HB | Dierde Homebrew Rules

by Id8tionist

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Wildcard Homebrew

Contents


UPDATED

October 3, 2025

  • consolidating rules and links to homebrews
    • need to fix table of contents

See Also

Settlements

  • Outding Refuge, Vyerith's Crown
  • Skola Vale
  • Forlione
  • Sutley
  • Rotham
  • River's Keep
  • New Haven
  • Thornwinds

Characters

Not related: Sace

Campaign page on WA   Characters of The Wild Cards   Important Locations for The Wild Cards   Timeline of The Wild Cards   Main Menagerie Storyline Story so far... a bit outdate right now, will fix soon

Table of Contents

TEN RULES TO REMEMBER

1. THE DM A DJUDICATES THE RULES

The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can't cover everything. When you encounter something that the rules don't cover or if you're unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole group.

2. EXCEPTIONS SUPERSEDE GENERAL RULES

General rules govern each part of the game. For ex- ample, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use Dexterity. That's a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise.

The game also includes elements- class features, spells, magic items, monster abilities, and the like- that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee weapon attacks using your Charisma, you can do so, even though that statement disagrees with the general rule.

3.ADVANTAGE AND DISADVANTAGE

Even if more than one factor gives you advantage or disadvantage on a roll, you have it only once, and if you have advantage and disadvantage on the same roll, they cancel each other.

4.REACTION TIMING

Certain game features let you take a special action, called a reaction, in response to an event. Making opportunity attacks and casting the Shield spell are two typical uses of reactions. If you're unsure when a reaction occurs in relation to its trigger, here's the rule: the reaction happens after its trigger, un- less the description of the reaction explicitly says otherwise. Once you take a reaction, you can't take another one until the start of your next turn.

5. PROFICIENCY BONUS

If your proficiency bonus applies to a roll, you can add the bonus only once to the roll, even if multiple things in the game say your bonus applies. More- over, if more than one thing tells you to double or halve your bonus, you double it only once or halve it only once before applying it. Whether multiplied, divided, or left at its normal value, the bonus can be used only once per roll.

6.BONUS ACTION SPELLS

If you want to cast a spell that has a casting time of 1 bonus action, remember that you can't cast any other spells before or after it on the same turn, except for cantrips with a casting time of 1 action.

7. CONCENTRATION

As soon as you start casting a spell or using a special ability that requires concentration, your concentration on another effect ends instantly.

8.TEMPORARY HIT POINTS

Temporary hit points aren't cumulative. If you have temporary hit points and receive more of them, you don't add them together, unless a game feature says you can. Instead, you decide which temporary hit points to keep.

9.ROUND DOWN

Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.

10. HAVE FUN

You don't need to know every rule to enjoy D&D, and each group has its own style different ways it likes to tell stories and to use the rules. Embrace what your group enjoys most. In short, follow your bliss!

Rules Errata

Errata for Menagerie

As we play this will be a depository to state what our last finding was on certain rule issues or house rules. As the DM I am the arbitrator of the rules, and I try really hard to make this is fair as possible for all players. However, in any D&D game the DM is allowed to change rules at any time for any purpose, but I try really hard to make it as transparent as possible. I hope this helps.

The Golden Rule

Always remember everyone is here to have fun, and that your actions will impact the entire group. Be considerate and courteous.

For example, if another player is talking to an NPC and you’re growing bored, don’t just kill that NPC, have your character say that all this talk is getting nowhere and suggest an alternative (that alternative might be suggesting killing the NPC to intimidate them – but don’t just go ahead and do it right away.)

The GM’s Role

I think sometimes players can feel like the GM is their enemy and is only there to put obstacles in their path and try and kill them.

This couldn’t be further from the truth!

I want you to succeed. And more importantly, I want you to have fun.

At the end of the day, if you’re all having fun, I’m having fun!

But, that being said, that doesn’t mean things will always be easy. Your enemies will behave like intelligent creatures and act appropriately (unless they have no intelligence). So wounded enemies will attempt to flee or raise alarms, sometimes enemies will try and take you alive if there is some benefit to them doing so, and sometimes they will fight to the death, tooth and nail.

