Con modifier + your PB).

On a failed save, the creature takes 1d8 force damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance

You have resistance to force damage.

Innate Magic

Starting at 3rd level, you can cast the Disguise Self spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Magma Dragonborn

Black scale plates with glowing red flowing between them like magma through the cracks in stone. Magma dragonborn contain an internal heat that makes them warm to the touch, able to breathe liquid fire in a destructive explosion from their jaws. To stand in front of one is to feel as if you stand in front of a volcano itself.

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 feet

Languages

You can speak, read, and write Common and one other language you and your DM agree is appropriate for your character.

Breath Weapon

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of volcanic energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 Bludgeoning when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Volcanic Ancestry

You trace your ancestry to a volcanic dragon, granting you resistance in your choice of either Fire or Poison damage.

Secondary Breath Weapon

At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Once you use your Secondary Breath Weapon, you can’t do so again until you finish a long rest. Whenever you use this trait, choose one:


Crystalizing Breath

Each creature in the cone must succeed on a Strength saving throw or become restrained by hardened obsidian until the start of your next turn.


Toxic Breath

Each creature in the cone must succeed on a Dexterity saving throw. On a failed save, the creature spends its action that turn coughing and gasping for clean air. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

Abyssal Spirit Lineage

You are wither born of abyssal creatures, have spent years wandering the abyss becoming warped by its influence, or simply a creature native to it having migrated to the material plane. Whatever the source, your body and mind both carry the abyss wherever you go, leaving you an intimidating and otherworldly presence that will linger in the minds of everyone you meet.

Allignment

Due to their abyssal nature, those with this lineage are almost always chaotic or evil alignments.

Creature Type

You are both Humanoid and Fiend.

Size

You are Medium or Small. you choose the size when you gain this lineage.

Speed

Your walking speed is 30 feet.

Languages

You can speak, read, and write Common and Abyssal.

Ancestral Legacy

If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in a skill of your choice.


Abyssal Acclimation

Due to your nature and years spent adjusting to the abyss, your body has become permanently changed. To reflect this you gain resistance to your choice of either necrotic or fire damage.


Abyssal Mutation

Time spent in the abyss has left you warped and change. Choose one of the following mutations

Abyssal Tendril

You gain the ability to sprout an additional limb that functions as a natural weapon. This natural weapon has the finesse and reach property and deals 1d6 bludgeoning damage.

Abyssal Mind

Your mind is incrompehensible to most. You learn the Mind Sliver and Message cantrips that you can cast without verbal or material components, at 3rd you learn Dissonant Whispers, and at 5th level you learn Detect thoughts. You can cast these spells once without expending a spellslot and without material components, but must complete a long rest before using them each again using this feature.

Ever-changing Form

Your body is constantly changing and shifting. You learn Altar Self and can cast it without expensing spellslot a number of times equal to your constitution modifier. You also have advantage against anything that would move you against your will.

Items

Uncommon

These are items to provide options you may choose two of on creation of a character for once shots of lvl 8 or higher! You may instead opt to take a +1 Studded Leather, Breastplate, Half-Plate, Splint Armor, or Weapon instead in place of one of them!

Buckler of Defense

Shield, uncommon (Requires Attunement)

This sturdy buckler is crafted from reinforced wood and adorned with protective runes, providing reliable defense in combat.

  • While wielding this buckler, you gain a +1 bonus to your Armor Class.
  • As a bonus action, you can choose to brace yourself, granting you advantage on the next Dexterity saving throw you make before the start of your next turn.
  • The buckler has 3 charges. You can expend 1 charge as a reaction when you are hit by an attack to gain resistance to the damage from that attack. The buckler regains all expended charges daily at dawn.

Ring of Vitality

Ring, uncommon (requires attunement)

This magical ring hums with energy, empowering its wearer and allies with enhanced resilience and vitality.

  • While wearing this ring, you and friendly creatures within 10 feet of you gain a +1 bonus to saving throws against spells and magical effects.
  • Once per day, as an action, you can activate the ring to grant yourself and friendly creatures within 10 feet temporary hit points equal to half your character's level (rounded up). These temporary hit points last for 1 hour.

Bracer of Warding

Wondrous item, uncommon (requires attunement)

This sturdy bracer is inscribed with protective runes, providing its wearer with enhanced defense and resilience in battle.

