Unchained Rules | Overhauled Rules for D&D 2024

by Smug Coffee Man

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Unchained Rules

Introduction

This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to improve rules and make D&D 2024 a better feeling game to play for DMs and Players alike.

References to Other Documentation

The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.

  • AAG: Astral Adventurer's Guide
  • BMT: Book of Many Things
  • DMG14: Dungeon Master's Guide (2014)
  • DMG24: Dungeon Master's Guide 2024
  • EEPC: Elemental Evil Player's Companion
  • EFA: Eberron: Forge of the Artificer
  • EGW: Explorer's Guide to Wildemount
  • ERLW: Eberron: Rising From the Last War
  • FRHoF: Forgotten Realms: Heroes of Faerun
  • FTD: Fizzban's Treasury of Dragons
  • GGR: Guildmaster's Guide to Ravnica
  • IDRotF: Icewind Dale: Rime of the Frostmaiden
  • MCoC: Magniloth's Compendium of Changes
  • MOT: Mythic Odysseys of Theros
  • MPMM: Mordenkainen Presents: Monsters of the Multiverse
  • MM25: Monster Manual 2025
  • MTF: Mordenkainen's Tome of Foes
  • PHB14: Player's Handbook (2014)
  • PHB24: Player's Handbook 2024
  • SCAG: Sword Coast Adventurer's Guide
  • SCC: Strixhaven: A Curriculum of Chaos
  • SCoC: Smug's Compendium of Changes
  • SatO: Sigil and the Outlands
  • TCE: Tasha's Cauldron of Everything
  • TDSCR: Tal'Dorei Campaign Setting Reborn
  • UCR: Unchained Rules
  • VGM: Volo's Guide to Monsters
  • VRGR: Van Richten's Guide to Ravenloft
  • XGE: Xanathar's Guide to Everything
  • XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
  • XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
  • XUA25P: Unearthed Arcana 2024: The Psion
  • XUA25PU: Unearthed Arcana 2025: The Psion Update
  • XUA25SU: Unearthed Arcana 2025: Subclasses Update

How to Use

To use this Document, simply use it alongside my Unchained Classes. They are linked below.


Unchained Artificer
Unchained Barbarian
Unchained Bard
Unchained Cleric
Unchained Druid
Unchained Fighter
Unchained Gunner
Unchained Monk
Unchained Paladin
Unchained Psion
Unchained Ranger
Unchained Rizer
Unchained Rogue
Unchained Shadow Summoner
Unchained Sorcerer
Unchained Spellsword
Unchained Valkyrie
Unchained Warlock
Unchained Wizard

Core Rules

Ability Checks

In Dungeons & Dragons 2024, there are certain Skills that it could be argued are better suited to other Ability Scores - and some Ability Scores that have no Skills at all. This set of changes seeks to remedy the situation, allowing for better Skill distribution that makes more sense.

  • Nature is now associated with Wisdom. Most of the Classes and Subclasses that benefit from this Skill are associated with the Wisdom Stat (Druid, Ranger).
  • Religion is now associated with Wisdom. Most of the Classes and Subclasses that benefit from this Skill or are Divine in nature are associated with the Wisdom Stat (Cleric, Druid).
  • Survival is now associated with Constitution. Constitution lacks any Skills, and one could easily argue that Survival is about enduring the elements and "roughing it", making it the prime skill for Constitution to be applied to.

Advantage and Disadvantage

Advantage as it is in 5th Edition and the 2024 Rules is a hot button topic. Some argue it lacks granularity, others argue it's too powerful of a tool. With this change, Advantage and Disadvantage gain a modifier instead of simply granting a re-roll on a D20 check.

Advantage grants a flat +5 to the check, while Disadvantage grants a flat -5 to the check.

Armor Training

If you lack Training in a category of Armor, you cannot use it at all. Furthermore, if you do not meet any Strength requirement for a suit of Armor or a Shield, you cannot wear that Armor or that Shield. This makes Strength a far more powerful stat, and prevents cheese such as one level dips into a Martial class for Armor Training by squishier classes like Unchained Wizard.

Attitude

Attitude now has Ranks based on how friendly that monster is to a player character.

Friendly now has ranks 1-5, granting bonus to Charisma Checks towards that creature equal to the Rank.

Hostile now has ranks 1-5, imposing a penalty to Charisma Checks towards that creature equal to the Rank.

The tables below hels define each Modifier value.

Friendly Modifiers
Modifier Description
+1 A casual, but pleasant, acquiantance.
+2 A familiar, pleasant acquiantance.
+3 A casual friend.
+4 A close friend.
+5 The best of friends.
Hostile Modifiers
Modifier Description
-1 Wary.
-2 Threatened.
-3 An enemy.
-4 A hated enemy.
-5 A mortal enemy.

Circle Casting

The rules for Circle Casting are, to be blunt, absolutely absurd. They are without question overpowered and need serious revision to be actually playable, and I have no clue how they got past the playtesting phase in their current condition.

Eligible Spells

To be eligible for Circle Casting, a Spell must meet the following requirements.

  • It must have a Casting time of 1 Action or 1 Minute or longer.
  • It must use a Spell Slot of Level 1+ in its casting. If a Feature would allow you to cast a Spell without a Spell Slot, you must expend a Spell Slot to cast that Spell with Circle Casting.

Casting a Circle Spell

A Circle spell has a single Primary Caster. Unless otherwise specified, the Primary Caster decides the spell's Target(s), maintains Concentration on the Spell if required by the Spell's Duration entry, provides the Material Components for the Spell if it has any, expends the Spell Slot for the initial casting of the Spell, and decides any of the other options noted in the Spell's Description. The Spell's Effects originate from the Primary Caster.

Initiating a Circle Spell

The Primary Caster takes the Magic Action to initiate casting a Circle Spell. When they do so, they choose which Circle Casting Option (see "Circle Casting Options" below) they are using for this casting of the spell. The Primary Caster must also meet any other requirements described in the chosen Option's text. Until the Circle Spell's Casting is complete (see below), the Primary Caster must maintain Concentration on the Spell.


If a Reaction would trigger when a creature casts a spell (such as the Reaction taken to cast Counterspell (MCoC)), it also triggers when you take this Action to initiate a Circle Spell.

Secondary Casters

Casting a Circle Spell requires one or more other Spellcasters, called Secondary Casters. A Secondary Caster must meet the following requirements to participate in a Circle Spell.

  • It must either have the Spell cast by the Primary Caster Prepared, have it scribed in a Spellbook, or the Spell must be on the Secondary Caster's Spell List and they must be holding a Spell Scroll that contains the Spell the Primary Caster is using.
  • They must have Spell Slots of the Level of the Spell the Primary Caster is casting.


After the Primary Caster initiates the Spell, each Secondary Caster takes the Magic Action to contribute to the spell by expending a Spell Slot of the same level as the Spell the Primary Caster has initiated. A Secondary Caster can only take this Action if it does so before the start of the Primary Caster's next Turn after initiating the Spell, and they must be within a 15-foot Emanation of the Primary Caster to do so.

Completing the Casting

If the Spell has a Casting Time of 1 Action, the Circle Spell's effects occur immediately after the final Secondary Caster takes the required Magic Action and expends their Spell Slot to contribute to the Spell. The Primary Caster decides which Secondary Caster is the final one.


If the Spell has a Casting Time of 1 Minute or more, the Primary Caster and each Secondary Caster must take the Magic Action on each of their Turns for the entire Casting Time, and each must maintain Concentration while they do so. If any of the Casters' Concentration is broken, the Spell fails immediately.

NPC Secondary Casters

Some Circle spells require secondary casters to expend one or more spell slots to participate in the spell's casting. At the DM's discretion, NPCs capable of casting spells (such as spellcasters hired in settlements) can meet this requirement if they are capable of casting the Spell the Primary Caster is casting, and they expend a limited use of that Spell in place of the required Spell Slot.

Spell Failure

If a Circle spell fails, nothing happens. You don't expend a spell slot, and any Material components aren't consumed. To cast the spell again, you must start over.

Circle Casting Options

The following options provide ways to enhance a spell when casting it as a Circle spell. The Primary Caster can use only one Circle casting option on a spell at a time.


Some spells have a "Casting as a Circle Spell" section in their description. Instead of using one of the following options, the Primary Caster can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.

Augment

When the Primary Caster casts a Spell with a Range of at least 5 feet, they can increase the range of the spell by 100 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.

Distribute

When the Primary Caster casts a Spell that requires Concentration, they can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, the Primary Caster and all Secondary Casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spell's effects remain active. Once a Caster fails to maintain Concentration, they cannot contribute to this Casting again.

Expand

When the Primary Caster casts a Spell that creates an area of effect, they can increase one dimension of the spell's area of effect for this casting by 5 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two Secondary Casters would increase the radius to 30 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle Spell with two Secondary Casters, could make a Line that is either 15 feet wide or 310 feet long.

Prolong

When the Primary Caster casts a Spell that has a duration of 1 minute or longer, they can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.


Each Secondary Caster contributing to the spell must expend a spell slot of the same Level as the Spell being cast by the Primary Caster (no action required). If the spell fails, these spell slots aren't expended.

Secondary Casters The Spell Increases Duration By...
1-3 10 minutes
4-6 1 Hour
7-9 8 Hours
10+ 24 Hours
Safeguard

When the Primary Caster casts a Spell that creates an area of effect, they can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to the Primary Caster's spellcasting ability modifier plus the number of Secondary Casters contributing to the spell (minimum of one Cube). The Primary Caster can arrange the Cubes as they like, but each Cube must be contiguous with at least one other Cube.

Supplant

When the Primary Caster casts a Spell that requires at least one Material component with a specified cost that is consumed by the spell, they can reduce the minimum cost of one such Material component by 25 GP per each Secondary Caster contributing to the spell. For example, casting Revivify as a Circle spell with two Secondary Casters would reduce the Material component's minimum cost to 250 GP.

Circle Magic in the Game

Circle magic provides unique and strategic ways of altering spellcasting. Here are some general guidelines for implementing circle magic in your game.


Character Level. Though characters of any level can use circle magic, characters with access to higher-level spells have more avenues to make the most of circle magic.


Know Your Spells. Casting a Circle spell benefits from a solid understanding of how regular spellcasting works. Be sure to study your prepared spells and Circle casting options before the game. Many Circle casting options provide the most benefits to spellcasting when used outside of combat!


Plan Ahead. Circle magic functions best when participants strategize ahead of time. To avoid bogging down combat, work together with fellow spellcasters to determine how and when to cast a Circle spell. Additionally, ensure all participants still have ample opportunity to cast spells and act independently beyond contributing to circle magic.

Cover

The only change to Cover is that Three-Quarters Cover now only provides a +4 bonus.

Critical Hit

Spells can no longer Critically Hit, even if they use an Attack Roll.

Carrying Capacity Beyond Gargantuan

If you somehow gain a Size above Gargantuan, then double the multiplier for each Size above it for calculating your Carrying and Push, Pull, and Drag weights. For example, if you were Gargantuan +1, you'd have Str x 240 lbs of carrying capacity. Similarly, halve the amount if you somehow become a Size below Tiny.

Death Saving Throws

A Death Saving Throw is a d20 Check with no modifiers (unless the Player Character has Advantage on their Death Saving Throw).

  • On a Natural 1 (meaning a 1 is rolled on the D20 without any modifiers), the character suffers two Failures.
  • On a result of 5-10, the charater suffers one Failure. On a result of 11-15, the character gains one Success.
  • On a result of 16-19, the character gains two Successes.
  • On a Natural 20 (meaning a 20 is rolled on the D20 without any modifiers), the character regains 1 HP and stands back up, but when the current Combat ends, they gain one level of Exhaustion that cannot be removed in any way other than through finishing a Long Rest.


Having your Hit Points restored with a Potion of Healing of any kind only leaves the character Stable. Use of a Spell of Level 1+ that restores Hit Points or a Class or Subclass Feature that restores Hit Points brings the character back up as if they had rolled a Natural 20 on a Death Saving Throw.

Dual Wielding

The change to Dual Wielding in 2024 was heartbreaking to me. As such, Yyou can now Dual Wield two Weapons of the same Type, but you cannot use their Weapon Mastery more than Once per Turn.

Forced Movement

If a Spell or other magical effect states that it causes damage to a target when it moves, it causes no damage if the target is moved against its will, including being dragged by another creature or by Spells or other Magical Effects and Conditions inflicted upon it by a hostile creature.

Grappling

As the rules mention "One Grapple Per Hand", a Creature can grapple a number of creatures up to the hands it has. For example, a Human could Grapple up to two creatures, while a Thri-Kreen (AAG) could grapple up to four creatures at once!

Each check made a gainst a creature beyond the first suffers a stacking -1 penalty. For example, a character grappling a two creatures that tries to grapple a third would suffer a -2 to the Check made to grapple the third.

Heroic Inspiration

All Player Characters now have three Heroic Inspiration slots, which can be filled by one Heroic Inspiration per Slot (maximum 3 Heroic Inspiration at once).

If a Player Character has at least two Heroic Inspiration, they can expend both to allow an ally to re-roll a d20 check instead of themselves. The character with the Heroic Inspiration must be able to see and hear the ally they wish to share their Heroic Inspiration with.

If a Player Character has three Heroic Inspiration, they can expend all three to force an enemy to re-roll a d20 check instead of themselves. The character with the Heroic Inspiration must be able to see and hear the enemy they wish to use their Heroic Inspiration on.

Multiclassing

You may not Multiclass more than once. For example, if you are a Fighter 1/Rogue 4, you could not also spend your 6th Character level Multiclassing into Monk.