Setting

Your adventures will take place in a wider world where events are always moving and the clock is always ticking.

If you find 3 plot hooks, the plots that you don’t follow will progress over time, and the evil doers could achieve their plans because you haven’t stopped them. This will, of course, lead to new possible adventures, but don’t always assume an adventure you skipped will still be there waiting for you when you decide to pursue it.

Encounter Types

There are lots of ways to play D&D, and not all of them are going to appeal to everyone, so I wanted to kind of give you an idea of the sort of games I would like to run and get your feedback.

For me, the biggest draw to roleplaying games is the roleplay itself. If you just want to slash monsters there are numerous games to do it in, both board and video games, but I think the coolest thing about roleplaying games is becoming another character.

So my games are going to be fairly heavy on the RP side of things. There’s still going to be plenty of fighting and loot-grabbing, but there will also be a lot of encounters where you do battle with your words and your wits and not your swords.

Ideally, I’d like a nice 50/50 split of combat encounters and non-combat elements such as puzzles, riddles, speaking to NPCs etc.

If you don’t really want to do that, you need to let me know as soon as possible – because there’s no point in me adding in layers of non-combat elements if you all just want to chop heads off!

Combat

As mentioned above, the goal of the enemy NPCs is not to be fodder for you. They are going to behave as realistically as possible and they will have goals and desires.

Because of this, they will do things like summon reinforcements, or attempt to flank you and pick off your lightly armoured party members, or even use the world around them to give themselves an advantage.

Enemy NPCs want to win. Always keep that in mind.

Creative Solutions

Never assume that there’s only one way to approach a problem. Even if I’ve only written a single way for you to approach a Task, I want you to talk and come up with inventive ways to get around the problems I put in front of you.

I might set up an encounter where it just looks like you need to assault a tower and fight your way up. But if you want to retreat and contact the local engineer to build a trebuchet you can wheel up and use to bring the tower down – go for it!

I might be caught off guard and need a couple of minutes to work it out, and we may need to play just using a battle grid without a map for that encounter, but I will try to say “yes” to as much as possible.

This also applies for some encounters that cannot be won through strength of arms. Just because there’s a demon guarding the door, that doesn’t mean you should or even could fight it. It could be you have to bargain with it or lure it away to proceed.

Be aware of the types of creatures you can comfortably handle in combat, and be wary of rushing in against something that’s obviously more powerful than yourselves.

And this applies generally too, feel free to think outside the box and suggest radical things. It might mean that all the material I’ve prepared for the night is useless, but we’ll figure it out and roll with it.

Roleplay

Similar to thinking outside of the box, I encourage you all to get into character and roleplay as much as possible.

It can be awkward at first and you may just want to speak in 3rd person

“Grogg attacks the Kobold.”

Rules Errata

But over time – when you are comfortable doing it – I’d love for you to embrace and become your characters. Act how they would act and make decisions they would make, even if they aren’t decisions you would make.

Once we’ve played some games and settled in, I will be rewarding players who try to RP (try being the key word. You don’t have to be amazing at it, it’s the willingness to try I’m looking for).

Character Death

Sooner or later, one or more of your characters is probably going to die. Remember that enemy NPCs want to win, which means in most situations they are trying to kill you. If you go into an encounter unprepared or end up separated and surrounded, you could die.

Character deaths aren’t the end though, and a character dying certainly doesn’t mean the campaign is over. If you have sufficient contacts or resources and a character dies, the party could decide to take the body and seek out a local sorcerer to bring you back. Or they may decide to journey into hell itself to bring you back. A God might even intervene and grant you your life in exchange for your service.

Or you could just be Dead.

Don’t assume that your character will be brought back to life by some mystical means if you charge alone into a room without doing any recon and get stabbed to death by Goblin children.

What happens to that character after their death is going to be a combination of your party’s ingenuity, and how the story of your death played out.

If you died valiantly holding a corridor against a swarm of undead so your Friends could escape, there’s a greater chance a God might pay attention to that action.

90% of the time though, a character death is going to mean that character is Dead and gone, and the player will need to roll a new character. This character can be connected to your previous one somehow (an avenging family member) or could be totally unrelated, it’s up to you.