  • While unarmored and wearing this bracer, you gain a +1 bonus to your Armor Class.
  • Additionally, as a reaction when you are hit by an attack, you can activate the bracer to impose disadvantage on the triggering attack roll. You can use this three times, and you regain all expended uses when you finish a long rest.

Cloak of the Atmosphere

Wondrous item, uncommon (requires attunement)

This light, flowing cloak is adorned with patterns that seem to shift like clouds in the sky. While attuned to this cloak, you can use an action to cast Air Bubble on yourself without expending a spellslot and regain the ability to do so when you complete a long rest.

Void Talisman

Wondrous item, uncommon (requires attunement)

This magical talisman crackles with arcane energy, enhancing the spellcasting abilities of its wielder. Additionally it functions as an arcane focus whrn grasped.

  • While attuned to this talisman, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells when using it as your arcane focus.
  • Additionally, once per day, you can cast shield or absorb elements without expending a spell slot. You regain the ability to use this feature after finishing a long rest.

Athlete's Band

Wondrous item, uncommon (requires attunement)

This band of magical essence resonates with power, augmenting the physical and mental prowess of its wearer.

  • While attuned to this band, you gain a +1 bonus to your attack and damage rolls with melee and ranged weapons.
  • Additionally, you gain proficiency in one skill of your choice from Athletics(Strength), Acrobatics(Dexterity) or Sleight of Hand(Dexterity).

The Bully Box

Wondrous item, uncommon (requires attunement by someone knowing the Vicious Mockery cantrip)

This unassuming wooden box, adorned with crude doodles and a few stray feathers, is a favorite among bards who enjoy a bit of mischief. As an action, you can whisper an insult into the Bully Box and throw it to a spot on the ground within 30 feet of you. Upon impact, the box gleefully repeats your insult, amplifying its effect to cast Vicious Mockery on every target in a 10-foot radius. After being used, the box returns to your hand. Once you use this feature you must complete a long rest before you can use it again.

Broach of Nurture

Wondrous item, uncommon (requires attunement)

This broach resonates with healing magic, granting its wearer the power to mend wounds with a simple word. While wearing this broach, you know the Healing Word and Mass Healing Word spells without impacting your current number of spells known. You can cast each of these spells once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest.

Circlet of Generosity

Wondrous item, uncommon (requires attunement)

This delicate silver circlet is engraved with motifs of hands offering gifts. While wearing this circlet, you radiate a subtle aura of compassion and selflessness. Whenever you heal another creature using a spell, ability, or potion, you also heal yourself for 1d4 hit points. This feature can be used a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

Rare

When making a character for my one shots you may choose one of these as an option alongside the uncommon items!

Ring of Resilience

Ring, rare (requires attunement)

This ring is crafted from sturdy materials and enchanted to bolster the wearer's resilience in combat.

  • While wearing this ring, you gain additional hit points equal to half your character's level (rounded up).
  • On identifying or equipping the ring, roll 1d10 to determine the resistance gained.
d8 Loot
1 Fire
2 Cold
3 Lightning
4 Poison
5 Acid
6 Thunder
7 Radiant
8 Necrotic
9 Psychic
10 Force

Power Treads

Wonderous item, boots, rare (requires attunement)

The boots give you a +2 to the stat they are currently set to as well as an additional bonus that changes based on the assigned stat. As a bonus aciton, you can click the heels to change the stat they are set to. Upon recieving the boots they will be set to a stat of the DM's choice and can be set to 2 other stats, to be selected by the DM when the boots are created.

  • Strength: Additionally you gain 1 extra hit point per character level.

  • Dexterity: Your movespeed increases by 5.

  • Intelligence: You gain a +1 to intelligence, wisdom, and charisma saving throws.

  • Wisdom: You gain a +2 bonus to initiative.

  • Charisma: You gain a +1 to persuasion, deception, and intimidation skill checks.

Construct Core

Arcane Focus, rare (requires attunement)

This intricate and pulsating crystal, known as the Construct Core, resonates with the essence of arcane energy. When used to cast spells, the spellcaster gains a +1 bonus to spell attack rolls and their spell save DC. Additionally, the Construct Core has a unique ability that allows the wielder to modify the trajectory of their cantrips.

  • Cantrip Modification: Once per short rest, when you cast a cantrip that requires an attack roll and has a range greater than touch, you can choose to alter its form. Instead of the standard shape, the cantrip can be transformed into a 5-foot wide beam that extends up to the cantrip's maximum range. Instead targets within the beam must make a Dexterity saving throw or take the damage of the cantrip. On a success they take half damage. This does not apply to cantrips that fire multiple bolts or beams.