Resistance

Resistance no longer provides a flat 50% reduction to Damage. Instead, resistance is ranked, granting a reduction to all Damage of the type resisted depending on the source of Resistance with a minimum reduction of -1 and a maximum reduction equal to half of a creature's Character Level (Player Character) or CR (NPC), rounded down. In addition, sources of Resistance stack with one another; for example, if you had Resistance 5 against Fire Damage from your Species and Resistance 5 against Fire Damage from your Class, you would reduce all Fire Damage your character takes by 10.

Short Rest

A Short Rest is now 10 minutes of downtime instead of 1 hour. This allows for Unchained Warlocks as well as almost all Unchained Barbarians, Fighters, Gunners, Monks, Rizers, and Rogues to be far more powerful and keep pace with the Unchained Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, and Wizard.

Training to Gain Levels

The GP costs to gain levels is insanity. It's way too low in GP cost. As such, the table now reads as follows. It gains a reccomended GP Earned to advance to a new level.

Training to Gain Levels
Level Attained Training Time Training Cost GP Earned to Level
2 5 days 50 GP 200+ GP
3 5 days 75 GP 400+ GP
4 5 days 100 GP 800+ GP
5 10 days 150 GP 1200+ GP
6 10 days 200 GP 1600+ GP
7 10 days 250 GP 2200+ GP
8 15 days 350 GP 2800+ GP
9 15 days 450 GP 3400+ GP
10 15 days 550 GP 4000+ GP
11 20 days 700 GP 4800+ GP
12 20 days 850 GP 5600+ GP
13 20 days 1000 GP 6400+ GP
14 25 days 1200 GP 7400+ GP
15 25 days 1400 GP 8400+ GP
16 25 days 1600 GP 9400+ GP
17 30 days 1850 GP 10,600+ GP
18 30 days 2100 GP 10,600+ GP
19 40 days 2400 GP 12,000+ GP
20 50 days 3000 GP 14,000+ GP


Overall, this table is more balanced and encourages characters to adventure to gain levels rather than adopting a "pay to win" strategy, while also providing a rough GP earned guideline for Milestone character progression.

Vulnerability

Vulnurability no longer doubles Damage. Instead, it is ranked, granting an increase to all Damage of the type listed depending on the source of Vulnurability with a minimum increase of +1 and a maximum increase equal to half of the Attacker's Character Level (Player Character) or CR (NPC), rounded up. In addition, sources of Vunerability stack with one another; for example, if you had Vunerability 5 against Radiant Damage from your Species and Vulnerability 5 against Radiant Damage from a Magical Effect, you would inrease all Radiant Damage your character takes by 10.

Feats and Ability Score Improvements

This section focuses on Feats, their place within the game, and adds new Feats while modifying existing Feats.

Feats with Ability Score Improvements

Any Feat other than the Ability Score Improvement Feat and Epic Boons that would increase your Ability Score(s) does not. This is because all Unchained Classes receive the Ability Score Improvement Feat and another Feat of their choice at the same time.

Epic Boons

Epic Boons are another exception alongside the Ability Score Improvement Feat; they now increase the bonus they give to +2 instead of +1, serving as an additional Ability Score Improvement.

New Origin Feats

Dungeon Delver

Origin Feat
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.

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, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Mountaineer

Origin Feat
You have spent your time guiding others through mountains and similar terrain, gaining the following benefits:

  • You gain a Climb Speed if you don't already have one.
  • You naturally acclimate to high altitudes, and have Advantage on any Skill Checks or Saving Throws made to endure extreme conditions at such altitudes. This includes elevations above 20,000 feet.

Researcher

Origin Feat You have dedicated your life to a specific field of study, gaining the following benefits:

  • Choose one skill to gain Proficiency in from the following: Arcana, History, Medicine, Nature, Religion.
  • Choose one skill you have Proficiency in to gain Expertise in from the following: Arcana, History, Medicine, Nature, Religion.

New Fighting Style Feats

Brutish Fighting

Fighting Style Feat (Prerequisite: Fighting Style)
You learn one Martial Strike from the list available to the Unchained Class. If a Strike requires the target to make a Saving Throw to resist the Strike's effects, the Saving Throw DC is equal to 8 plus your Strength or Dexterity Modifier (your choice) plus your proficiency bonus. You can use only one Strike per Round, and cannot use a Strike on the same Attack you would use a Weapon Mastery Property, Martial Maneuver, the Power Attack Class Feature, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.

Martial Technique

Fighting Style Feat (Prerequisite: Fighting Style)
You learn one Martial Maneuver from the list available to the Unchained Fighter Class. If a Maneuver requires the target to make a Saving Throw to resist the Strike's effects, the Saving Throw DC is equal to 8 plus your Strength or Dexterity Modifier (your choice) plus your proficiency bonus. You can use only one maneuver per Round, and cannot use a maneuver on the same Attack you would use a Weapon Mastery Property, Martial Strike, the Power Attack Class Feature, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.

You gain one Maneuver Die, which is a d6. This die is used to fuel your maneuvers. A Maneuver die is expended when you use it. You regain half of your expended Maneuver Dice (minimum 1) when you finish a Short Rest and all of your expended Maneuver Dice when you finish a Long Rest. If you have Maneuver Dice from another source, this die is added to that amount.

Primal Fighting

Fighting Style Feat (Prerequisites: Fighting Style, Unarmored Defense Class Feature)
When you aren't wearing armor, you gain a Climb Speed and Swim Speed equal to your Speed and a +1 bonus to Armor Class.

New General Feats

Note: If a Feat references a weapon or armor, refer to the list found in Magniloth's Compendium of Changes. If a Feat references a Class Feature, assume it refers to the Unchained version of that Class.

Commando

General Feat (Prerequisites: 4th Level, Strength or Dexterity 13 or higher.)
You gain the following benefits:

  • You double the Normal and Long Ranges of any Weapon with the Thrown Property.
  • Once per turn, when you make an Attack with a Melee Weapon you are Proficient with that has the Light Property and lacks the Two-Handed Property, you can move up to half your Speed as part of that Attack.

Expert Artisan

General Feat (Prerequisite: Proficiency with a set of Artisan’s Tools.)
You gain the following benefits:

  • Choose one type of Artisan’s Tools you are proficient in. You gain Expertise with that type of Artisan’s Tool.
  • When using Artisan’s Tools to craft Armor, A Weapon, a Potion, or a Poison, gold cost and time are halved for you (minimum 1 GP cost) if you do not already have a feature that grants this benefit.

Martial Arts Initiate

General Feat (Prerequisite(s): 4th Level, Strength or Dexterity 13.)
You gain the following benefits:

  • Your Unarmed Strikes now use a d6 for damage. This increases to a D8 at Character Level 5, and a d10 at Character Level 10.
  • You may use Dexterity instead of Strength for the Attack and Damage rolls of your Unarmed Strikes.

Pai Zhua Master

General Feat (Prerequisites: 4th Level, Monk's Focus class feature.)
You gain the following benefits:

  • Your Unarmed Strikes score a critical hit on a 19 or 20.
  • If you land a Critical Hit with an Attack using your Flurry of Blows feature, you regain 1 Focus Point.
  • While wielding no weapons and not wearing a shield, you gain +1 AC.

Pointman

General Feat (Prerequisites: 4th Level, Proficient with at least one Firearm with the Spread Property, Strength 13 or higher.)
You gain the following benefits:

  • Firearms with the Spread property gain the Finesse Property when wielded by you.
  • Firearms with the Spread property use Strength instead of Dexterity when calculating the DC for the property's Saving Throw.
  • When have Advantage on Skill Checks and Attack Rolls when trying to break an object using a Weapon that has the Spread property.

Rifleman

General Feat (Prerequisites: 4th Level, Proficient with at least one Firearm with the Two-Handed Property, Dexterity 13 or higher.)
You gain the following benefits:

  • If you land a Critical Hit with a Firearm that has the Two-Handed property, you may forgo dealing critical damage to instead force the target to have disadvantage on its next attack roll before the start of your next turn.
  • Increase the Normal and Long Ranges of all Firearms you wield that have the Two-Handed property by 20 feet.

Striker Adept

General Feat (Prerequisites: Proficient with at least one Martial Weapon.)
You gain the following benefits:

  • You learn one Martial Strike from the list available to the Unchained Class. If a Strike requires the target to make a Saving Throw to resist the Strike's effects, the Saving Throw DC is equal to 8 plus your Strength or Dexterity Modifier (your choice) plus your proficiency bonus. You can use only one Strike per Round, and cannot use a Strike on the same Attack you would use a Weapon Mastery Property, Martial Maneuver, the Power Attack Class Feature, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.

Revised General Feats

The following Feats have been revised from the 2024 Player's Handbook or otherwise revised from older content to suit the new rules in this document.

Chef

General Feat (Prerequisite: 4th Level.)
You gain the following benefits:

  • Cook's Utensils. You gain proficiency with Cook's Utensils if you don't already have it.

  • Replenishing Meal. 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 Hit Points.

  • Bolstering Treats. 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 half of your Character Level (rounded down, minimum 1) your Proficiency Bonus.

Dual Wielder

General Feat (Prerequisites: 4th Level, Strength or Dexterity 13 or higher.)
You gain the following benefits:

  • Greater Dual Wielding. You can now Dual Wield weapons that lack the Two-Handed, Heavy, and Special Properties, even if they lack the Light Property.

  • Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light Property or benefits from the Greater Dual Wielding part of this Feat, you can make one extra attack as a Bonus Action later on the same turn with a different weapon that has the Light Property or benefits from the Greater Dual Wielding part of this Feat. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.

  • Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.

Gunner

General Feat (Prerequisites: 4th Level, Proficient with at least one Firearm.)
You gain the following benefits:

  • Ignore Loading. You ignore the Loading property of all weapons that are considered Firearms (called Fieararms elsewhere in this Feat). If you're holding one of them, you can load a piece of ammunition into it even if you lack a free hand.

  • Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with FIrearms.

  • Dual Wielding. When you make the extra attack of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a Firearm that has the Light property and you aren't already adding that modifier to the damage. Additionally, when you use the Reload Property of a Firearm that has it while dual wielding two Firearms that have it, you can reload both weapons as one Action.

Great Weapon Master

General Feat (Prerequisites: 4th Level, Strength 13 or higher.)
You gain the following benefits:

  • Heavy Mastery. All Weapons with the Heavy Property have their weight reduced by half for you.
  • Heavy Swings. You ignore Resistance against Bludgeoning, Piercing, and Slashing Damage with any Melee Weapon that has the Heavy property.
  • Hew. Once per Round, when you score a Critical Hit with a Melee Weapon or reduce a creature to 0 Hit Points with one, you can make one Melee Weapon Attack as a Bonus Action.

Prodigy

General Feat (Prerequisite: 4th Level.)
You gain the following benefits:

  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one skill in which you have proficiency or one tool with which you have proficiency. You gain Expertise in that Skill or with that Tool.

Weapon Master

General Feat (Prerequisite: 4th Level.)
You gain the following benefits:

  • Weapon Training. You gain proficiency with two Martial Weapons of your choice.
  • Mastery Property. Your training with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.

Revised Feats for Skills

The following Feats are revised versions of the Feats for Skills Unearthed Arcana from Dungeons & Dragons 5th Edition (2014).

Acrobat

General Feat (Prerequisites: 4th level, Proficient in the Acrobatics Skill)
You gain the following benefits:

  • You gain Expertise in the Acrobatics Skill.
  • Difficult Terrain doesn't cost you additional movement.

Animal Handler

General Feat (Prerequisites: 4th level, Proficient in the Animal Handling Skill)
You gain the following benefits:

  • You gain Expertise in the Animal Handling Skill.
  • You can use a bonus action on your turn to command one Beast within 60 feet of you that can hear you and that isn't currently following the command of someone else without the Hostile Attitude towards you or your allies. You decide what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. You must finish a Short or Long Rest to do so again.

Arcanist

General Feat (Prerequisites: 4th level, Proficient in the Arcana Skill)
You gain the following benefits:

  • You gain Expertise in the Arcana Skill.
  • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is intelligence, wisdom, or charisma; you choose which when you gain this Feat.

Brawny

General Feat (Prerequisites: 4th level, Proficient in the Athletics Skill)
You gain the following benefits:

  • You gain Expertise in the Athletics Skill.
  • You count as if you were one size larger for the purpose of determining your carrying capacity.

Diplomat

General Feat (Prerequisites: 4th level, Proficient in the Persuasion Skill)
You gain the following benefits:

  • You gain Expertise in the Persuasion Skill.
  • If you spend 1 minute talking to someone who can understand what you say, you can take an Influence Action to make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 30 feet of you for 1 minute thereafter.

Empathic

General Feat (Prerequisites: 4th level, Proficient in the Insight Skill)
You gain the following benefits:

  • You gain Expertise in the Insight Skill.
  • You can use your action to try to get uncanny insight about one humanoid you can see within 15 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on your next attack roll or ability check, whichever comes first, against the target made before the end of your next turn.

Historian

General Feat (Prerequisites: 4th level, Proficient in the History Skill)
You gain the following benefits:

  • You gain Expertise in the History Skill.
  • When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.

Investigator

General Feat (Prerequisites: 4th level, Proficient in the Investigation Skill)
You gain the following benefits:

  • You gain Expertise in the Investigation Skill.
  • You can take the Search action as a bonus action.

Medic

General Feat (Prerequisites: 4th level, Proficient in the Medicine Skill)
You gain the following benefits:

  • You gain Expertise in the Medicine Skill.
  • During a short rest, you can clean and bind the wounds of up to six willing creatures. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can only benefit from this Feat once per Long Rest.

Menacing

General Feat (Prerequisites: 4th level, Proficient in the Intimidation Skill)
You gain the following benefits:

  • You gain Expertise in the Intimidation Skill.
  • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 15 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened of you until the end of your next turn. If your check fails, the target can't be frightened by you until the end of your next Short or Long Rest.