Once you’ve made your new character they will be introduced to the party in the most natural way possible, and everything will continue as normal.

But remember that death is always a possibility, but it doesn’t have to be the end of the game.

Death Rules Change

It has not come up yet, but I do want to use a modified version of Matt's Death Rules. It does not have to be as complex as the Critical Role plays out, but there is a DC and it does get harder after each death. The First DC is 10, and goes up by 1 each time. The Proficiency Bonus of the caster is applied, so that more powerful characters are more likely to bring you back. Each death does cause some "scar" based on the injuries that are permanent. If the resurrection fails it can be re-attempted with a -5 (cumulative on each attempt) and done at a disadvantage, up to 5 maximum attempts.

Character Creation & Leveling

If it is in the core Books, then it is allowable and if it is in any other book it requires DM permission. When creating a new character it is allowed to roll 4d6 7 times. In each batch of 4 you keep the top 3 scores and then drop the lowest of the 7 to create your 6 Ability scores.

HP

at level one you choose if you want to roll for your HP or just take the average as provided by the book. If you roll, you can reroll the 1 or 2 at creation, and then only reroll the 1 at each level. Starting now we will roll the HP together when leveling up.

Monk Quarterstaff, 2-Handed

As of right now, the staff can be used 2-handed for the attack and Extra Attack, but the bonus attack has to use a different weapon (such as a foot or head).

Rules Errata

Called Rules from Play

Healing Potions

Healing potions now take a bonus action for healing equal to the roll in the item rules. Using an Action to drink the healing potion gives you full healing effects of the potion. You can use an action to force feed a healing potion to downed individual, and they only get the rolled amount (not maximum automatically as it is force fed). Also players are allowed to use their Bonus Action to "Dodge" and be prepared for an attack.

Mutliple Spells in One Turn

Using 2024 clarified rules, so that you can only burn 1 spell slot in a turn.

Casting Time

p236


Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell's Casting Time entry specifies which of those is required.

One Spell with a Spell Slot per Turn

On a turn, you can expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn.

Reaction and Bonus Action Triggers

A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell's Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell.

Longer Casting Times

Certain spells—including a spell cast as a Ritual—require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more, you must take the Magic action on each of your turns, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. To cast the spell again, you must start over.

Encumbrance:

We are using Variant Rules, with one exception. All adventurers can carry at least 100 lbs. wih no penalties unless Strength is lowered somehow.

It is also asked that players be "reasonable" on how they are carrying their gear.

People In The Path Of Ranged

They are still "cover", except if w/in 5 feet of the shooter.

Multiple Attacks, Bonus Action As A Second Attack (When Wielding Two Light Weapons): Unless otherwise stated -- such as it is a dual attack and can't be split -- you can attack then move and then attack, or attack two different targets. There was some Confusion on this in the past and I'm pretty sure this is how it is supposed to be (unless something comes up to contradict this).

Reminder On Movement/Attacks & Occupied Spaces: Moving through the space of another creature, hostile or not, counts as difficult terrain. . Whether a creature is a friend or an enemy, you can’t willingly end your move in its space. -- even to make an attack.

Moving forward -- A Dead body (depending on size) is acceptable for a stopping point, within reason, but will still be difficult terrain.

Enlarge and "summoned" weapons

sure they seem to Work. Spell "attack" is NOT an "attack" it is part of the "cast a spell" action. Just because it has an attack roll doesn't always make it an 'attack'. https://dnd.wizards.com/articles/sage-advice/rules-spellcasting

Tattoo Upgrades

if a player wants the full-time Darkvision tattoo, they can pay the difference for an upgrade. This is true for most tattoos if there are different levels or variations like that.

Also: One can discover magic tattoos and to create them it is analogous to magic item Creation , consuming of time and money.

For flavor, one can put some spin to the magic tattoos, as long as the core of them are adhered to.

The Glove from The Elder

The glove is similiar to Legend Lore and so it might be vague or such, but it is about truth.

Light Conditions

Dim lighting doesn't affect attacks, but darkness would – since an attack on someone you can't see is at a disadvantage. Additionally, I have to remember that dim light (or Darkvision in darkness) means a -5 to all perception checks (including passive).