Crucible of Faith

Holy Symbol, rare (requires attunement by a cleric or paladin)

The Crucible of Faith is an ornate holy symbol, forged by skilled artisans and imbued with divine energy. When held, the crucible exudes a comforting warmth, filling the hearts of the faithful with a sense of purpose and resolve.

The crucible holds up to 12 charges. As an action you can expend charges to launch up to your proficiency bonus in holy bolts at targets of your choice. You can choose for each bolt to heal or deal radiant (if you are of good or neutral alignment) or necrotic (if you are of evil alignment) damage to a single target equal to 1d4+1. It costs one charge per bolt and the crucible regains 3d4 charges at dawn.

Crystalline Carapace

Armor (any medium or heavy), rare (requires attunement)

On an action you pound your fist on your chest to cause your body to encase in crystal, granting temporary hit points equal to twice your character level for the next minute. This is usable once per long rest and only during combat.

Greatwyrm's Spiked Tongue

Wonderous item, rare (requires attunement)

A wyrm's tongue, lined with wickedly sharp spikes, meticulously fashioned into a subtle and deadly band that can be wrapped around a weapon or clothing accessory to attune.

The Tongue has three charges and you can use them to cause the ground beneath a target to liquify in a 10-foot radius of them whenever you hit a ranged attack or ranged spell attack. This puddle becomes difficult terrain and deals 1d6 acid damage to any creature that enters for the first time or starts their turn in it for 30 seconds. You may only have a single puddle active at a time and if you create a second, the first evaporates.

Mark of The Fountains of Creation

wonderous item, rare (requires attunement)

A crimson brooch adorned with swirling patterns reminiscent of molten lava.

The number needed to roll a critical hit on a melee weapon attack or melee spell attack is reduced by 1.

On a critical hit with a melee attack or melee spell attack, the wearer can use their bonus action to cause the ground to erupt with embers, dealing 1d6 fire damage to every creature in a 15-foot cone originating from the target, aimed in a direction of your choice. The damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Once you use this ability you must complete a short or long rest before you can use it again.

Combat Medic's Crossbow

Weapon, rare (ranged, light crossbow, requires attunement)

This intricately crafted crossbow is adorned with holy symbols. It has a chamber loaded with healing tonics to coat bolts and allow them to mend wounds from a distance. While attuned, the user gains the following benefits:

  • Healing Bolts: You can fire a special bolt infused with healing magic. When you use this crossbow to make a ranged attack against a creature you can instead choose to heal the target for 1d8 + your Spellcasting Ability modifier. You can use this feature twice before requiring a short or long rest. If you use this on an ally you need not roll.

  • Sacred Restoration: As an action, you can use the crossbow to cast Lesser Restoration without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.

Soothing Energy Sphere

Arcane focus, +1 (uncommon), +2 (rare)

This faintly glowing orb emanates a calming blue glow and possesses charges equivalent to its rarity. As a bonus action, charges can be expended to restore spell slots of matching levels—two charges for a level 2 slot or two level 1 slots, for instance. The sphere rejuvenates its charges with the dawn, ensuring a fresh wellspring of magical energy each day.

You also gain a +1 to spell attack rolls and spellsave DC

Osses' Willow Branch +1

Weapon (club), rare (requires attunement)

This branch has intricate carvings of animals and leaves run along its length, and it hums with a faint, warm energy. When you cast Shillelagh on this weapon, it glows with radiant energy. For the duration of the spell, attacks made with this club deal an extra 1d8 radiant damage on a hit.

Ring of Longevity

Ring, rare (requires attunement by a spellcaster)

This thin band of silver is etched with runes symbolizing time and endurance. When you deal damage with a weapon attack, flip a coin. On heads, you regain one expended 1st-level spell slot. You can flip the coin a number of times equal to your proficiency bonus before you must finish a long rest to use this feature again.

Ring Of Performance

Ring, rare (requires attunement)

You gain a +1 bonus to AC and skill checks while wearing this ring.

Cloak of Nurturing Spores

Wondrous item, rare (requires attunement by a spellcaster)

This cloak is woven from dark, moss-like material that seems to pulse with life. You gain a +1 bonus to your spell save DC and spell attack rolls and whenever you heal another creature using a spell, you regain 1d4 hit points.