Naturalist

General Feat (Prerequisites: 4th level, Proficient in the Nature Skill)
You gain the following benefits:

  • You gain Expertise in the Nature Skill.
  • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is intelligence, wisdom, or charisma; you choose which when you gain this Feat.

Perceptive

General Feat (Prerequisites: 4th level, Proficient in the Perception Skill)
You gain the following benefits:

  • You gain Expertise in the Perception Skill.
  • Being in dim light doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.

Performer

General Feat (Prerequisites: 4th level, Proficient in the Performance Skill)
You gain the following benefits:

  • You gain Expertise in the Performance Skill.
  • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.

Quick-Fingered

General Feat (Prerequisites: 4th level, Proficient in the Sleight of Hand Skill)
You gain the following benefits:

  • You gain Expertise in the Sleight of Hand Skill.
  • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.

Silver-Tongued

General Feat (Prerequisites: 4th level, Proficient in the Deception Skill)
You gain the following benefits:

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

Stealthy

General Feat (Prerequisites: 4th level, Proficient in the Stealth Skill)
You gain the following benefits:

  • You gain Expertise in the Stealth Skill.
  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible, such as behind cover or fully obscured.

Survivalist

General Feat (Prerequisites: 4th level, Proficient in the Survival Skill)
You gain the following benefits:

  • You gain Expertise in the Survival Skill.
  • You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is intelligence, wisdom, or charisma; you choose which when you gain this Feat.

Theologian

General Feat (Prerequisites: 4th level, Proficient in the Religion Skill)
You gain the following benefits:

  • You gain Expertise in the Religion Skill.
  • You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is intelligence, wisdom, or charisma; you choose which when you gain this Feat.

Crafting

This section includes revised rules for crafting various items, both nonmagical and magical. The cost of purchasing a Magic Item is twice its Crafting Cost. Legendary and Artifact Rarity Magic Items cannot be purchased and must be crafted (Legendary) or found (Artifact).

Tools

The section below details what Magical and Nonmagical items can be crafted by what tool.

Tool Items
Alchemist's Supplies Acid, Alchemist's Fire, Antitoxin, Flask, Holy Water, Oil, Perfume, Poisons, Potions, Vial
Brewer's Supplies Alcoholc Beverages, Antitoxin, Glass Bottle, Potions
Caligrapher's Supplies Ink, Paper, Parchment, Spell Scroll
Carpenter's Tools Arrows, Barrel, Bow, Bucket, Chest, Club, Crossbow, Druidic Focus, Flail (MCoC), Holy Symbol, Ladder, Light Hammer, Pole, Portable Ram, Quarterstaff (MCoC), Staff, Torch
Cartographer's Tools Map, Spell Scroll
Cobbler's Tools Fine Clothes, Climber's Kit, Common Clothes
Cook's Utensils Alchemist's Fire, Edible Food, Potions, Rations
Glassblower's Tools Arcane Focus, Flask, Glass Bottle, Magnifying Glass, Spyglass, Vial
Gunsmith's Tools (MCoC) Alchemist's Fire, Firearm Ammunition, Firearms, Spyglass
Jeweler's Tools Arcane Focus, Holy Symbol, Mirror, Orb, Ring
Leatherworker's Tools Backpack, Component Pouch, Crossbow Bolt Case, Light Armor, Map or Scroll Case, Pouch, Quiver, Sling, Waterskin, Whip (MCoC)
Mason's Tools Block and Tackle, Club, Flail (MCoc), Light Hammer, Maul, Warhammer
Painter's Supplies Druidic Focus, Holy Symbol, Ink, Paint, Spell Scroll
Potter's Tools Jug, Lamp
Smith's Tools Ball Bearings, Caltrops, Chain, Bolts, Crowbar, Grappling Hook, Heavy Armor, Iron Pot, Iron Spikes, Lock, Manacles, Medium Armor, Melee Weapons, Shovel, Sling Bullets
Tinker's Tools Bell, Bullseye Lantern, Hooded Lantern, Hunting Trap, Lock, Manacles, Signal Whistle, Tinderbox
Weaver's Tools Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes
Woodcarver's Tools Arcane Focus, Arrows, Druidic Focus, Ink Pent, Needles, Ranged Weapons (except Firearms and Sling), Rod, Staff, Wand, Wonderous Items (excluding any nonmagical items listed under another type of Tool)

Raw Materials

You require Raw materials equal to half of the Cost of the nonmagical item to craft it. For example, if you were to craft nonmagical Plate Armor, you would require 750 GP of raw materials. The DM determines whether the appropriate raw materials are available, and if not where you might acquire these materials.

If a player chooses to gather materials themselves, the DM can reduce the cost of materials if the character takes the time and effort to gather all of the materials. For example, if a charcter chooses to make Hide Armor and goes through the effort of killing a monster for its hide, tanning the leather, forging the pins and so on, you could reduce the amount of GP required. The maximum reduction that a character can gain from this method is equal to half of the cost of raw materials (round down)

Time

The time it takes to craft a nonmagical item depends on what is being crafted. Divide the cost in GP of the item by 10 (round up). Every 8 hours is one day of work. For example, creating a Heavy Crossbow (MCoC) would take 5 hours of work to make, as its cost is 50 GP.

Magic Item Crafting Time and Cost

The base rules are rather silly and can grind a game to a screeching halt. As such, the table below denotes new rules for crafting magic items. Furthermore, the Cost denotes raw GP cost in materials. If a player chooses to spend Downtime gathering materials themselves, or otherwise acquires those materials without paying for them, the cost can be negated. Otherwise, it is assumed the character spends that much gold on the materials required as part of the Time, though they must have that much gold before they start crafting the item.

Item Rarity Time Cost
Common 8 Hours 50 GP
Uncommon 2 Days 100 GP
Rare 10 Days 1000 GP
Very Rare 20 Days 10,000 GP
Legendary 30 Days 20,000 GP


The Cost listed is in addition to half of the cost of the base item (round down, minimum 1 GP). For example, creating Leather Armor with the Cast Off Effect (see the list of Effects and rules below) would require 8 hours of work and cost 55 GP. Magic Items with the Artifact rarity cannot be crafted and must be found.

Potions

A Potion can be made at the end of a Long Rest, no matter its rarity. However, it requires Proficiency with Alchemist's Supplies as well as half of the Rarity's GP in Cost in materials. If a character has Expertise with Alchemist's Supplies, then they can finish a two Potions during a Short Rest, but cannot make more than two Potions in this way per Long Rest.

The following items can also be crafted in this way, at half of their GP cost (rounded up). If you have Expertise with Alchemist's SUpplies, you create a number of these items equal to your Intelligence Modifier plus 1 (Minimum 2).

  • Acid
  • Alchemist's Fire
  • Alchemist's Doom (SCC) (Costs 50 GP to craft)
  • Holy Water (Requires Proficiency in the Religion Skill or Levels in the Unchained Cleric or Unchained Paladin Class)
  • Poison (All kinds)

Spell Scrolls

Spell Scrolls have their own unique costs and time required per Level. Additionally, any Character can use a Spell Scroll to cast that Spell. However, if a character lacks Spellcasting or Pact Magic, they always cast a Spell from a Scroll at its lowest level. They use their highest Ability Score Modifier between Intelligence, Wisdom, and Charisma as their Spellcasting Modifier for the Spell's Attack Modifier and Spell Save DC.

Any character with the Spellcasting feature can spend a Spell slot of the appropriate level to cast that Spell at the level of the Spell Slot they expend, provided the Spell scribed can be cast at higher levels. They use their Spellcasting Modifier for the Spell's Attack Modifier and Spell Save DC.

Any character with the Pact Magic feature casts the scribed Spell at the level their Pact Magic feature casts its Warlock Spells at, provided that the scribed spell can be cast at that level, if the Pact Magic Spell Level is higher than the Level of the scribed Spell. They use their Pact Magic Modifier for the Spell's Attack Modifier and Spell Save DC.

Once a Spell Scroll is used, it turns to ash.

Spell Level Time Cost
Cantrip 8 Hours 10 GP
1 1 Day 25 GP
2 3 Days 50 GP
3 5 Days 100 GP
4 10 Days 500 GP
5 10 Days 1000 GP
6 20 Days 3000 GP
7 20 Days 5000 GP
8 30 Days 10,000 GP
9 30 Days 20,000 GP

Spell Tomes

Spell Tomes are special books that allow characters to learn new Spells that they might otherwise not be able to learn. The table below details what Unchained Classes can make use of what tomes from what other Unchained Classes' Spell Lists. If a Subclass would grant Spellcasting, refer to the Spell List that Subclass prepares its Spells from as to which Unchained Class it counts for in regards to Tomes. A character cannot learn a Spell from a tome for which they lack Slots to cast that Spell. For example, an Artificer could not learn any Level 6+ Wizard Spells, as they lack Level 6+ Spell Slots.

Warlocks are unique; their Pact Magic stops at 5th Level, but they can gain a limited amount of Level 6, 7, 8, and 9 Spells. If you have the Pact Magic Feature and also a Class or Subclass Feature that allows you to learn a Spell of Level 6, 7, 8, or 9, you can learn Spells of the levels that the Feature(s) have granted you. For example, if you a Level 11 Warlock, you can learn Level 6 and lower Sorcerer Spells from a Tome.

Any Spells you learn from a Tome count as a Spell from your Class's List when you cast them.

Unchained Class Compatible Unchained Classes
Artificer Artificer, Wizard
Bard Bard, Wizard
Cleric Cleric, Paladin
Druid Druid, Ranger
Paladin Cleric, Paladin
Psion Sorcerer, Wizard
Ranger Druid, Ranger
Shadow Summoner Cleric, Warlock
Sorcerer Sorcerer, Warlock
Spellsword Sorcerer, Wizard
Warlock Sorcerer, Warlock
Wizard Artificer, Wizard

Crafting Spell Tomes

To craft a spell Tome, refer to the table below. Note that crafting one of these requires that you can cast the spell you are making a Tome for.

Spell Level Time Cost
Cantrip 1 Day 25 GP
1 3 Day 50 GP
2 5 Days 100 GP
3 10 Days 200 GP
4 10 Days 1000 GP
5 20 Days 2000 GP
6 20 Days 6,000 GP
7 30 Days 10,000 GP
8 30 Days 20,000 GP
9 40 Days 40,000 GP

Magical Weapons

If a Magical Weapon has a +1, +2, or +3, it deals that many d6s in extra damage of the weapon's type when it hits with an attack and gains that modifier as a bonus to Attack Rolls. The +1, +2, and +3 for a Weapon will henceforth be refered to as +X, with the X value being the number from the list above. Magical Weapons can have an amount of Weapon Effects applied equal to the +X Value of the Weapon (maximum 3 Effects). Magical Weapons take on the Rarity of the rarest Effect applied to them. Any Magical Weapon that has the Adamantine, Mithral, or Silvered Effect or a +X Value ignores resistance to the weapon's Damage Type (this does not include alternate damage types granted by the Elemental Weapon effects, only the base damage of the Weapon, such as Bludgeoning, Piercing, or Slashing Damage) and treats Immunity as Resistance instead.

If an Effect has the text (A) beside it, any Weapon with that Effect requires Attunement. The table below denotes what +X Value is applied to what Rarity of Magical Weapon, and the maximum number of Effects that can be applied to a single weapon of that +X Value. Artifact is included for DMs, and an Artifact rarity Weapons can hold an additional Effect for a maximum of 5.

Rarity +X Value Effects Minimum Level
Common +0 1 2
Uncommon +1 2 5
Rare +2 3 10
Very Rare +3 4 15
Legendary +3 4 17
Artifact +3 5 19

Common Magical Weapon Effects

Arm Mounted (A)

The weapon magically attaches to your arm. You cannot be disarmed of the weapon as long as you are attuned to the weapon. To attune to this item, you must hold the weapon against your forearm for the attunement period. While attached to you, you can use a bonus action to retract the weapon beneath your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you cannot use that hand for other purposes. This Effect can only be applied to a Melee Weapon with the One Handed or Versatile property, and a weapon with the Versatile property is treated as if it is being wielded One Handed if it is Arm Mounted.

Moon Touched

While being wielded in Darkness, the weapon creates bright light in a 10-foot emanation and dim light in an additional 10-foot emanation beyond that. This light can pierce magical Darkness, but only within the Emanation of bright light.

Silvered

The weapon counts as a +0 Magic Weapon when wielded for the purpose of piercing resistance and immunity. When you score a Critical Hit against a creature that is shape-shifted, you roll 1d6 Force Damage and deal it to the creature. The GP Cost of silvering a weapon is 15 GP if the weapon is provided, converting a Mundane Weapon into a +0 Magic Weapon.

Sylvan (A)

The weapon allows you to understand all non-written communication by Fey, and they can understand yours, while you wield it. As a Magic Action, you can use the Weapon to cast Message. You can cast Message with this Weapon once, and regain the ability to do so when you finish a Long Rest. This Effect can only be applied to weapons that have the Finesse or Light and One Handed properties.

Uncommon Magical Weapon Effects

Adamantine (Weapon)

The weapon counts as a +0 Magic Weapon when wielded for the purpose of piercing resistance and immunity. The number you must roll on the d20 to score a Critical Hit with this weapon is reduced by its +X value, and any hit against an object with this Weapon is always a Critical Hit.

Elemental (Uncommon) (A)

The weapon's additional +Xd6 Damage Dice deal Cold, Fire, or Lightning Damage. A Weapon can only have this Effect applied once, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that changes the Damage Type of the Xd6 Damage Dice of this weapon. The Damage Type for the Weapon is chosen when it is forged, and cannot be changed.