Charm Person vs. Charm Monster

tabletalk: there is Charm Person (humanoids) and charm monsters (creatures), so the charm will work on goblins and orcs, oh and "charm person" is not a concentration spell

DC & Repeat Attempts

DCs RAW says its always possible, but takes longer. Homerule: it depends. Sometimes the DC will get harder. Sometimes things are so nearly impossible for at level.

Rules Errata | Called Rules

Inspiration

the inspiration they were given is not regular inspiration, and I do allow for them to be used after a roll, and they can be used for other people's rolls.

We have also implemented Bard Inspiration from D&D One.

Reaction When a creature within 20 feet fails a D20 test, you can use your reaction to give that creature a bardic inspiration die. Healing You can use your reaction to roll a bardic inspiration die if a creature you see or hear within 60 feet takes damage.

Exceptional Ammunition from Wideberth

s.020


Ammunition of exceptional quality that Barlo and Shadow bought -- there is a 50% chance you can recover all instead of just 50% of the Fine Quality Ammunition .

5E 2024 Cantrip Changes

**NOTE: These are all in the All 2014 Known Spells Going through the Bastion & Cantrip  changes proposed in the playtesting, as I try to finish reworking the rules for strongholds -- I want to give you guys full options for building if you want to build more back at the keep… And that said, I am looking at the changes proposed for the spell updates and want to present the ones I think I would like to introduce at the table…

You choose which version you want, old rule or new rule -- but both are available in game and you can't just change them. Once you lock in, you lock in (but you can change spells based on the rules for your class and therefore you can change to the other version at that point if it is allowed)

  • Acid Splash now creates a 5-foot-radius sphere that can affect any creature caught in it, and it is an Evocation instead of a Conjuration spell. The school change unites this spell with the Sorcerer and Wizard’s other direct-damage Acid spells.  (the old version is still conjuration, so there is a "Conjure acid splash" and an "Evoke acid splash")
  • Blade Ward is now a Reaction that imposes Disadvantage on a creature’s melee attack roll. (this is called "Reactionary Blade Ward"), The original still exists as "Blade Ward"
  • Chill Touch is now a touch spell that deals 1d10 damage rather than 1d8, and it no longer has the rarely used Undead-specific effect. (I'm going to actually have this consolidated, so you get both options -- based on range or touch) "Ranged Chill Touch" vs. "Chill Touch"
  • Friends now forces the target to make a save against being Charmed briefly. (this is the new option, and only option). Just Friends, no old version.
  • Poison Spray now has a range of 30 feet rather than 10 feet, and it uses an attack roll rather than a saving throw. Also, it is now a Necromancy rather than a Conjuration spell. (This is now two spells, the old one being "Conjure Poison Spray", and the new one being "Necromantic Poison Spray")
  • Produce Flame is now a Bonus Action, but the attack portion is still an action. The range of the light has increased to 20 feet, and the range of the attack has increased to 60 feet. Also, the attack can now target creatures or objects.  (this is the new option, and only option. Just Produce Flame, no old version).
  • Shillelagh now improves at higher levels, and it gives you the option of dealing Force damage or the weapon’s normal type.  (this is the new option, and only option. Just Shillelagh, no old version).
  • Shocking Grasp now shuts down Opportunity Attacks rather than all Reactions. Shutting down all Reactions is too powerful for a cantrip. This cantrip has always been meant to provide a partial Disengage, which it still does in this version. Like other Lightning spells, the spell also no longer makes distinctions about whether the target is wearing metal.  (this is the new option, and only option. Just Shocking Grasp, no old version).
  • Spare the Dying is now a ranged rather than a touch spell, and the range increases as you level up. The spell is now also on the Druid list.  (this is the new option, and only option. Just Spare the Dying, no old version).
  • True Strike is now an attack with a weapon that uses your spellcasting ability rather than Strength or Dexterity.  (there is a Lucky True Strike (old spell) and Weapon's True Strike for the new option.)