Staff of the Moon

Staff, rare (requires attunement by a spellcaster)

This elegant staff shimmers with a silvery light, its surface adorned with celestial symbols. You gain a +1 bonus to spell attack rolls and spell save DC while wielding this staff. You can use an action to cast Moonbeam at 2nd level without expending a spell slot. You regain the ability to use this feature after you finish a long rest.

Force Stone

Wondrous item (arcane focus), rare (requires attunement by a spellcaster)

This red, polished stone is littered with small blue cracks and constantly leaks pure magic energy. While attuned to this focus, whenever you cast Magic Missile, you create one additional dart. Additionally, you regain 1 hit point whenever you deal force damage with a spell of 1st level or higher.

Quickspell Gloves

Wondrous item, uncommon(+1), rare(+2), very rare(+3) (requires attunement)

These finely crafted gloves are imbued with arcane energy, making your spellcasting quicker and more efficient. While attuned to these gloves, you can cast a cantrip with a casting time of 1 action as a bonus action instead. You can use this feature a number of times equal to the rarity bonus of the item before you must complete a long rest to regain all expended uses.

The Maimer

Weapon, uncommon(+0), rare(+1), very rare(+2) (requires attunement)


As a reaction to missing an attack roll you can add 2 to the hit modifier of the attack, potentially turning it into a success. This is usable up to your proficiency bonus and you regain all expended uses when you complete a long rest. Additionally you gain additional HP equal to your level divided by 2 (rounded down)

This item gains a bonus to attack and damage rolls based on the item's rarity.

The Quickblade

Weapon, uncommon(+0), rare(+1), very rare(+2) (requires attunement)


When you make an attack with this weapon, you may make an additional attack for 1d6+dex or str as a bonus action. This is usable up to your proficiency bonus and you regain all expended uses when you complete a long rest.

This item gains a bonus to attack and damage rolls based on the item's rarity.

The Knowledge Seeker

wonderous item , uncommon(+0), rare(+1), very rare(+2) (requires attunement by a spellcaster)


The weapon of a renowned sorcerer cult. Whenever you cast a damaging spell, you gain 1 additional damage for every damage dice rolled up to your proficiency bonus. This does not stack with features such as potent spellcasting, where you instead use whichever number would be higher. The item also functions as an arcane or druidic focus, instrument, or holy symbol.

This item gains a bonus to spell attack rolls and spellsave dc based on the item's rarity.


Whenever you are attuned to one of these weapons you gain a +1 to strength for The Maimer, dexterty for Quickblade, or intelligence for Knowledge Seeker. If attuned to two you can instead have a +2 in a single stat, choosing from the stat bonus granted from the aforementioned weapons.

If a character attuned to two of these weapons both items only require 1 attunement slot. This does not stack with further weapons (i.e a character attuned to all three items must still use 2 attunement slots.)

Upon attunement or long rest, the wielder can choose which form the Maimer takes; dagger, greatsword, longsword, rapier, scimitar, or shortsword. Quickblade may take the form of a rapier, dagger, shortsword, whip or scimitar. Knowledge Seeker may take the form of a book, staff, holy symbol or instrument.

Very Rare

Special Rules: If attuned alongside The Maimer, Quickblade, Knowledge Seeker, or Power Treads, you gain only the stat benefit from one of these items, chosen when you attune. All other bonuses from the items remain active.

These items are meant to be upgrades from The Maimer, Quickblade, and Knowledge Seeker and part of crafting them uses one of these weapons to make.

Celestial Strongarm

Weapon (halberd or pike), very rare (requires attunement)


This magic weapon channels celestial energy, offering both physical prowess and defensive bolstering.

You gain a +1 bonus to attack and damage rolls made with this weapon as well as a +1 to your armor class while holding it.

Your Strength score increases by +2 (halberd) or your Constitution score increases by +2 (pike), up to a maximum of 22.

As a bonus action, you can attempt to disarm a creature within reach. On a successful hit, the target drops one item they are holding and takes damage equal to your Strength modifier. You must complete a short or long rest before you can use this ability again.


Trickster's Duplicity

Weapon (dagger or shortsword), very rare (requires attunement)


A weapon imbued with illusory magic, perfect for tricksters and tacticians.

You gain a +1 bonus to attack and damage rolls made with this weapon.

Your Dexterity score increases by +2 (dagger) or your Charisma score increases by +2 (shortsword), up to a maximum of 22.