Enspelled (Weapon) (Cantrip) (A)

The weapon has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Cantrip tied to this Weapon can be an Abjuration or Illusion Cantrip, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Weapon has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Weapon. The Cantrip this weapon holds is chosen when it is forged and cannot be changed.

Enspelled (Weapon) (Level 1) (A)

The weapon has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 1 Spell tied to this Weapon can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Weapon has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Weapon. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Hellfire

THe weapon is made from infernal iron, a black metal with reddish-orange glowing veins running through it that sheds dim light in a 5-foot emanation around the weapon. If a humnaoid is killed with this weapon, its soul is funneled into the River Styx, where it is reborn instantly as a Lemure devil. Additionally, the weapon's Xd6 dice from its +X value deal fire damage. This Effect cannot be on the same weapon as the Elemental (Uncommon) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that would change the Damage Type of the Xd6 Damage dealt by this weapon.

Mithral (Weapon)

The weapon is made from a light, flexible metal, Mithral. The weapon weighs half as much (round down) as its normal counterpart. If its normal counterpart would have the Heavy Property, it loses this property. If its normal counterpart would have the Versatile property, it also gains the Light property.

Slumbering Dragon's Wrath (A)

The weapon is decorated with adornments and engravings resembling a type of dragon, and incorporates bones or scales from that type of Dragon in its construction. The Xd6 damage dealt by this weapon due to its +X Value is the same type as the breath weapon of the dragon whose bones or scales were used to craft this weapon. Additionally, when you score a Critical Hit with this weapon, each creature of your choice within a 5-foot emanation of the target takes 1d6 damage of the type dealt by the weapon's xd6 damage. This Effect cannot be on the same weapon as the Elemental (Uncommon) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that would change the Damage Type of the Xd6 Damage dealt by this weapon. If the Weapon has the Ammunition property, and you do not load any Ammunition into the weapon, the weapon generates its own ammunition automatically when you make the Attack roll. Ammunition created by this weapon vanishes after it hits or misses a target.

Warning (Weapon) (A)

While you are attuned to this weapon, you and all allied creatures within 30 feet are magically awoken if you are sleeping when combat begins, provided the sleep was not induced by magic. Additionally, all affected creatures gain Advantage on all Initiative rolls you make.

Rare Magical Weapon Effects

Acheron (A)

The weapon is crafted from a pitch-black arcane alloy. While wielding this weapon, you are immune to any effects that would turn undead. While wielding this weapon, you can use a Magic Action to give yourself 1d4 + 4 Temporary Hit Points. You cannot give yourself Temporary Hit Points in this way again until you finish a Long Rest. Additionally, when you hit a creature with an Attack Roll using this Weapon, you can force the target to have disadvantage on the next Saving Throw it makes before the end of your next turn. If the target is immune to the Frightened condition, it is immune to this effect. You can only impose Disadvantage with this Weapon once, and regain the ability to do so when you finish a Long Rest.

Berserker (A)

While you are attuned to this weapon, your Hit Point maximum increases by an amount equal to your Character Level. Additionally, you can use a Bonus Action to enter a berserk state for a number of Rounds equal to the +X Value of this weapon (Minimum 1 round), ending at the end of your turn when the +X Value in turns pass for you. While in your Berserk State, you gain resistance to non-magical bludgeoning, piercing, and slashing damage. You can enter your Berserk State once, and regain the ability to do so after you finish a Long Rest. If you are an Unchained Barbarian, you instead simply gain an additional use of your Rage Class Feature while wielding this weapon. This Effect can only be applied to Melee Weapons with the Two Handed property that deal Slashing damage.

Blazing (A)

The weapon causes any ammunition fired from it to burn brightly. The Xd6 damage dealt by this weapon due to its +X Value is Fire Damage, and the weapon deals an additional 1d6 Fire Damage to any flammable, nonmagical object it hits, setting such objects on fire and dealing 1d6 Fire Damage at the start of each of your turns, unless a creature uses a Utilize Action to extinguish the flames. This Effect cannot be on the same weapon as the Elemental (Uncommon) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that would change the Damage Type of the Xd6 Damage dealt by this weapon. This Effect can only be applied to Ranged Weapons that have the Ammunition property.

Certain Death

When you deal damage to a creature with this Weapon, that creature cannot regain hit points until the start of your next turn.

Corpse Slayer (A)

When you hit a creature with the Undead type with an Attack Roll using this Weapon, the creature has Disadvantage on saving throws against effects that turn undead or against damaging spells that deal Radiant Damage until the start of your next turn.

Crystal

The weapon is crafted from the horn or spine of a crystal dragon. The Xd6 damage of this Weapon is Radiant Damage. Additionally, the weapon has 3 charges and regains 1d3 expended charges when you finish a Long Rest. When you hit a creature with an Attack Roll using this Weapon, you can expend 1 charge (no action required) to regain a number of hit points equal to the Radiant Damage the sword dealt. Finally, while you are wielding this weapon, you can use a Bonus Action to cause the weapon to shed bright light in a 30-foot emanation around it and dim light in a 30-foot emanation beyond that, cause it to shed dim light in a 10-foot emanation, or douse the light entirely.

Dragon Slayer

The weapon increases its Xd6 dice by 1d6 when you hit a with creature with the Dragon type with an Attack Roll using this Weapon, and if that creature has a Breath Weapon, you gain Resistance equal to the +X Value of this weapon against that damage type until the start of your next turn.

Elemental (Rare) (A)

The weapon's additional +Xd6 Damage Dice deal Acid, Necrotic, Poison, or Thunder Damage. A Weapon can only have this Effect applied once, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that changes the Damage Type of the Xd6 Damage Dice of this weapon. The Damage Type for the Weapon is chosen when it is forged, and cannot be changed.

Enspelled (Weapon) (Level 2) (A)

The weapon has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 2 Spell tied to this Weapon can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Weapon has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Weapon. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Enspelled (Weapon) (Level 3) (A)

The weapon has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 3 Spell tied to this Weapon can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Weapon has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Weapon. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Giant Slayer

The weapon increases its Xd6 dice by 1d6 when you hit a with creature with the Giant type with an Attack Roll using this Weapon. Additionally, when you hit a creature with the Giant type with an Attack Roll using this weapon, it must make a Strength Saving Throw against 8 plus your proficiency bonus plus the ability score modifier you used to make the Attack Roll, gaining the Prone conditiion on a failed save.

Glimmering (A)

The weapon is silver and black, engraved with the phases of the moon. The Xd6 damage of this Weapon is Radiant Damage. Additionally, while wielding this weapon, you can use a Bonus Action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have Resistance to bludgeoning, piercing, and slashing damage equal to the +X Value of this weapon. You can become Semi-Incoporeal with this Weapon once, and regain the ability to do so when you finish a Long Rest. This Effect cannot be on the same weapon as the Elemental (Rare) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect. This Effect can only be applied to a Ranged Weapon with the Ammunition property. If you do not load any Ammunition into the weapon, the weapon generates its own ammunition automatically when you make the Attack roll. Ammunition created by this weapon vanishes after it hits or misses a target.

Life Stealing (A)

The Xd6 damage dealt by this weapon due to its +X Value is Necrotic. When you score a Critical Hit against a creature using this Weapon, they take an extra 1d6 Necrotic Damage and you gain Temporary Hit Points equal to the amount of Necrotic Damage you dealt with this weapon. You do not gain Temporary Hit Points if the target of a Critical Hit with this Weapon was a creature with the Construct or Undead type. This Effect cannot be on the same weapon as the Elemental (Uncommon) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that would change the Damage Type of the Xd6 Damage dealt by this weapon.

Oceanic (A)

The weapon has elegant engravins featuring leaping dolphins and drifting jellyfish. If the weapon is a Ranged Weapon or has the Thrown property, you ignore the normal penalties on Ranged Weapon Attacks while using this weapon underwater. While wielding this weapon, you gain a Swim Speed equal to your Speed. Additionally, you can use a Magic Action while wielding this weapon to cast the Water Breathing spell. Once you cast Water Breathing with this Weapon, you cannot do so again until you finish a Long Rest.

Starshot (A)

The weapon is crafted from blackened wood with pearl inlays depciting constellations. The weapon has 3 charges, and regains 1d3 expended charges when you finish a Long Rest. As a Bonus Action, you can tap one of the three constellations on this weapon to invoke its effects, expending 1 charge as part of the Bonus Action to do so.

Balance. The next time you hit a creature with an Attack Roll using this Weapon after activating this Constellation, you or another creature of your choice within 30 feet of you can regain Hit Points equal to 1d8 plus the Ability Score Modifier you used to make the Attack Roll with this weapon.

Flames. Until the end of your next turn, the Xd6 damage of this weapon deals Fire Damage.

Rogue. Until the end of your next turn, you gain the Invisible condition, and anything you are wearing or carryying is also invisible.

This Effect cannot be on the same weapon as the Elemental (Rare) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect. This Effect can only be applied to a Ranged Weapon with the Ammunition property. If you do not load any Ammunition into the weapon, the weapon generates its own ammunition automatically when you make the Attack roll. Ammunition created by this weapon vanishes after it hits or misses a target.

Stirring Dragon's Wrath (A)

The weapon is decorated with adornments and engravings resembling a type of dragon, and incorporates bones or scales from that type of Dragon in its construction. The Xd6 damage dealt by this weapon due to its +X Value is the same type as the breath weapon of the dragon whose bones or scales were used to craft this weapon. Additionally, when you score a Critical Hit with this weapon, each creature of your choice within a 5-foot emanation of the target takes 2d6 damage of the type dealt by the weapon's xd6 damage. You gain a +1 to all Attack Rolls you make with this Weapon. This Effect cannot be on the same weapon as the Elemental (Uncommon) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that would change the Damage Type of the Xd6 Damage dealt by this weapon. If the Weapon has the Ammunition property, and you do not load any Ammunition into the weapon, the weapon generates its own ammunition automatically when you make the Attack roll. Ammunition created by this weapon vanishes after it hits or misses a target.

Wounding (A)

The Xd6 damage dealt by this weapon due to its +X Value is Necrotic. When you hit with an Attack Roll using this Weapon, the target must succeed on a Constitution Saving Throw against 8 plus your proficiency bonus plus the Ability Score Modifier you used to make the Attack Roll with this weapon. On a failed save, the target cannot regain Hit Points for 1 hour. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. This Effect cannot be on the same weapon as the Elemental (Uncommon) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that would change the Damage Type of the Xd6 Damage dealt by this weapon.

Very Rare Magical Weapon Effects

Bloodshed (A)

The hilt of this weapon bears a cornelion engraved with a blood rune. You can use Constitution instead of Strength or Dexterity for Attack and Damage Rolls made with this weapon. When you target a creature with an attack using this weapon, you can invoke the sword's rune (no action required), causing it to flare with crimson light. You then spend and roll one of your unspent Hit Dice and add the result to the attack roll. You can choose to invoke the rune before or after making the Attack Roll. If the attack hits, you can also spend and roll unspent hit dice to a maximum amount equal to your Constitution Modifier (minimum 1), adding the total rolled to the weapon's damage. Once you invoke the rune, you cannot do so again until you finish a Long Rest.

Dancing (A)

You can use a Bonus Action to toss this weapon into the air. When you do so, the weapon hovers, flying up to 30 feet, and attacks one creature of your choice within 5 feet of it. The weapon uses your attack roll and adds your ability modifier to the damage rolls. While the weapon is hov ering, you can take a BOnus Action to fly up to another 30 feet to a spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground harmlessly at your feet. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls harmlessly to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it. Only a Melee Weapon that lacks the Reach property can have this Effect.

Elemental (Very Rare) (A)

The weapon's additional +Xd6 Damage Dice deal Force, Radiant, or Psychic Damage. A Weapon can only have this Effect applied once, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that changes the Damage Type of the Xd6 Damage Dice of this weapon. The Damage Type for the Weapon is chosen when it is forged, and cannot be changed.

Energy (A)

The weapon fires magical arrows, bolts, or bullets made of energy. The Xd6 damage dealt by this weapon due to its +X Value is Radiant, and the Damage Type of the Weapon's attacks is also Radiant. A piece of ammunition fired by this weapon emits Bright Light in a 20-foot emanation around itself, and Dim Light in a 20-foot emanation beyond that until the ammunition vanishes. The weapon has additional abilities described below.

Energy Ladder. As a Magic action, you can loose a flurry of energy projectiles from this weapon at a wall up to 60 feet away from yourself. The projectiles become glowing rods that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.

Restraining Shot. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the attack hits, the target must succeed on a Strength saving throw with a DC of 8 plus your Proficiency Bonus plus your Dexterity Modifier or have the Restrained condition for 1 minute. As an action, a creature Restrained by an attack can make a Strength (Athletics) against the same DC they made before check to try to break the restraint, ending the effect on itself on a successful check.

Transposing Shot. As a Magic action, you can fire one energy projectile from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The projectile teleports the target to an unoccupied space you can see within 10 feet of you.

This Effect cannot be on the same weapon as the Elemental (Very Rare) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that would change the Damage Type of the Xd6 Damage dealt by this weapon. This Effect can only be applied to a Ranged Weapon with the Ammunition property. If you do not load any Ammunition into the weapon, the weapon generates its own ammunition automatically when you make the Attack roll. Ammunition created by this weapon vanishes after it hits or misses a target.

Enspelled (Weapon) (Level 4) (A)

The weapon has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 4 Spell tied to this Weapon can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Weapon has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Weapon. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Enspelled (Weapon) (Level 5) (A)

The weapon has glowing magical runes all over it. When you when you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 5 Spell tied to this Weapon can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Weapon has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Weapon. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Executioner's

The weapon increases its Xd6 dice by 1d6 when you hit a with creature with the Humanoid type with an Attack Roll using this Weapon. Additionally, you gain Temporary Hit Points equal to the damage dealt by this weapon's Xd6 dice. This effect can only be applied to Melee Weapons that deal Slashing damage.