If anyone doesn't like these changes, please feel free to DM me, but I think these all seem to be in your favor (especially the druid who uses two of these as well as gets a new spell option)

Rules Errata | Called Rules

Frequently Revisited Rules

Barlo Speed

Str: 18 (+4)

Long Jump; 18 Feet (10 feet running), 9 feet (standing) | Boots: 54 feet, 27 feet

If Bestial Soul is on Jumping: you can extend that jump equal to 7 +d20 (Athletics) (1x turn) High Jump: 7 Feet (10 feet running), 3 feet (standing) | Boots21 Feet, 9 Feet

Speed: 40 (+10 for fast movement) Feline Agility: Double that to 80 feet (can't use again until you move 0 feet on one of your turns)

Movement on bonus that you rage: 20 feet Feline Agility: Can go to 40 feet if you are during a turn you use the FA feature.

Climbing Speed is 20 feet, unless Bestial Soul is on climbing speed. It would then equal the walking speed and follow those additional rules.

Bastion Armor Class (AC)

ARMOR:

10 Normal

15 Dexterity

Armor Studded Gem Leather +1, +1 AC Gem

AC 12 +2 (magic) +5 Dex

19

With Sword in hand (Eberron Rapier: +1): 20

Bladesong: +5

Haste: +2

Grappling

PHB p195 When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.

Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is Incapacitated. If you succeed, you subject the target to the Grappled condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple

PHB p195 A Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Target

PHB p195 When you move, you can drag or carry the Grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Shoving a Creature

PHB p195 Using the Attack action, you can make a special melee attack to shove a creature, either to Knock it Prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is Incapacitated. If you succeed, you either Knock the target Prone or push it 5 feet away from you.

Familiars, Companions, etc... and Attunements

Yes, familiars, companions, etc.. can use magic items and attunements if they are at least intelligent enough. Familiars are able to be used to cast spells, so sure why not let them use an item that might need to be "cast" but it depends on items. If the item requires a word or something like then it might not have the capability to do so... But so far I know the current Wish is for a certain Wizard to have his "find familiar" Familiar to have the Ring of Spell Storing attuned to it, wear it, then use the spells and possibly have a concentration in effect.

So, that kind of Familiar can wear items that seem possible or appropriate. Because they are not actual adventurers I am going to cap it at two, which should be more than enough for them.

Haste & Freedom of Movement & Slow


"Freedom of movement is an example of a feature (an exception) that lets you circumvent a general rule; it lets you spend 5 feet of movement to escape a grapple, even though your speed is 0. Magic! #DnD"

Jeremy Crawford

"The Freedom of Movement spell protects you against the Paralyzed and Restrained conditions, in addition to its other benefits. It doesn't stop the Petrified condition. #DnD"

Jeremy Crawford

"While under the effect of the Freedom of Movement spell, your speed can't be reduced. The spell doesn't, however, protect you from losing the ability to move entirely. #DnD"

Jeremy Crawford

Rules Errata | Called Rules

"If two different spells are successfully cast on you, you are now under the effect of those spells. #DnD"

Jeremy Crawford

Additionally, I believe a slowed character with Haste would have:

Haste:
  • speed doubled
  • AC +2
  • adv. on DEX saves
  • limited extra action
Slow:
  • speed halved
  • AC -2
  • -2 to DEX saves
  • cannot take both an action and a bonus action in the same turn
  • no reactions
Haste + Slow:
  • normal speed
  • normal AC
  • adv. on DEX saves, but with a -2 penalty
  • cannot take both an action and a bonus action; Haste's extra action is not explicitly voided so that should be ok
  • no reactions

Restrained & "Help" Action

A character can "help" giving the Restrained character a bonus to breaking it on their next turn). Maybe ask players for future sake, if they think a player should be able to do a strength check to undo it -- granted this would apply to both sides.

Fire Spells & Flamability

So, RAW there are a handful of spells that call out they can ignite things.

However,

  • Scorching Ray does not have this feature, yet it does say it summons fires and says targets not creatures -- and at least with the
  • Web spell there is a note about fire. So, moving forward I will say that
  • Scorching Ray can only ignite very flammable things -- so
  • Web or oil, but not creatures or even a book...

or not. I'm still not sure....

Light Conditions

Dim lighting doesn't affect attacks, but Darkness would – since an attack on someone you can't see is at a disadvantage. Additionally, I have to remember that dim Light (or Darkvision in darkness) means a -5 to all perception checks (including passive).