As a bonus action, you create an illusory duplicate of yourself for 1 minute. This duplicate functions as an image from the mirror image spell. While the duplicate is active, it mirrors your attacks and spells, causing each attack roll to deal an additional 1d4 psychic damage when you hit. You must complete a short or long rest before you can use this ability again.


Cosmic Conduit

Weapon (book, instrument, staff, holy symbol, or natural effigy), very rare (requires attunement)


This weapon pulses with cosmic power, blending physical and arcane capabilities.

You gain a +1 bonus to spell attack rolls and your spell save DC.

Your Intelligence score increases by +2 (book), Charisma score increases by +2 (instrument or staff), or Wisdom score increases by +2 (holy symbol or natural effigy), up to a maximum of 22.

This item holds a number of charges equal to your proficiency bonus. You regain 1d4 + 1 charges after you complete a long rest. You can expend these charges to cast spells without using spell slots, up to a maximum spell level of 3rd, at one charge per spellslot level. If you use the final charge, the item becomes overexpended, loses all its benefits and does not regain charges at the end of your next long rest. Once you complete a long rest, it regains its bonuses and can regain charges again.


Starfall's Sting

Weapon (shortbow, rapier or morningstar), very rare (requires attunement)


A weapon that shines with celestial light, smiting foes with radiant energy.

You gain a +1 bonus to attack and damage rolls made with this weapon and attacks made with it deal an additional 1d4 radiant damage.

Your Dexterity score increases by +2 (shortbow), Intelligence score increases by +2 (rapier), or Strength score increases by +2 (morningstar), up to a maximum of 22.

When you hit a creature with this weapon, you can use your reaction to teleport to an unoccupied space you can see within 15 feet of the target of the attack. You must complete a short or long rest before you can use this ability again.

Extra items for specific classes

For added classes, even for other base classes. These are variants of the Rod of the Pactkeeper/Arcane Grimoire/Amulet of the Devout/Bloodwell Vial/Rhythm Maker's Drum/Dragonhide Belt

Amulet of the Pious

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a priest)


This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your priest spells. The bonus is determined by the amulet's rarity.

In addition, when you roll any Hit Dice to recover hit points while you are wearing the amulet, you can regain 5 faint points. This property of the amulet can't be used again until the next dawn.

Amulet of the Damned

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a grave knight)


This amulet bears the symbol of a profane order carved into metal or stone. While you wear the cursed symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your grave knight spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Malefic Rites feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Demonic Grimoire

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a demonologist)


While you are holding this leather-bound book, you can use it as a spellcasting focus for your demonologist spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your demonologist spells. The bonus is determined by the book's rarity.

In addition, you can regain one demonologist spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

Spiritual Effigy

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a shaman)


While you are holding this small figure, you can use it as a spellcasting focus for your shaman spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your shaman spells. The bonus is determined by the book's rarity.

While you carry this effigy, you can use your Totem Summoning feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Wildlife Codex

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a druid)


While you are holding this leather-bound book, you can use it as a spellcasting focus for your druid spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your druid spells. The bonus is determined by the book's rarity.

While you carry this book, you can use your Wildshape feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Trailkeeper's Charm

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a ranger)


This charm bears the symbol of a natural order carved into wood or stone. While you wear the verdant symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your ranger spells. The bonus is determined by the amulet's rarity.

While you wear this charm, you can use your Favored Enemy feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

(If Favored Foe) While you wear this charm, you can cause Favored Foe feature's die size to increase by 1 tier (1d4>1d6). Once this property is used, it can't be used again until the next dawn.

Runeforge Manual

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a artificer)


While you are holding this leather-bound book, you can use it as a spellcasting focus for your artificer spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your artificer spells. The bonus is determined by the book's rarity.

This manual has a selection of infusions determined by the book's rarity. If you spend an hour to read this book, you can infuse an item with one infusion that is listed in the book, even if it isn't one of your known infusions.

Championship Belt

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a pugilist)


This finely detailed belt is fashioned with a fancy buckle. While wearing it, you gain a bonus to the saving throw DCs of your moxie features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain moxie points equal to a roll of your Fisticuffs die. You can’t use this action again until the next dawn.

Bloodcrest Amulet

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a blood hunter)


This amulet is carved with an ancient symbol of a house of bloodhunters. While wearing it, you gain a bonus to your hemocraft save DC. The bonus is determined by the amulet’s rarity. In addition, you reduce the necrotic damage you take from your Bloodhunter features that deal damage to you equal to a roll of your hemocraft die. The amount reduced is determined by the item's rarity.