Fool's (A)

The weapon appears as a Mundane weapon of its type, but bears illusion magic that lets its wielder deceive their foes. While wielding this weapon, you gain the following benefits.

Fool's Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have Advantage on attack rolls against the target. Once this bonus action is used, it can't be used again until you finish a Long Rest.

Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make an Intelligence saving throw against a DC of 8 plus your proficiency bonus plus the Ability Score Modifier you used to make the Attack Roll with this weapon. On a failed save, the attack instead targets another creature of your choice that is within the attacker's reach. Once this reaction has been used, it can't be used again until you finish a Long Rest.

Forcebreaker

If you attack a Large or smaller structure of magical force (such as those made by Forcecage (MCoC) or Wall of Force (MCoC)), the magical structure shatters automatically. If the target is Huge or larger, then this weapon automatically shatters a 20-foot cube portion of the structure. Additionally, if you make an Attack against a creature and it casts the Shield (MCoC) Spell in response to the attack, you gain a bonus to your Attack Roll equal to the bonus that the Shield (MCoC) spell would grant.

Melodic (A)

The weapon has engravings of musical notes and instruments on it. When you make a Ranged Weapon Attack with this weapon, you can draw a finger across the engravings (no action required), causing the weapon to play a melodic sound. You must choose to do so before you make the Attack Roll, and can only play one Melody per Attack.

Melody of Precision. You gain a +1 bonus to the Attack Roll. If you are proficient in the Performance Skill, you instead gain a +2 bonus to the Attack Roll. If you have Expertise in the Performance Skil, you instead gain a +3 bonus to the Attack Roll.

Melody of Reverberation. The Xd6 damage dealt by this weapon due to its +X Value is Thunder, and you add your Charisma Modifier (minimum 1) to the damage you deal.

This Effect cannot be on the same weapon as the Elemental (Very Rare) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that would change the Damage Type of the Xd6 Damage dealt by this weapon. This Effect can only be applied to a Ranged Weapon with the Ammunition property. If you do not load any Ammunition into the weapon, the weapon generates its own ammunition automatically when you make the Attack roll. Ammunition created by this weapon vanishes after it hits or misses a target.

Nine Lives Stealer (A)

The weapon has 9 charges. When you attack a creature that has 100 Hit Points or fewer remaining with this weapon and score a critical hit, the creature must succeed on a Constitution Saving Throw against a DC of 8 plus your proficiency bonus plus the Ability Score Modifier used to make the Attack Roll with this weapon. On a failure, the target is killed instantly as the blade rips away its life force. When a creature fails its Saving Throw, this weapon loses one charge. When this weapon loses all of its charges, it loses this Effect. Creatures with the Construct and Undead types automatically succeed on their Saving Throw against this Effect.

Oathsworn (A)

When you load a piece of ammunition into this weapon, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a Ranged Weapon Attack, you can utter or sign the following command words: "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after you finish your next Long Rest. When you make a Ranged Attack Roll with this weapon against your sworn enemy, you gain Advantage on that Attack Roll. In addition, the target cannot benefit from Half-Corver or Three-Quarters Cover and you do not suffer Disadvantage due to long range. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons. This Effect can only be applied to a Ranged Weapon with the Ammunition property. If you do not load any Ammunition into the weapon, the weapon generates its own ammunition automatically when you make the Attack roll. Ammunition created by this weapon vanishes after it hits or misses a target.

Ruidium (Weapon) (A)

The weapon is a dull, rusty color with veins of red crystal running through it. The Xd6 damage dealt by this weapon due to its +X Value is Psychic. While wealding this weapon, you can breathe underwater, and gain a Swim speed equal to your Speed. Whenever you roll a 1 on the d20 when you make a an Attack Roll with this Weapon, make a DC 15 Constitution saving throw. On a failed save, you gain 1 level of exhaustion that can only be removed by finishing a Long Rest. On a success, you gain a +1 to the next Saving Throw you make except the Constition saving throw you make while wielding this Weapon. This Effect cannot be on the same weapon as the Elemental (Very Rare) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that would change the Damage Type of the Xd6 Damage dealt by this weapon.

Sharpness (A)

When you attack an object with this weapon, you deal the maximum amount possible with that weapon's Damage Dice instead of rolling for Damage. When you score a Critical Hit against a creature with this weapon, you deal maximum damage with this weapon's Damage Dice (do not include the Xd6 Damage Dice from this Weapon's +X Value or any dice rolled for the Critical hit) as well as an additional 7 Slashing Damage, and the target gains 1 Level of Exhaustion.

Throne's Command (A)

This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. While attuned to this weapon, you gain Proficiency with the Intimidation and Persuasion skills. If you are already proficient in one or both of these skills, you gain Expertise in whichever of the two skills you are already proficient in. This weapon has 5 charges. You can use a Bonus Action to expend 1 or more of the charges to cast one of the following spells: Command (1 Charge), Zone of Truth (2 Charges), Compulsion (4 Charges), Banishment (4 Charges), Dominate Person (5 Charges). The weapon regains 1d4 expended charges when you finish a Long Rest. The Spell Save DC for these spells is equal to 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma modifier (whichever is highest).

Wakened Dragon's Wrath (A)

The weapon is decorated with adornments and engravings resembling a type of dragon, and incorporates bones or scales from that type of Dragon in its construction. The Xd6 damage dealt by this weapon due to its +X Value is the same type as the breath weapon of the dragon whose bones or scales were used to craft this weapon. Additionally, when you score a Critical Hit with this weapon, each creature of your choice within a 5-foot emanation of the target takes 3d6 damage of the type dealt by the weapon's xd6 damage. You gain a +2 to all Attack Rolls you make with this Weapon. As part of the Attack Action you take with this Weapon, you can replace one Attack you make to unleash a 30-foot cone of destructive energy from the weapon. Each creature of your choice within the cone must make a Dexterity Saving Throw with a DC of 8 plus your proficiency bonus plus your Strength or Dexterity modifier (your choice). A creature takes 8d6 of the Xd6 Damage Type of this weapon on a failed save, or half as much on a successful one. You can unleash this cone of energy once, and regain the ability to do so again when you finish a Long Rest. This Effect cannot be on the same weapon as the Elemental (Very Rare) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that would change the Damage Type of the Xd6 Damage dealt by this weapon. If the Weapon has the Ammunition property, and you do not load any Ammunition into the weapon, the weapon generates its own ammunition automatically when you make the Attack roll. Ammunition created by this weapon vanishes after it hits or misses a target.

Leegendary Magical Weapon Effects

Ascendant Dragon's Wrath (A)

The weapon is decorated with adornments and engravings resembling a type of dragon, and incorporates bones or scales from that type of Dragon in its construction. The Xd6 damage dealt by this weapon due to its +X Value is the same type as the breath weapon of the dragon whose bones or scales were used to craft this weapon. Additionally, when you score a Critical Hit with this weapon, each creature of your choice within a 5-foot emanation of the target takes 3d6 damage of the type dealt by the weapon's xd6 damage. You gain a +3 to all Attack Rolls you make with this Weapon. As part of the Attack Action you take with this Weapon, you can replace one Attack you make to unleash a 30-foot cone of destructive energy from the weapon. Each creature of your choice within the cone must make a Dexterity Saving Throw with a DC of 8 plus your proficiency bonus plus your Strength or Dexterity modifier (your choice). A creature takes 12d6 of the Xd6 Damage Type of this weapon on a failed save, or half as much on a successful one. You can unleash this cone of energy once, and regain the ability to do so again when you finish a Long Rest. You gain Immunity to the Xd6 Damage Type of this weapon while attuned to it. This Effect cannot be on the same weapon as the Elemental (Very Rare) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that would change the Damage Type of the Xd6 Damage dealt by this weapon. If the Weapon has the Ammunition property, and you do not load any Ammunition into the weapon, the weapon generates its own ammunition automatically when you make the Attack roll. Ammunition created by this weapon vanishes after it hits or misses a target.

Defender (A)

The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. You can give up a number of the weapon's Xd6 Damage Dice to gain a bonus to AC equal to the number of Xd6 Damage Dice you sacrificed (maximum +3). The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.

Dragonlance (A)

This weapon is forged from rare metals using artifacts blessed by Bahamut. When you hit a Dragon with this weapon, the Xd6 Damage of this Weapon becomes Force for that attack only, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack. This Effect can only be applied to Melee Weapons that have the Reach property and that deal Piercing damage.

Enspelled (Weapon) (Level 6) (A)

The weapon has glowing magical runes all over it. When you when you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 6 Spell tied to this Weapon can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Weapon has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Weapon. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Enspelled (Weapon) (Level 7) (A)

The weapon has glowing magical runes all over it. When you when you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 7 Spell tied to this Weapon can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Weapon has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Weapon. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Enspelled (Weapon) (Level 8) (A)

The weapon has glowing magical runes all over it. When you when you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 8 Spell tied to this Weapon can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Weapon has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Weapon. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Holy Avenger (A)

The Xd6 damage dealt by this weapon due to its +X Value is Radiant, and when you deal damage to a Fiend or Undead with this Weapon while you are attuned to it, you increase the Xd6 Damage of this weapon by 3d6. While you are wielding this weapon, it creates a 10-foot emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other Magical Effects. If you have 17 or more levels in the Unchained Cleric or Unchained Paladin Class, the size of the Emanation increases to 30 feet. Only an Unchained Cleric or Unchained Paladin can attune to this Weapon, provided they are proficient with the Weapon this Effect is applied to. This Effect can only be applied to Melee Weapons This Effect cannot be on the same weapon as the Elemental (Very Rare) Magical Weapon Effect, and it is incompatible with any other Rarity of Elemental Magical Weapon Effect or any other Effect that would change the Damage Type of the Xd6 Damage dealt by this weapon.

Lucky (A)

You gain a +1 bonus to saving throws while attuned to this weapon and it is on your person. You also gain the following benefits.

Luck. If you fail a d20 test while this weapon is on your person, you can call upon its luck (no action required) to re-roll the test once and use the second roll. You cannot use this property if you have the incapacitated condition, and you may only use this property once, regaining the use of it when you finish a Long Rest.

Wish. The weapon has 1d3 charges. While holding the weapon, you can expend 1 charge and cast Wish. You may only use this property once, regaining the use of it when you finish a Long Rest. When all charges are expended, the weapon loses the ability to cast Wish in this way entirely.

Planar (A)

The weapon can shatter the fabric of reality, creating a temporary rift between planes. While attuned to this weapon, you can use a Magic Action to choose a different plane of existence from the one you're on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can't be used again until you finish a Long Rest. You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM's discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM's discretion. Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift. This Effect can only be applied to Melee Weapons that deal Slashing damage.

Vorpal (A)

This weapon completely ignores Resistance and Immunity to Slashing Damage. When you use this weapon to attack a creature that has at least one head and score a Critical Hit, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it doesn't have or need a head, or if the creature is three or more sizes larger than the creature attacking with this Weapon. Such a creature instead takes an extra 6d6 Force damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead. This Effect can only be applied to Melee Weapons that deal Slashing damage.

Magical Armor

If a set of Magical Armor or a Magical Shield has a +1, +2, or +3, it dictates the number of effects from the list below that it can have. The +1, +2, and +3 for Armor will henceforth be refered to as +X, with the X value being the number from the list above. This amount is equal to the +X Value of the Armor plus one (maximum 4 Effects). This does not includes shields, which simply give a bonus to Armor Class along with whatever effects they have, if any. Magical Armor takes on the Rarity of the rarest Effect applied to it. Mundane Armor can be converted into +0 Magical Armor with a single Common Effect by spending 8 hours and 25 GP plus half of the GP cost of the base armor (round down, minimum 1 GP).

If an Effect has the text (A) beside it, any Armor with that Effect requires Attunement. The table below denotes what +X Value is applied to what Rarity of Magical Armor, and the maximum number of Effects that can be applied to a single suit of armor of that +X Value. Artifact is included for DMs, and an Artifact rarity Armor can hold an additional Effect for a maximum of 5.

Rarity +X Value Effects Minimum Level
Common +0 1 2
Uncommon +1 2 5
Rare +2 3 10
Very Rare +3 4 15
Legendary +3 4 17
Artifact +3 5 19

Common Magical Armor Effects

Cast-Off

The armor can be donned or doffed as a Bonus Action.

Gleaming

The armor never gets dirty, and emits bright light in a 10-foot Emanation around the wearer. This bright light can be disabled or enabled as a bonus action by the wearer.

Smoldering

The armor constantly emits wisps of harmless, ororless smoke while worn. When you don the armor, and again when you finish a Short or Long Rest, you can change what color the smoke is. As a Magic Action, you can cause a 5-foot radius Emanation around you to fill with the smoke, obscuring you from view while you remain within this radius. The Smoke dissipates at the start of your next turn, or if wind of 10 miles per hour or greater passes through the radius. You must finish a Long Rest to take the Magic Action with this armor again.

Uncommon Magical Armor Effects

Adamantine (Armor)

The Armor is made of one of the hardest metals known to exist, Adamantine. Any Critical Hit scored against you becomes a normal hit, and you gain a Damage Threshold equal to your Proficiency Bonus divided by two (round down, minimum 1) against all non-magical Bludgeoning, Piercing, and Slashing Damage dealt to you.

Enspelled (Armor) (Cantrip) (A)

The armor has glowing magical runes all over it. When you don the armor, and again when you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Cantrip tied to this Armor can be an Abjuration or Illusion Cantrip, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Armor has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the armor. The Spell this armor holds is chosen when it is forged and cannot be changed.