DCs and repeat attempts

DCs RAW says its always possible, but takes longer. Homerule: it depends. Sometimes the DC will get harder. Sometimes things are so nearly impossible for at level.

In D&D 5e, there are two types of jumps: Long Jump (horizontal) and High Jump (vertical). For a running jump, you leap a distance equal to your Strength score for a Long Jump or 3 + your Strength modifier for a High Jump, provided you run at least 10 feet first. Without a running start, these distances are halved. Each foot of the jump consumes a foot of your Movement speed, and jumping does not require an action.

Long Jump
  • Running Long Jump: You can cover a distance in feet equal to your Strength score.

  • Standing Long Jump: If you can't get a 10-foot run-up, you jump half the distance of your Strength score.

  • Movement Cost: Every foot of your long jump uses a foot of your movement.

  • Difficult Terrain: If you land in difficult terrain, you must succeed on a DC 10 Acrobatics check or fall prone.

High Jump
  • Running High Jump: You can leap a distance in feet equal to 3 + your Strength modifier.

  • Standing High Jump: If you cannot get a 10-foot run-up, your high jump distance is halved.

  • Movement Cost: Each foot you clear during the high jump costs a foot of movement.

  • Arm Reach: During a high jump, you can reach a distance above your jump's height equal to half your height.

Falling Rules

Falling deals the same damage as always – 1d6 per 10 feet, to a maximum of 20d6. and if the damage hits 20d6:- If damage taken from a fall exceeds your Constitution score, you are reduced to 0 hit points, and become Unconscious and dying.

  • If damage taken from a fall exceeds twice your Constitution score, you die instantly.

New Cantrips

5.5 has some cantrip changes and we are bringing them into our game, but with some modifications. Going through the Bastion & Cantrip changes proposed in the playtesting, as I try to finish reworking the rules for strongholds -- I want to give you guys full options for building if you want to build more back at the keep… And that said, I am looking at the changes proposed for the spell updates and want to present the ones I think I would like to introduce at the table… You choose which version you want, old rule or new rule -- but both are available in game and you can't just change them. Once you lock in, you lock in (but you can change spells based on the rules for your class and therefore you can change to the other version at that point if it is allowed) - Acid Splash now creates a 5-foot-radius sphere that can affect any creature caught in it, and it is an Evocation instead of a Conjuration spell. The school change unites this spell with the Sorcerer and Wizard’s other direct-damage Acid spells. (the old version is still Conjuration, so there is a "Conjure acid splash" and an "Evoke acid splash")

  • Blade Ward is now a Reaction that imposes Disadvantage on a creature’s melee attack roll. (this is called "Reactionary Blade Ward"), The original still exists as "Blade Ward"
  • Chill Touch is now a touch spell that deals 1d10 damage rather than 1d8, and it no longer has the rarely used Undead-specific effect. (I'm going to actually have this consolidated, so you get both options -- based on range or touch) "Ranged Chill Touch" vs. "Chill Touch"
  • Friends now forces the target to make a save against being Charmed briefly. (this is the new option, and only option). Just Friends, no old version.
  • Poison Spray now has a range of 30 feet rather than 10 feet, and it uses an attack roll rather than a saving throw. Also, it is now a Necromancy rather than a Conjuration spell. (This is now two spells, the old one being "Conjure Poison Spray", and the new one being "Necromantic Poison Spray")
  • Produce Flame is now a Bonus Action, but the attack portion is still an action. The range of the Light has increased to 20 feet, and the range of the attack has increased to 60 feet. Also, the attack can now target creatures or objects. (this is the new option, and only option. Just Produce Flame, no old version).
  • Shillelagh now improves at higher levels, and it gives you the option of dealing Force damage or the weapon’s normal type. (this is the new option, and only option. Just Shillelagh, no old version).
  • Shocking Grasp now shuts down Opportunity Attacks rather than all Reactions. Shutting down all Reactions is too powerful for a cantrip. This cantrip has always been meant to provide a partial Disengage, which it still does in this version. Like other Lightning spells, the spell also no longer makes distinctions about whether the target is wearing Metal. (this is the new option, and only option. Just Shocking Grasp, no old version).
  • Spare the Dying is now a ranged rather than a touch spell, and the range increases as you level up. The spell is now also on the Druid list. (this is the new option, and only option. Just Spare the Dying, no old version).
  • True Strike is now an attack with a weapon that uses your spellcasting ability rather than Strength or Dexterity. (there is a Lucky True Strike (old spell) and Weapon's True Strike for the new option.)