Masterstroke Weapon

Weapon (any), uncommon (+1), rare (+2), very rare (+3) (requires attunement by a fighter, barbarian, or rogue)


This finely crafted weapon enhances your mastery in combat. While attuned, you gain a bonus to attack and damage rolls made with this weapon, as well as to the saving throw DCs of any weapon mastery properties it uses. The bonus is determined by the weapon’s rarity.

Additionally, each class gains an extra benefit while attuned to this weapon:

  • Fighter. You can use Second Wind without expending a use of the feature. You can't use this again until the next dawn.
  • Barbarian. When you take damage while raging, you can use your reaction to reduce the damage by an amount equal to the weapon’s bonus x your Rage Damage bonus. You can't use this again until the next dawn.

If you have levels in both classes, you may choose which of the benefits to gain from the weapon when you first attune it, but it will stay that benefit.

Trickster's Sidearm

Weapon (any simple weapon, firearm, or martial weapon that has the light or finesse property), uncommon (+1), rare (+2), very rare (+3) (requires attunement a rogue)


This finely crafted weapon enhances your mastery in combat. While attuned, you gain a bonus to attack and damage rolls made with this weapon, as well as to the saving throw DCs of your cunning strikes. The bonus is determined by the weapon’s rarity. Additionally, when you make an attack with this weapon, you can make a second attack as a bonus action and add your attack modifier to the damage roll. You can't use this again until the next dawn.

Reincarnation Table

For when you use the spell reincarnate, obviously!

d100 Species
1-2 Dragonborn
3-4 Kobold
5-6 Half-Dragon
7-8 Dwarf (Hill, Mountain, Duergar)
9-10 Elf (Dark, High, Wood, Drow, Eladrin, Sea, Half)
11-12 Gnome (Forest, Rock, Deep)
13-14 Hobgoblin
15-16 Orc (Full, Half)
17-18 Goliath
19-20 Halfling (Lightfoot, Stout)
21-22 Human
23-24 Tiefling
25-26 Sanguire
27-28 C'thulian
29-30 Canid (Domestic, Ulfrar, Laetran, Anubian, Hellhound)
31-32 Ursine (Rimepelt, Grizzlehide, Duskmane, Ryushari)
33-34 Cervidaen (Ceruvas, Dualces, Reinfor)
35-36 Borsukk (Mellivar, Mustilar, Mephtivar)
37-38 Lutragon (River, Sea)
39-40 Racosa
41-42 Caoraa
43-44 Gnoll
45-46 Arachni
47-48 Genasi (Air, Earth, Fire, Water)
49-50 Viashino

If you roll a Dwarf, Gnome, Cervidaen, or Borsukk, roll an additional d4 to determine the result. Reroll a 4
Orc, Halfling, Lutragon, or Gith simply flip a coin to determine the result.
Ursine and Genasi roll a d4.
Canid roll a d6. Reroll a 6.
Elf rolls a d8. Reroll an 8.
d100 Species
51-52 Selkie
53-54 Trollkin
55-56 Ogren
57-58 Tabaxi
59-60 Leonin
61-62 Naga
63-64 Yuan-ti
65-66 Minotaur
67-68 Vilpine
69-70 Tortle
71-72 Shifter
73-74 Bugbear
75-76 Grung
77-78 Lizardfolk
79-80 Harengon
81-82 Myconid
83-84 Gith (Yenki, Zerai)
85-86 Giff
87-88 Rodenticara (Skavari, Colossar)
89-90 Eusugard
91-92 Kenku
93-94 Goblin
95-96 Fairy
97-98 Locathah
99-100 Triton

Dragonborn Subraces

d20 Subrace
1 Red
2 Blue
3 White
4 Green
5 Black
6 Silver
7 Gold
8 Copper
9 Brass
10 Bronze
d20 Subrace
11 Amethyst
12 Crystal
13 Sapphire
14 Emerald
15 Topaz
16 Magma
17 Aberrant
18 Force
19 Lipomantic
20 Choose (natural 20)

Feat Changes

Buffs

In fairness, that'sreally only 2 nerfs thusfar.