Enspelled (Armor) (Level 1) (A)

The armor has glowing magical runes all over it. When you don the armor, and again when you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 1 Spell tied to this Armor can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Armor has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the armor. The Spell this armor holds is chosen when it is forged and cannot be changed.

Mariner's Armor

This armor grants a Swim Speed equal to your Speed while worn. If you are wearing this Armor and begin your Turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. No creature can regain Hit Points with this armor until you finish a Long Rest.

Mind Carapace (A)

While wearing this armor, you have Advantage on Saving Throws made against the Charmed Condition, and are immune to the Frightened Condition.

Mithral Armor

The armor is made from a light, flexible metal, Mithral. The armor weighs half as much, and if it would impose disadvantage on Dexterity (Stealth) checks or have a Strength requirement, it does not.

Resistance (Uncommon) (A)

The armor grants Resistance to a Damage Type equal to the +X Value of the Armor. This can be applied to the same suit of armor multiple times, but must be a different Damage Type each time. The Damage Types associated with this Effect are Cold, Fire, and Lightning Damage. The Element resisted by this armor is chosen when it is forged, and cannot be changed.

Weightless (A)

While wearing this armor, you can use a Bonus Action to cast one of the following Spells: Jump or Levitate. Jump costs 1 Charge to cast, while Levitate costs 2 Charges. The armor has 5 charges, and recovers 1d4+1 charges when you finish a Long Rest.

Rare Magical Armor Effects

Demonskin (A)

The armor is made of an ichor of a color of your choice, and you can change the color of the armor when you finish a Short or Long Rest. When you remove this armor, it is contained in a small pot which vanishes when you don the armor and appears when you remove it. The armor can be worn underneath normal clothes and does not impede any bodily functions. The armor cannot be removed against your will unless you die. While wearing this Armor, you have Resistance 1 against Poison damage and Advantage on Saving Throws made against the Poisoned Condition. If the Armor would normally impose Disadvantage on Dexterity (Stealth) checks, it does not.

Enspelled (Armor) (Level 2) (A)

The armor has glowing magical runes all over it. When you don the armor, and again when you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 2 Spell tied to this Armor can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Armor has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the armor. The Spell this armor holds is chosen when it is forged and cannot be changed.

Enspelled (Armor) (Level 3) (A)

The armor has glowing magical runes all over it. When you don the armor, and again when you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 3 Spell tied to this Armor can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Armor has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the armor. The Spell this armor holds is chosen when it is forged and cannot be changed.

Feywrought (A)

The armor is colorful with various flowers on it, infused with the magic of the Feywild. When you finish a Short or Long Rest, you can choose what type of flowers appear on the armor and what colors those flowers have. While wearing this armor, you have Advantage on Saving Throws made to avoid or end the Charmed Condition on yourself. Additionally, the armor has 3 Charges. You can expend 1 charge to cast the Compulsion spell with a DC equal to 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The armor regains 1d3 expended charges when you finish a Long Rest.

Gloomwrought (A)

The armor is black and purple, not reflecting light as it is infused with the power of the Shadowfell. While wearing this armor, you have Advantage on Saving Throws made to avoid or end the Frightened Condition on yourself. Additionally, the armor has 3 Charges. You can expend 1 charge to cast the Calm Emotions spell with a DC equal to 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The armor regains 1d3 expended charges when you finish a Long Rest.

Mizzium

The armor is reinforced with a metal alloy called Mizzium, a copper-gold colored alloy. While wearing this armor, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

Molten Bronze (A)

This armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so. While wearing the armor, you have Resistance 1 against Fire damage. If the Armor would normally impose Disadvantage on Dexterity (Stealth) checks, it does not.

Resistance (Rare) (A)

The armor grants Resistance to a Damage Type equal to the +X Value of the Armor. This can be applied to the same suit of armor multiple times, but must be a different Damage Type each time. The Damage Types associated with this Effect are Acid, Necrotic, Poison, and Thunder Damage. The Element resisted by this armor is chosen when it is forged, and cannot be changed.

Zephyr (A)

The armor is white and silver with a wind rune carved into the chestplate. While wearing this armor, you gain Advantage on all Dexterity (Acrobatics) Skill Checks you make as well as Advantage on Dexterity Saving Throws. If the Armor would normally impose Disadvantage on Dexterity (Stealth) checks, it does not. As a Magic Action, you can cast the Wind Wall spell with a DC equal to 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). You cannot cast Wind Wall using this Armor again until you finish a Long Rest.

Very Rare Magical Armor Effects

Antimagic (A)

While wearing this Armor, you can use a Reaction to gain Advantage on a Saving Throw made against a spell. You must finish a Long Rest to do so again. Additionally, you can use a Magic Action to cast Antimagic Field without spell components. Once you cast Antimagic Field in this way, you must finish a Long Rest to do so a gain.

Bladed Armor (A)

While this Armor is being worn, your Unarmed Strikes deal 1d8 Slashing Damage instead of their normal damage, and your Unarmed Stirkes gain a +1 to their Attack and Damage rolls.

Clockwork (A)

This armor has gears and joints that interlock, drawing on the plane of Mechanus. If you attempt a d20 test while wearing this armor, you can expend 1 charge to make the result of the d20 a 10. The armor has 4 charges, and regains 1d4 expended charges when you finish a Long Rest.

Dwarven Armor

This armor grants a +1 to Armor Class while worn. Additionally, if you would be moved against your will, the distance you are moved is redued by 10 feet.

Enspelled (Armor) (Level 4) (A)

The armor has glowing magical runes all over it. When you don the armor, and again when you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 4 Spell tied to this Armor can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Armor has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the armor. The Spell this armor holds is chosen when it is forged and cannot be changed.

Enspelled (Armor) (Level 5) (A)

The armor has glowing magical runes all over it. When you don the armor, and again when you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 5 Spell tied to this Armor can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Armor has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the armor. The Spell this armor holds is chosen when it is forged and cannot be changed.

Last Stand

This armor grants a +1 bonus to Armor Class while worn, and shimmers softly. If you die while wearing this armor, it is destroyed, and any Celestial, Fey, or Fiend type creatures within a 30-foot emanation of your body must make a DC 15 Charisma Saving Throw or be banished to its home plane of existence unless it is already there.

Living (A)

This armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. You gain a +1 to Armor Class while wearing this armor, and gain Resistance 1 against Necrotic, Poison, and Psychic damage. You cannot pair this Effect with Resistance to Necrotic, Poison, or Psychic Damage. This armor cannot be removed from you while you're attuned to it, and you cannot end your attunement to it voluntarily. If you are targeted by a Spell that ends a Curse, your attunement to the armor ends and it detaches from you. When you finish a Long Rest, you must either expend one Hit Die or gain 1 level of Exhaustion.

Resistance (Very Rare) (A)

The armor grants Resistance to a Damage Type equal to the +X Value of the Armor. This can be applied to the same suit of armor multiple times, but must be a different Damage Type each time. The Damage Types associated with this Effect are Force, Radiant, and Psychic Damage. The Element resisted by this armor is chosen when it is forged, and cannot be changed.

Rudium (Armor) (A)

The armor is a dull, rusty color with veins of red crystal running through it. While wearing this armor, you gain Resistance 2 against Psychic Damage, can breathe underwater, and gain a Swim speed equal to your Speed. Whenever you roll a 1 on the d20 when you make a Saving Throw, make a DC 15 Constitution saving throw. On a failed save, you gain 1 level of exhaustion that can only be removed by finishing a Long Rest. On a success, you gain a +1 to the next Saving Throw you make except the Constition saving throw you make with this armor.

Safeguarding (A)

This armor has a cirtrine engraved with the Shield rune on its chestplate. When wearing this armor, your Hit Point Maximum increases by 10 + your Character level. As a Magic Action, you can invoke the rune to cast Beacon of Hope. When cast in this way, it has a duration of 1 Minute and does not require Concentration. You can only cast Beacon of Hope with this Armor once, and regain the ability to do so when you finish a Long Rest.

Legendary Armor Effects

Armor of Etherealness (A)

While wearing this armor, you can take the Magic action to speak the command word for this armor and gain the benefits of the Etherealness spell. The spell ends immediately if you remove the armor or take another Magic Action to repeat the command word. Once used, you cannot activate the benefits of this spell until you finish a Long Rest.

Efreeti Armor (A)

You gain a +2 to Armor Class while wearing this Armor. While wearing this armor, you gain Immunity to Fire Damage and can read, speak, write, and understand Primordial. Finally, while wearing this armor, you can stand on and move across molten rock as if it were solid cround, similar to the Water Walk spell. You cannot have this and Resistance (Fire) on the same set of Armor.

Enspelled (Armor) (Level 6) (A)

The armor has glowing magical runes all over it. When you don the armor, and again when you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 6 Spell tied to this Armor can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Armor has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the armor. The Spell this armor holds is chosen when it is forged and cannot be changed.

Enspelled (Armor) (Level 7) (A)

The armor has glowing magical runes all over it. When you don the armor, and again when you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 7 Spell tied to this Armor can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Armor has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the armor. The Spell this armor holds is chosen when it is forged and cannot be changed.

Enspelled (Armor) (Level 8) (A)

The armor has glowing magical runes all over it. When you don the armor, and again when you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 8 Spell tied to this Armor can be an Abjuration or Illusion Spell, the Spell's Saving Throw DC is 8 plus your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest), and your Spell Attack Bonus is equal to your proficiency bonus plus your Intelligence, Wisdom, or Charisma Modifier (whichever is highest). The Armor has 6 charges, regains 1d6 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the armor. The Spell this armor holds is chosen when it is forged and cannot be changed.

Spellcasting Foci

If a magical Spellcasting Focus has a +1, +2, or +3, it dictates the number of effects from the list below that it can have as well as granting the value listed as a bonus to Spell Attack Rolls. The +1, +2, and +3 for Foci will henceforth be refered to as +X, with the X value being the number from the list above. This amount is equal to the +X Value of the Armor plus one (maximum 4 Effects). Magical Spellcasting Foci take on the Rarity of the rarest Effect applied to it. Mundane Foci can be converted into +0 Magical Focus with a single Common Effect by spending 8 hours and 25 GP plus half of the GP cost of the base Focus (round down, minimum 1 GP). Only creatures that have the Spellcasting or Pact Magic Features can attune to or benefit from a Magical Spellcasting Focus.

If a Focus is also capable of being used as a Weapon, then it can also apply a Weapon Effect that it meets the requirements for, but a Focus must have at least one Focus Effect applied to it unless the Weapon Effect does not require Attunement and is Common.

If an Effect has the text (A) beside it, any Focus with that Effect requires Attunement. The table below denotes what +X Value is applied to what Rarity of Magical Spellcasting Foci, and the maximum number of Effects that can be applied to a single Focus of that +X Value. Artifact is included for DMs, and an Artifact rarity Foci can hold an additional Effect for a maximum of 5.

Rarity +X Value Effects Minimum Level
Common +0 1 2
Uncommon +1 2 5
Rare +2 3 10
Very Rare +3 4 15
Legendary +3 4 17
Artifact +3 5 19

Common Magical Spellcasting Focus Effects

Abjurer's (Common) (A)

This focus is imbued with the power of one damage type from the following list: Cold, Fire, or Lightning Damage. When the creature attuned to this Focus is holding it and takes damage of the type infused into this Focus, they can use a Reaction to roll Xd4, with X being the +X Value of the Focus, and reduce the damage taken by the amount rolled. A Focus can only have this Effect applied once, and it is incompatible with any other Rarity of Abjurer's Magical Weapon Effect or any other Effect that reduces damage to the creature attuned to the Focus. The Damage Type for the Focus is chosen when it is crafted, and cannot be changed.

Evoker's (Common) (A)

This focus is imbued with the power of one damage type from the following list: Cold, Fire, or Lightning Damage. When the creature attuned to this Focus is holding it and casts a Spell of Level 1+ dealing the Damage Type infused into this Focus, the damage of that spell is increased by the Focus's +X Value. A Focus can only have this Effect applied once, and it is incompatible with any other Rarity of Evoker's Magical Weapon Effect or any other Effect that grants a bonus to the Damage of a Spell. The Damage Type for the Focus is chosen when it is crafted, and cannot be changed.

Uncommon Magical Spellcasting Focus Effects

Abjurer's (Uncommon) (A)

This focus is imbued with the power of one damage type from the following list: Cold, Fire, or Lightning Damage. When the creature attuned to this Focus is holding it and takes damage of the type infused into this Focus, they can use a Reaction to roll Xd4, with X being the +X Value of the Focus, and reduce the damage taken by the amount rolled. A Focus can only have this Effect applied once, and it is incompatible with any other Rarity of Abjurer's Magical Weapon Effect or any other Effect that reduces damage to the creature attuned to the Focus. The Damage Type for the Focus is chosen when it is crafted, and cannot be changed.

Enspelled (Focus) (Cantrip) (A)

The focus has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Cantrip tied to this Focus can be a Conjuration, Divination, Evocation, Necromancy, or Transmutation Cantrip, the Spell's Saving Throw DC is the same as your Spell Save DC, and your Spell Attack Bonus is the same as your Spell Attack Bonus. The Focus has 4 charges, regains 1d4 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Focus. The Cantrip this weapon holds is chosen when it is forged and cannot be changed.

Enspelled (Focus) (Level 1) (A)

The focus has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 1 Spell tied to this Focus can be a Conjuration, Divination, Evocation, Necromancy, or Transmutation Spell, the Spell's Saving Throw DC is the same as your Spell Save DC, and your Spell Attack Bonus is the same as your Spell Attack Bonus. The Focus has 4 charges, regains 1d4 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Focus. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Evoker's (Uncommon) (A)

This focus is imbued with the power of one damage type from the following list: Cold, Fire, or Lightning Damage. When the creature attuned to this Focus is holding it and casts a Spell of Level 1+ dealing the Damage Type infused into this Focus, the damage of that spell is increased by the Focus's +X Value. A Focus can only have this Effect applied once, and it is incompatible with any other Rarity of Evoker's Magical Weapon Effect or any other Effect that grants a bonus to the Damage of a Spell. The Damage Type for the Focus is chosen when it is crafted, and cannot be changed.