Ready an Action and Multi-Attacks

Ready Action

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away." When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration (explained in chapter 10). If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken. You have until the start of your next turn to use a readied action. Source: PHB, page 193. Available in the SRD and the Basic Rules.

and most, if not all the extra attacks state:

"you can attack twice, instead of once, whenever you take the Attack action on your turn." note: Sage Advice on multiple attacks, no readying multi-attacks Because it is on your turn

NON-LETHAL DAMAGE

Non lethal damage in Advanced Dungeons & Dragons 5th edition refers to any damage that doesn't directly kill a creature by bringing it to, but not below, 0 HP. Generally speaking, once a player does an attack that does melee damage and it brings the opposing victim below 0 HP, the player has a choice to declare it as a non-lethal attack. This renders the creature knocked unconscious but not killed outright. The key thing to note is that the damage type must be melee damage. The actual damage done can be technically greater than the remaining hit points of the target as long as the player specifies their intent. NOTE: NOTES on Nonlethal Damage I was going to let him try to do an Arcana Check to see if he could control it, and I will allow that moving forward if it comes up. Just as I will allow a DC check for ranged attacks.

Ranged Attacks

When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.

Range

You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.

Ranged Attacks in Close Combat

Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated. PHB p195

Spells with: "...moves into the spirit's space for the first time on a turn or starts its turn there..." or similar

Does moonbeam deal damage when you cast it? What about when its effect moves onto a creature?

The answer to both questions is no. Here’s some elaboration on that answer. Some spells and other game features create an area of effect that does something when a creature enters that area for the first time on a turn or when a creature starts its turn in that area. On the turn when you cast such a spell, you’re primarily setting up hurt for your foes on later turns. Moonbeam, for example, creates a beam of light that can damage a creature who enters the beam or who starts its turn in the beam. Here are some spells with the same timing as moonbeam for their areas of effect:_- Blade barrier

  • cloudkill
  • cloud of daggers
  • Evard’s black tentacles
  • forbiddance
  • moonbeam
  • sleet storm
  • spirit guardians _Reading the description of any of those spells, you might wonder whether a creature is considered to be entering the spell’s area of effect if the area is created on the creature’s space. And if the area of effect can be moved—as the beam of moonbeam can—does moving it into a creature’s space count as the creature entering the area? Our design intent for such spells is this: a creature enters the area of effect when the creature passes into it. Creating the area of effect on the creature or moving it onto the creature doesn’t count. If the creature is still in the area at the start of its turn, it is subjected to the area’s effect. Entering such an area of effect needn’t be voluntary, unless a spell says otherwise. You can, therefore, hurl a creature into the area with a spell like thunderwave. We consider that clever play, not an imbalance, so hurl away! Keep in mind, however, that a creature is subjected to such an area of effect only the first time it enters the area on a turn. You can’t move a creature in and out of it to damage it over and over again on the same turn. In summary, a spell like moonbeam affects a creature when the creature passes into the spell’s area of effect and when the creature starts its turn there. You’re essentially creating a hazard on the battlefield. Sage Advice

Halo of Spore while in wildshape

Wild Shape

Wild Shape PHB p64 Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. Beast Shapes

Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. - You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Halo of Spores

TCE p36 Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. It's hard to say RAW... Some say that since the animals can't naturally direct such spores then the Druid can't... right now I'm saying yes though as it is a class thing.

Multiple spells in a Turn

2024 Rule: One Spell with a Spell Slot per Turn

On a turn, you can expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action and another using a Bonus Action on the same turn.

Bonus Action

A Bonus Action is a special action that you can take on the same turn that you take an action. You can’t take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so. See also chapter 1 (“Actions”).

Changes to Exhaustion Rules.

Exhaustion (Condition)

While you have the Exhaustion condition, you experience the following effects.
Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.
D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.
Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.
Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.