Metamagic Adept

Prerequisite: Spellcasting or Pact Magic feature, level 4+
You've learned how to exert your will on your spells to alter how they function:

  • Increase your Intelligence, Wisdom, or Charisma by 1, up to a maximum of 20
  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a character level, you can replace one of these Metamagic options with another one from the sorcerer class.
  • If you do not have any levels in sorcerer, you gain a number of sorcery points equal to your proficiency bonus to spend on Metamagic. You regain all spent sorcery points when you finish a long rest.
  • If you are a sorcerer, you gain an additional 2 sorcery points and the amount you regain with Sorcerous Regeneration increases by 1. If you later gain levels in sorcerer through multiclassing, you change the benifit to this when you gain access to metamagic from sorcerer levels.

Poisoner

Prerequisite: Level 4+
You gain the following benefits.

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage. If the target is immune to poison, it is instead treated as if resisted.
  • You gain proficiency with the Poisoner’s Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.

Spell Sniper

Prerequisite: Level 4+, Spellcasting or Pact Magic Feature
You gain the following benefits.

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.
  • Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with spells.
  • When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet.
  • You learn one cantrip that requires an attack roll and has a range of at least 10 feet. Choose the cantrip from the bard, cleric, druid, sorcerer, or wizard spell list. The cantrip's spellcasting modifier matches the class you gained this feat from.

Elemental Adept

See Elemental Training

Keen Mind

Prerequisite: Level 4+, Intelligence 13+
You gain the following benefits.

  • Increase. Increase your Intelligence score by 1, to a maximum of 20.
  • Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
  • You have advantage on History(Intelligence) checks to recall information from events you have personally experienced.

Observant

Prerequisite: Level 4+, Intelligence or Wisdom 13+
You gain the following benefits.

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

Artificer Initiate

Origin Feat
You’ve learned some of an artificer’s inventiveness:

  • You learn one cantrip of your choice from the Artificer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).
  • Choose a level 1 spell from the Artificer spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
  • You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for your spells.
  • Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

Dragon Hide

Prerequisite: Dragonborn, Half-dragon, or Kobold, Level 4+
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

  • Increase your Strength, Constitution, Dexterity or Charisma score by 1, up to a maximum of 20.
  • Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Ability Score Modifier increased by this feat. You can use a shield and still gain this benefit.
  • You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your Strength or Dexterity modifier, instead of the normal bludgeoning damage for an unarmed strike.

Linguist

Origin Feat
You have studied languages and codes, gaining the following benefits:

  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them or they use magic to decipher it.

Moderately Armored

Prerequisite: Level 4+, Light Armor Training

You gain the following benefits.

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain training with Medium armor and Shields if you did not already have it.

Medium Armor Master

Prerequisite: Level 4+, Medium Armor Training

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • While you're wearing Medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.

Fade Away

Prerequisite: Level 4+, Gnome

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You learn the Invisibility spell without impacting your current number of spells preparred.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.

Chef

Prerequisite: Level 4+

  • Increase your Constitution, Intelligence 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 if you have ingredients and Cook's Utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 plus 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 + the modifier increased by this feat Hit Points.
  • With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook's Utensils on hand. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats. to gain a number of Temporary Hit Points equal to your Proficiency Bonus + the modifier increased by this feat.

Heavily Armored

Prerequisite: Level 4+, Medium Armor Training

  • Increase your Constitution or Strength score by 1, to a maximum of 20.
  • You gain training with Heavy armor.
  • The Strength requirement to wear heavy armor is reduced by 1.

Ritual Caster

Prerequisite: Level 4+, Intelligence, Wisdom, or Charisma 13

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell slots you have. The spells’ spelicasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the Ritual tag to the spells always preared with this feature.
  • With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn't require a spell slot. Once you cast the spell in this way, you can't use this benefit again until you finish a Long Rest.
  • The spell level of ritual spells you can learn with this feat increases by 1 at 5th, 11th, and 17th level. When your character level increases, you can replace one of the rituals you know with another ritual.

Eldritch Adept

Prerequisite: Spellcasting or Pact Magic feature, level 4+


You have studied occult lore and ideoliges extensively. You gain the following benefits.

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation matches that which you increased with this feat and replaces Charisma in the warlock invocations. If the invocation has a prerequisite, you can replace the class you took this feat from instead of warlock, though requirements such as patrons will still apply. Whenever you gain a level, you can replace the invocation with another one from the warlock class.
  • You can take this feat multiple times, but must take a different invocation each time.


If a version of Eldritch Adept is added in future books, I will revisit this if needed.