Warning (Focus) (A)

While you are attuned to this Focus, you and all allied creatures within 30 feet are magically awoken if you are sleeping when combat begins, provided the sleep was not induced by magic. Additionally, all affected creatures gain Advantage on all Initiative rolls you make.

Rare Magical Spellcasting Focus Effects

Abjurer's (Rare) (A)

This focus is imbued with the power of one damage type from the following list: Acid, Necrotic, Poison, or Thunder. When the creature attuned to this Focus is holding it and takes damage of the type infused into this Focus, they can use a Reaction to roll Xd4, with X being the +X Value of the Focus, and reduce the damage taken by the amount rolled. A Focus can only have this Effect applied once, and it is incompatible with any other Rarity of Abjurer's Magical Weapon Effect or any other Effect that reduces damage to the creature attuned to the Focus. The Damage Type for the Focus is chosen when it is crafted, and cannot be changed.

Enspelled (Focus) (Level 2) (A)

The focus has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 2 Spell tied to this Focus can be a Conjuration, Divination, Evocation, Necromancy, or Transmutation Spell, the Spell's Saving Throw DC is the same as your Spell Save DC, and your Spell Attack Bonus is the same as your Spell Attack Bonus. The Focus has 4 charges, regains 1d4 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Focus. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Enspelled (Focus) (Level 3) (A)

The focus has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 3 Spell tied to this Focus can be a Conjuration, Divination, Evocation, Necromancy, or Transmutation Spell, the Spell's Saving Throw DC is the same as your Spell Save DC, and your Spell Attack Bonus is the same as your Spell Attack Bonus. The Focus has 4 charges, regains 1d4 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Focus. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Evoker's (Rare) (A)

This focus is imbued with the power of one damage type from the following list: Acid, Necrotic, Poison, or Thunder. When the creature attuned to this Focus is holding it and casts a Spell of Level 1+ dealing the Damage Type infused into this Focus, the damage of that spell is increased by the Focus's +X Value. A Focus can only have this Effect applied once, and it is incompatible with any other Rarity of Evoker's Magical Weapon Effect or any other Effect that grants a bonus to the Damage of a Spell. The Damage Type for the Focus is chosen when it is crafted, and cannot be changed.

Rare Magical Spellcasting Focus Effects

Abjurer's (Very Rare) (A)

This focus is imbued with the power of one damage type from the following list: Force, Radiant, or Psychic. When the creature attuned to this Focus is holding it and takes damage of the type infused into this Focus, they can use a Reaction to roll Xd4, with X being the +X Value of the Focus, and reduce the damage taken by the amount rolled. A Focus can only have this Effect applied once, and it is incompatible with any other Rarity of Abjurer's Magical Weapon Effect or any other Effect that reduces damage to the creature attuned to the Focus. The Damage Type for the Focus is chosen when it is crafted, and cannot be changed.

Enspelled (Focus) (Level 4) (A)

The focus has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 4 Spell tied to this Focus can be a Conjuration, Divination, Evocation, Necromancy, or Transmutation Spell, the Spell's Saving Throw DC is the same as your Spell Save DC, and your Spell Attack Bonus is the same as your Spell Attack Bonus. The Focus has 4 charges, regains 1d4 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Focus. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Enspelled (Focus) (Level 5) (A)

The focus has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 5 Spell tied to this Focus can be a Conjuration, Divination, Evocation, Necromancy, or Transmutation Spell, the Spell's Saving Throw DC is the same as your Spell Save DC, and your Spell Attack Bonus is the same as your Spell Attack Bonus. The Focus has 4 charges, regains 1d4 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Focus. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Evoker's (Very Rare) (A)

This focus is imbued with the power of one damage type from the following list: Force, Radiant, and Psychic. When the creature attuned to this Focus is holding it and casts a Spell of Level 1+ dealing the Damage Type infused into this Focus, the damage of that spell is increased by the Focus's +X Value. A Focus can only have this Effect applied once, and it is incompatible with any other Rarity of Evoker's Magical Weapon Effect or any other Effect that grants a bonus to the Damage of a Spell. The Damage Type for the Focus is chosen when it is crafted, and cannot be changed.

Legendary Magical Spellcasting Focus Effects

Enspelled (Focus) (Level 6) (A)

The focus has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 6 Spell tied to this Focus can be a Conjuration, Divination, Evocation, Necromancy, or Transmutation Spell, the Spell's Saving Throw DC is the same as your Spell Save DC, and your Spell Attack Bonus is the same as your Spell Attack Bonus. The Focus has 4 charges, regains 1d4 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Focus. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Enspelled (Focus) (Level 7) (A)

The focus has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 7 Spell tied to this Focus can be a Conjuration, Divination, Evocation, Necromancy, or Transmutation Spell, the Spell's Saving Throw DC is the same as your Spell Save DC, and your Spell Attack Bonus is the same as your Spell Attack Bonus. The Focus has 4 charges, regains 1d4 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Focus. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Enspelled (Focus) (Level 8) (A)

The focus has glowing magical runes all over it. When you finish a Short or Long Rest, you can change what color the runes glow, though this glow is not bright enough to creat dim light or bright light in darkness. The Level 8 Spell tied to this Focus can be a Conjuration, Divination, Evocation, Necromancy, or Transmutation Spell, the Spell's Saving Throw DC is the same as your Spell Save DC, and your Spell Attack Bonus is the same as your Spell Attack Bonus. The Focus has 4 charges, regains 1d4 expended charges when you finish a Long Rest, and you can expend 1 charge to cast the spell imbued in the Focus. The Spell this weapon holds is chosen when it is forged and cannot be changed.

Deities and Patrons

The core rules for Dungeons & Dragons 2024 are rather lacking when it comes to the influence of the divine (or infernal), as well as the nature of a Pact for a Warlock. This section seeks to remedy that by introducing mechanical support for Deities and Patrons, what happens when a Cleric, Paldin, or Warlock fails to fulfill their duty to their Deity, Entity, Pantheon, or Patron, and how a DM can create their own, more flavorful, more involved Deities and Patrons.

Deities and Pantheons

Within the core rules, Clerics and Paladins no longer even require a Deity or Pantheon to worship. I find this to be a shame, as that was one of the most interesting, flavorful parts of those classes and gave the DM tools to involve Player Characters of those classes in things larger than themselves or otherwise deliver exposition in a more natural way. While I have no intentions of bringing back the divisive Alignment in any real capacity, I do intend to make it so that the Unchianed Cleric and Paladin have stricter terms to adhere to in order to retain their magical abilities.

Creating a Deity

To create a deity, a DM should consider the domain that Deity rules over. A deity of Law will operate much differently than a deity of Chaos would, and their followers would be expected to hold to different tenets. Each Deity has the following traits.

Name. The Deity's name.

Alignment. Optional. The Deity's Alignment. Follower Alignments can be placed in parenthesis after the Deity's.

Titles. The Deity's titles, if any. These are often used by their followers.

Domain(s). The domains that the Deity rules over.

Symbol(s). Symbols of the Deity.

Favored Cleric Orders. The Unchained Cleric Order(s) that are most commonly associated with this Deity.

Favored Paladin Oaths. The Unchained Paladin Oath(s) that are most commonly associated with this Deity.

Clerical Tenets. Three to four acts that are considered of the utmost importance for the Deity's Unchained Clerics that must be followed and acted upon as closely as possible.

Paladin Virtues. Three virtues that an Unchained Paladin of this Deity must strive to follow as closely as possible. These are in addition to the two Oath Virtues the Unchained Paladin has from their Subclass.

Anathema. Three to four acts that the Deity despises, and that taking would incur the wrath of that Deity and potentially lead to an Unchained Cleric or Paladin being stripped of their power if performed by them.

As an example, a Deity Information Block will be provided for Tyr, God of Justice.


Tyr

Alignment: Lawful Good (Neutral Good, Lawful Neutral)

Titles: Grimjaws, The Blind, The Maimed God, The Evenhanded

Domain(s): Justice, Order, War

Symbol(s): Balanced scales resting on a warhammer.

Favored Cleric Orders: Light, Order, War

Favored Paladin Oaths: Crown, Justice, Redemption


Clerical Tenets

Seek the truth, punish the guity, right all wrongs, uphold just law.

Paladin Virtues

Balance. Punishment of evil should be swift, but match the crime.

Justice. If there is injustice, then excise it with haste.

Order. Snuff out chaos wherever it rears its head and uphold just laws.

Truth. Your word is your bond. Each lie told breeds chaos.


Anathema

Deliver an unfitting punishment for the crime, Ignore just laws, Knowingly tell a lie, Overlook injustice.

As you can see, Tyr is a strict god. He abhors chaos, injustice, and dsception and favors law, order, and justice. But what happens to a Cleric or Paladin who fails to follow Tyr's Tenets and Virtues?

Falling from Grace

An Unchained Cleric or Paladin who willingly and consciously chooses to act upon one or more of their Deity's Anathema will Fall. Falling is not something that a DM should use to punish a player they dislike, and it should not be done lightly. Generally speaking, most Deities will understand that mortals are flawed creatures and make mistakes. As such, a DM should not cause a Player Character to Fall without three transgressions. Furthermore, the DM should warn the player character through an NPC - perhaps through a vision from a celestial agent of their Deity - of their impending fall, and be specific in what Anathema has been acted upon and how the Cleric or Paladin can repent for their actions.

Notably, if an Unchained Cleric or Paladin is forced to perform an Anathema of their Deity, either through an impossible ultimatum that would lead to said Cleric or Paladin falling either way, or through magic that forced the Unchained Cleric or Paladin to commit an act that counts as an Anathema to their Deity, that action does not count as a transgression! This is to prevent ill-tempered DMs from unfairly punishing their players. In fact, it is all the more likely that the player character's deity will reassure them and instruct them on how to right the wrong they were forced to commit, likely with guidance on how to avenge this unwilling transgression. Usually, this involves acting upon a Tenet or Virtue against the creature that forced the Cleric or Paladin to transgress their deity.

However, if an Unchained Cleric or Paladin commits three transgressions of their own free will and accord when other options were available, they Fall. The character is told of their failure by their Deity, and the player is given a choice from the following options.

Change Subclass and Deity. The character is approached by a Deity that approves of what the character's previous deity calls Anathema. The Player loses all of their previous Subclass features and gains the features of a new, more fitting Subclass. This is the easiest option to manage, and allows for the player to keep playing the class they chose.

Change their Class. The character abandons their faith entirely, and changes to a class other than Unchained Cleric or Unchained Paladin. The following applies to the character:

  • They are the same Level in their new Class they were in their previous Class.
  • They retain any Ability Score Increases they received from their previous class at levels 4, 8, 12, and 16, as well as any Feats they still qualify for with their new Class they received at those levels.
  • They replace any Feats they no longer qualify for with feats they do qualify for.
  • If their new Class would grant additional Ability Score Increases at the level they are currently at, they gain the benefits of those Ability Score Increases.
  • If their new Class would grant additional Feats at the level they are currently at, they choose the appropriate number of new Feats.
  • The character retains any Skill Proficiencies or Tool Proficiencies they chose with their previous Class at Level 1, but not from any Class or Subclass Features.
  • If their new Class would be proficient in more Skills or Tools at Level 1 than their previous Class, then they gain Proficiency in the difference between the two Class's skills. For example, an Unchained Cleric who Fell and became an Unchained Fighter would gain Proficiency in three more skills and two more Tools.
  • The character loses any Weapon Proficiencies and Armor Training they gained from their previous Class or Subclass, and replaces those Proficiencies and that Training with the Weapon Proficiencies and Training from their new Class, if any.
  • The character recalculates their Hit Point Maximum using their new Class and Subclass.
  • All Spells that the character learned or had prepared from their previous Class are lost. If their new Class has the Spellcasting or Pact Magic feature, they follow the rules for that feature.
  • The character can no longer learn or prepare Spells from the Unchained Cleric or Paladin lists. If a Spell is on those lists as well as the list of another class, then it is learned or prepared from that other Class.


This is a more complicated matter, and should ideally be handled between sesssions of play. Still, it can be an excellent roleplaying moment.

Patrons

Unchained Warlocks have Patrons, who grant them powers in exchange for something. Unlike deities, who have a complex system of alignment, domain, tenets, virtues, and anethema, Patrons merely have a Contract with their Warlocks. This is less clear-cut and easily codifed in terms of mechanics. Instead, the DM and the Warlock player should sit down and negotiate a contract, in some form of writing, before the game begins (or, if the Multiclassing Variant Rule is being used, before the Player Character takes their first Level in Unchained Warlock).

This can vary wildly depending on the type of Pact the Warlock chooses, but a good example might be the simpliest: Pact of the Fiend. A Fiend - such as, say, Asmodeus - might state that in exchange for their power, the Warlock promises their undying soul to Asmodeus and his armies in the hells when the Warlock dies. The Warlock could then counter, adding a clause that states that Asmodeus and his forces cannot act to bring the Warlock's life to an early end.

When creating a Contract, it should not have more than four Terms - that is, the DM and the Player both get to add two one or two sentence lines to the Contract, in response to each other. The DM writes the first part of the Contract which can be up to 5 sentences long, roughly 500-600 characters or around 25-30 words long for brevity's sake. Then, the Player adds a second line if they so choose (if they do not, then consider the first line the entire contract). This repeats again, with the DM acting as the Patron and declaring a third line. The Player can then choose to accept the contract or add a fourth. After the fourth, the contract is sealed and the terms are set.