Nerfs

So banned feats can be usad

Cartomancer

Prerequisite: 4th Level, Spellcasting or Pact Casting Feature

You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:

  • Increase your intelligence, charisma, or wisdom by 1 up to a maximum of 20.
  • You gain proficiency in the Playing Card Set and can use it or any other 'deck' item as a spellcasting focus for your spells.
  • You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.
  • When you finish a long rest, you can choose one spell from your spell list, up to a maximum level equal to the spellcasting modifier increased by this feat, and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use an action to flourish the card and cast the spell within. The card then immediately loses its magic.

Elven Accuracy

Prerequisite: 4th Level, Elf or half-elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Once per turn, whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. You can use this feature a number of times equal to your proficiency bonus, regaining the ability to do so when you complete a long rest.

Balanced Homebew Feats

Some homebrew feats are a good idea but just poorly balanced. Here's a collection of various homebrew feats I've found and liked the concept of, but decided to rebalance them to be more acceptable at a table.

Valiant

Prerequisite: 4th Level, Wisdom or Charisma 13 or higher

You are unshaken by overwhelming odds. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • When you succeed on a saving throw you can grant a number of alles equal to your proficiency bonus, within 30 feet, and who can see or hear you, can add 1d4 to their next saving throw before the end of your next turn. You can use this feature a number of times equal to your proficiency bonus

Alarming Presence

Prerequisite: 4th Level, Charisma 13 or higher

You are naturally imposing and alarming to others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You have advantage on Intimidation checks on creatures that you are meeting for the first time.

Bard Initiate

Prerequisite: 4th Level, Charisma 13 or higher

You are naturally imposing and alarming to others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in one musical instrument of your choice.
  • You gain one use of the Bardic Inspiration ability. The die is a d6 and You regain the use of it after finishing a short or long rest.

Whip Master

Prerequisite: 4th Level, Profiency with the Whip

You have mastered the ways of the whip and the intricacies of such an exotic weapon. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you hit with a melee attack using a whip you deal an additional 1d4 damage of whatever type the whip deals.
  • While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach.
  • You can forego the damage of an attack with a whip and attempt to grapple them with them, following normal grapple rules.

Doctor

Prerequisite: 4th Level, Intelligence or Wisdom of 13+

You are an expert at helping a body heal itself. You gain the following benefits:

  • Increase your Dexterity, Constitution, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You may tend to a number creatures equal to your Intelligence or Wisdom modifier (you choose when you select this feat) over the course of a short rest as ‘light work’. Creatures you tend to may add your intelligence or wisdom modifier to the amount healed when they expend a hit die during a short race.
  • As an action, you can automatically identify one poison, disease, or injury that a creature within 5 feet of you that you can see may be suffering from. You must complete a short or long rest before you use this feature again.

Witch Doctor

Prerequisite: 4th Level, Intelligence or Wisdom of 13+

You are an expert at helping a body heal itself. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in your choice of either the Arcana or Medicine skill. If you are already proficient in both of these skills, you may choose one of these skills to add double your proficiency bonus to checks you make with it.
  • You learn the Lesser Restoration spell without impacting your number of spells known. You can cast it once without material components or expending a spellslot, regaining the ability to do so when you complete a long rest. Its spellcasting ability modifier matches the ability score increased by this feat.

Dancer

Prerequisite: 4th Level, Dexterity 13+

You have become quite fluid with your movements. You gain the following benefits:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in your choice of either the Acrobatics or Performance skill. If you are already proficient in both of these skills, you may choose one of these skills to add double your proficiency bonus to checks you make with it.
  • Opportunity Attacks have Disadvantage against you.

Contracted Power

Prerequisite: 4th Level

You have entered into service with a patron, agreeing to their deals in exchange for a small amount of their power. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You learn a cantrip of your choice from the Warlock spell list. Additionally, you learn a 1st level spell from your chosen patron's patron spell list, without impacting your number of spells known. The spellcasting ability modifier for this spell matches the one increased by this feat. You can cast this patron spell once without material components or expending a spellslot, regaining the ability to do so when you complete a short or long rest.

Psychologist

Prerequisite: 4th Level

You understand the mind and how to tinker with it to get the desired results. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You have advantage on ability checks to recognize the effects of spells from the Enchantment school.
  • You learn the Suggestion spell without impacting your number of spells known. You can cast it once without material components or expending a spellslot, regaining the ability to do so when you complete a long rest. Its spellcasting ability modifier matches the ability score increased by this feat.
 

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