If the Warlock breaks the terms of their deal, the outcome depends on the terms of the contract and the disposition of the Warlock's Patron. For example, a malicious, evil patron might simply decide that voiding the contract means it is complete and the Patron gets whatever they wanted in return for giving the Warlock power. A less malicious patron might simply end the deal and leave the Warlock to their own devices.

Unless an alternative is in the contract, or the Patron chooses to maliciously end the contract, the Warlock follows the same rules as a fallen Cleric or Paladin, substituting Order or Oath for Pact where relevant. For example, another Patron might try to sign a contract with the Warlock, letting them change subclass. Otherwise, they'll need to pick a new Class.

Misc. Rules

The following is a compilation of overall changes meant to enhance the play experience of Dungeons and Dragons 2024, but that are not essential to the balance of the game.

Action Changes

The following Actions have been altered or added.

Dip

Action Type: Bonus Action
Range: 10 feet
Target(s): A Weapon you are wielding.
Requires: A Poison with the Injury or Contact type or open source of flame within range (including within your inventory).
Effect(s): You coat a Weapon in Poison, Venom, or ignite that weapon with flame. If dipped in Fire, the Weapon deals 1d4 Fire Damage on top of its normal damage for the Duration. Otherwise, the regular benefits of applying a toxin, poison, or venom that meets the requirements of this Action apply on a hit.
Other: Fire lasts for 3 Rounds. Poisons and Toxins last for 10 Rounds.

Drink Potion

Action Type: Bonus Action
Range: Self
Target(s): Self
Requires: A Potion in your inventory.
Effect(s): You drink a Potion.
Other: You can also use this Bonus Action to feed a Potion to another Character.

Help

Action Type: Action
Range: 5 feet
Target(s): An allied creature within range.
Requires: N/A
Effect(s): You remove one of the following Conditions from the allied creature you use this Action on: Burning, Paralyzed, Prone, Stunned. Alternatively, if the creature is Incapacitated or Unconscious due to being reduced to 0 Hit Points, you can use this Action to give them 1 Hit Point instead.
Other: A creature who gains 1 Hit Point from being the target of this Action cannot take Actions or Reactions until the end of its next Turn.

Jump

Action Type: Bonus Action
Range: 15 feet plus a number of Feet equal to five times your Strength Modifier (minimum 0).
Target(s): An unoccupied space within Range.
Requires: At least 10 Feet of Movement remaining.
Effect(s): You leap through the air to land in an unoccupied space.
Other: If your movement would pass within 5 feet of a hostile character, it provokes an Opportunity Attack from that character.

Shove

Action Type: Bonus Action
Range: 5 plus five times your Strength Modifier (minimum 0) in Feet
Target(s): A creature or object within 5 feet of you.
Requires: N/A
Effect(s): You push an object or creature next to you. If a Creature, make an Athletics Skill Check contested by the target's Athletics or Acrobatics Skill Check. On a success, you shove the creature in a straight line a distance of 5 + five times your Strength Modifier (minimum 0). An Object or Creature shoved in this way stops if it impacts as solid object or another Character or reaches the maximum distance listed above.
Other: If a Creature or Object weighs more than fifteen times your Strength Score, you cannot use this Action on it.

Swap Weapon

Action Type: Bonus Action
Range: Self
Target(s): A Weapon you have on your person and a Weapon you are wielding.
Requires: Proficiency with both Weapons.
Effect(s): You stow one weapon and draw another.
Other: Regardless of how many Bonus Actions you have, you can only take this Bonus Action Once per Round.

Throw

Action Type: Action
Range: 5 feet / 60 feet
Target(s): A creature or empty space within 60 feet of you.
Requires: A ceature or object within 5 feet of you that weighs fifteen times your Strength Score or less.
Effect(s): You throw an object or creature withi n5 feet of you at another creature or empty space. If the creature is unwilling, it makes a contested Athletics or Acrobatics Skill Check, its choice, against your own Athletics Skill Check. If you succeed, you may throw the target Creature. A Creature thrown by this Action is Prone upon landing and takes Falling Damage as normal.
Other: If you have a Class Feature that allows you to make two or more Attacks when you take the Attack Action, you may replace one of those Attacks with this Action. If used with a Potion and targeting a Creature, an unwilling Creature makes a Dexterity Saving Throw against a Save DC of 8 plus your proficiency bonus plus your Strength Modifier. On a failed save, the creature is hit with the Potion and its effects apply to the creature. On a successful save, the Potion clatters to the ground harmlessly in the nearest unoccupied space of the target creature.

Condition Changes

The following Conditions have been altered or added.

Burning

A creature is Burning when it is set on fire, such as with Alchemist's Fire or stepping into open flame or similarly hot surfaces (such as magma). It takes 1d4 Fire Damage at the start of each of its Turns. If the creature has the Help Action taken on it, uses a Potion that restores Hit Points, or gains the Wet Condition, the Burning Condition immediately ends. The Burning Condition also ends on its own after 2 Rounds unless the creature is still being exposed to the source of the Burning Condition (such as standing in an open flame), in which case the Duration resets to 2 Rounds.

Chilled

A creature is Chilled when it is within a cold environment, typically one covered in ice or snow, without appropriate gear for the environment, or takes Cold Damage without Resistance to Cold Damage. A Chilled Creature gains Vulnerability to Cold Damage and Resistance to Fire Damage. Should the Wet Condition be applied to a creature with Chilled, they become Frozen instead until it takes Fire Damage or is moved to or otherwise exposed to a moderate or warmer tempurature environment.

Frosted

A creature is Frosted when its Movement Speed is reduced by a Spell that does Cold Damage or when it fails a Survival Skill Check in an area of extreme cold. Failing another such Skill Check results in Chilled replacing Frosted. A creature that is Frosted has Disadvantage on Dexterity Saving Throws, and if a creature is still Frosted at the end of the third of its turns after being afflicted with Frosted, it must make a DC 12 Constitution Saving Throw or take 1d4 Cold Damage and replace the Froted Condition with the Frozen Condition. On a successful save, the creature takes half damage and loses the Frozted Condition. If a creature with the Frosted Condition is afflicted with the Burning Condition, the Frosted Condition ends immediately.

Frozen

A creature is Frozen when it is completely encased or transformed into ice, usually by being exposed to the Wet Condition while Chilled. A creature with the Frozen Condition gains Vulnerability to Bludgeoning and Thunder Damage, Resistance to Fire Damage, and Immunity to the Burning and Frosted Conditions. Frozen lasts a maximum of 2 Rounds, after which a DC 12 Constitution Saving Throw is made by the Frozen creature. On a sucessful save, the Condition ends. On a failed save, the creature takes 1d4 Cold Damage and the Condition's Duration is renwed.

Paralyzed

A creature with this condition suffers the following penalties.

  • The creature must spend 1 additional foot of movement for every foot they move. For example, if a creature wanted to move 10 feet, they would need to treat that movement as if they had moved 20 feet instead.
  • The creature can take either an Action or Reaction during its Turn, not both.
  • The creature cannot take Reactions.
  • The creature automatically fails all Strength and Dexterity saves and checks.
  • The creature cannot make more than one Attack during its Turn, even if it had a Feature, Ability, Feat, Mastery, or magical effect that would allow it to make multiple attacks during a turn.
  • All Attacks against the creature are made with Advantage.
  • All Attacks the creature makes are made with Disadvantage.
  • If the creature attempts to take the Magic Action to cast a Spell, it must roll a d20 test with no modifiers. On a 1 to 10, the spell fails and the slot is wasted. On an 11 to 19, the spell is cast, but does not take effect until the caster's next turn and the caster must use its Action during that turn to complete the spell. If it cannot, the spell fails but the slot is not consumed. On a 20, the spell is cast normally.
  • Any attack that hits the creature is a Critical hit if the attacker is within 5 feet of the creature.

Stunned

  • The creature must spend 1 additional foot of movement for every foot they move. For example, if a creature wanted to move 10 feet, they would need to treat that movement as if they had moved 20 feet instead.
  • The creature can take either an Action or Reaction during its Turn, not both.
  • The creature cannot take Reactions.
  • The creature automatically fails all Strength and Dexterity saves and checks.
  • The creature cannot make more than one Attack during its Turn, even if it had a Feature, Ability, Feat, Mastery, or magical effect that would allow it to make multiple attacks during a turn.
  • All Attacks against the creature are made with Advantage.
  • All Attacks the creature makes are made with Disadvantage.
  • The creature cannot cast Spells other than Cantrips that require a Spell Attack Roll.

Vile

A creature with the Vile Condition is a creature that is innately tied to some dark, unholy force. All Creatures with the Fiend or Undead Creature Type have this Condition applied constantly, and this Condition cannot be removed except by gaining Resistance or Immunity to the Radiant Damage Type. A creature with this Condition has Vulnurability to Radiant Damage.

Wet

A creature with the Wet Condition is soaked in water. A creature that hs this Condition is Immune to the Burning Condition and gains Resistance to Fire Damage, but gains Vulnurability to Lightning and Cold Damage. The Wet Condition ends after 3 rounds have passed of the character no longer touching the source of the Condition (for example, stepping out of an ankle-deep puddle onto dry land).

Variant Rules

Variant Rule: 2d10 Tests

With this rule, all D20 tests are replaced with 2d10 instead. Natural 1s wherever they are mentioned are replaced with Natural 2s, though Critical hits remain unchanged.

Variant Rule: Advantage Expanded

With this rule, Advantage grants a bonus from +1 to +5 depending on the check, and any Species Ability, Class or Subclass Feature, Feat, or Spell that would grant Advantage grants a bonus depending on the feature. Advantage cannot grant a bonus below 1 or above 5.

  • A Species Ability scales off of Character Level, being equal to the Character's Level (Player Character) or CR (NPC) divided by four, rounded down, minimum of 1. For example, a Multiclassed Player Character who has 4 levels of Fighter and 5 levels of Wizard would treat any Species Ability they have that grants Advantage as a +2 bonus.
  • A Class or Subclass Feature uses on the Level of that Class. For example a Level 12 Fighter with a Subclass Feature that grants Advantage on Melee Weapon Attack Rolls would gain a +3 to any D20 Check that had Advantage from that Subclass Feature.

    A Class or Subclass Feature that grants Advantage to a creature other than the one with that Feature, it uses the Class Level of the Creature with that feature, not the target.
  • A Feat scales off of Character Level, being equal to the Character's Level (Player Character) or CR (NPC) divided by four, rounded down, minimum of 1. For example, a Multiclassed Player Character who has 4 levels of Fighter and 5 levels of Wizard would treat any Species Ability they have that grants Advantage as a +2 bonus.
  • A Spell that grants Advantage uses the Level of the Spell divided by 2 and rounded up. For example, a Level 5 Spell that grants Advantage would give a +3 bonus.

Disadvantage follows the same rules as Advantage, but instead of a Bonus, it grants a Penalty.

If a creature would have both Advantage and Disadvantage, start with the Bonus from Advantage, then subtract the Penalty from Disadvantage. This is the modifier applied to the d20 Check. A creature can only benefit or suffer from one source of Advantage and Disadvantage at a time. New instances of either replace the previous instances.

If an Ability, Feature, Feat, or Spell would normally not work if a creature has Disadvantage, it works if the modifier is +0 or higher due to Advantage, provided that creature has Adantage as well. For example, Unchained Rogue's Sneak Attack now works if the Rogue has Disadvantage provided its Advantage modifier is high enough to offset or ignore the Penalty from Disadvantage.

Variant Rule: Alternate Spellcasting Abilities

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

Dungeon Masters should only allow this if it's clear the intent is to complete an interesting character concept and not in pursuit of metagaming or "power gaming" - that is, attempting to maximize the raw power of a Player Character over their flavor.

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

An example of an inappropriate use of this rule would be someone wanting to use Intelligence on a Warlock so they can multiclass into Bladesinger Wizard and/or Armorer Artificer and make use of Pact of the Blade's casting stat-to-damage feature.

Variant Rule: Disadvantage Expanded

Disadvantage follows the same rules as Advantage, but instead of a Bonus, it grants a Penalty. Armor or a Weapon that imposes Disadvantage of any kind imposes a penalty of -2. The penalty for attacking beyond the Normal range of a weapon is equal to 5 minus your Dexterity Modifier minus 1 (minimum 0)

If a creature would have both Advantage and Disadvantage, start with the Bonus from Advantage, then subtract the Penalty from Disadvantage. This is the modifier applied to the d20 Check. A creature can only benefit or suffer from one source of Advantage and Disadvantage at a time. New instances of either replace the previous instances.

If an Ability, Feature, Feat, or Spell would normally not work if a creature has Disadvantage, it works if the modifier is +0 or higher due to Advantage, provided that creature has Adantage as well. For example, Unchained Rogue's Sneak Attack now works if the Rogue has Disadvantage provided its Advantage modifier is high enough to offset or ignore the Penalty from Disadvantage.

Variant Rule: Martial Power Stacking

With this Variant Rule, the strength of Martial characters drastically increases. They can now layer Martial Strikes, Martial Maneuvers, Power Attack, Paladin's Divine Smite, and Ranger's Hunter's Mark damage bonus on the same attack. This is not reccomended, but is provided as an option.

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Changes: Me, SmugCoffeeMan

Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Changelog

1.0

  • Created the document.

1.1

  • Updated Source list

1.2

  • Added revised Circle Casting rules to make that feature more balanced.

1.3

  • Added links to all the Unchained Classes.
  • Added Unchained Psion, Shadow Summoner, and Spellsword to the list for Spell Tomes.
  • Fixed a formatting issue with Circle Spell Rules.

1.4

  • Tweaked some formatting.
  • Removed some bad language that is no longer relevant from a Variant Rule.